neroexo.blogg.se

Mesh wolf forms second life
Mesh wolf forms second life












mesh wolf forms second life
  1. #MESH WOLF FORMS SECOND LIFE HOW TO#
  2. #MESH WOLF FORMS SECOND LIFE PROFESSIONAL#
  3. #MESH WOLF FORMS SECOND LIFE WINDOWS#

Ah and yes, it is so easy to be sure the model will tell the composer, O has not same color as H on the uvmap itself Ok my 3D model is done, at least for me it is perfect. Model is ( draw ( molecule 'H2O ) 'plot '3d ) ok, it is done, What ? don't tell me you use blender for this no seriously ? you don't use Internet knowledge ? you don't use standard RDF file and SparQl language ? Let say we wish to make H2O molecule on Second life. To make easier example for my attempt to explain Step 3, the exporter, it is where I will select the file format and many parameters to be sure the file will be uploaded easily and with minimal effort on the target platform. It is why for example, a displacement will generate polygons for photorealism engine and will generate texture for real time engine ! it is why there is checkboxes to select the render engine, and of course, why not add Second life and Sansar, as we added Infinite Sim on 2014 / 2015 largely before Sansar And of course, I can change the model and ask to the composer new generation and change the render engine at any time. It is why the same model will use 1500 polygons or 15000 polygons or more depends the render engine I target. Of course, the composer knows the model perfectly and creates perfect LOD for my wall or tubes, because composer and designer are disconnected but composer knows the model enough. Now step 2, I will choice firstly the type of render engine, real time, half real time or photorealism sometime called "offline".Īfter this, I will choice many parameters, quad or not, auto adaptation, number of LOD, and so one. At this step, it is pure design, and at no moment I need think about mesh composing. It is how the first step musts to be done.

#MESH WOLF FORMS SECOND LIFE WINDOWS#

So my model is a formulae, but I can add manually on the 3D model a break point and curve by hand the upper part of the bottle as example.Īn other example, a wall, I make a simple schema of a wall, almost a cube and I add by description 3 windows, by default the windows will have a standard shape, I can change it of course, and I can of course change the position of windows by formulae, by hands, randomly even for the fun. Let write something as ( tube ( splinecurve ( x,yz) (.) (.) ) additional parameters as nocap ) nocap to keep the hole of the bottle Step 1, a simple model, let say a tube deformed to make a nice bottle, I will describe my tube with a formulae, it is an example, you can do it manually, by hands and mouse or Wacom.

#MESH WOLF FORMS SECOND LIFE HOW TO#

It is where you create LOD too, and as the composer has a deep knowledge of its task and model, no need to waste time of human designers here.ģ, exporter, an important step where you will explain to the software the format you wish and how to assemble or disassemble all the parts of the design to generate the format of your choice.

mesh wolf forms second life mesh wolf forms second life

In this step, it is important to target the render engine you choice, but with the composer musts to work even if you return on step one and change the model, no matter, the composer will generate new quad / polygon. Or a mix of all of these.Ģ, how the model will composed by quad / polygon. By design, I speak about the precise description of the objects, by formulae, by pure design, by program, by hands too. There are many ways to design 3D objects, but there is one almost never mentioned here, for purpose ?ġ, design, a design totally disconnected of the final render engine you target, really totally disconnected. Good game assets creation is 99.9% the technical skills of the creator, 0.1% the functions of the modelling software.

#MESH WOLF FORMS SECOND LIFE PROFESSIONAL#

You should never subsitute one for the other and no professional modeller would ever even think of doing so.Īs for what software to use, it doesn't matter much as long as it can produce clean meshes with no superfluous polys or vertices. These are two completely different branches of 3D modelling. The second reason is that SL requires game assets while RL design requires CAD models. By uploading a model to Second Life, you give Linden Lab quite extensive rights to use your work, far mroe extensive than what is possible for a professional architect or design bureau to accept. There are two reasons why professional architects and designers can't use Second Life as thei work platform and neither has anything to do with the modelling software they use. And so, we can even use Sansar or Second life to use professional architect design and even on professional area.














Mesh wolf forms second life