Holy slick! Once again you prove that you are ultra quick to learn and adapt, and to make the most out of the tools you have at hand. Way awesome.
I'm totally with you on the draw of Second Life. Being not only a fairly hardcore FPS gamer, a bit of a "human interface" geek, and a bit of a stickler about many things computer-graphiccy, Second Life is a bumbling, clumsy, ugly piece of software.
However, that also tends to be its biggest draw/charm for me. I love the idea of trying to make something awesome within a set of challenging limitations. The fact that SL gives you an instant outlet/audience for your works just makes it that much more interesting. I fantasize about learning all the little quirks of the prim modelling and, specifically, this whole "sculpy" thing, to realize stuff that's stuck in my head, is just awesome.
Can't say that the whole economy thing, and possibly making some side-income on it, isn't also just a teeny bit of an attractive dream, at that :P
Very intricate, and looks great when mapped. Impressive!
Here's a tip that can help you save some texture space: with symmetrical designs such as these, where one side is a mirror of the other, you really only need half the texture. You can double up on the UV coordinates to map the same pixels of the texture to both sides of the model. That can free up a lot of the space in your texture budget for other stuff, or just give you room for finer resolution in the half you do keep.
Clunky it certainly is - I admit I don't have Second Life installed either. I just meant advice for texturing models generally (as this is perhaps the one realm of art where I could possibly have some tiny shred of help to offer you).
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I'm totally with you on the draw of Second Life. Being not only a fairly hardcore FPS gamer, a bit of a "human interface" geek, and a bit of a stickler about many things computer-graphiccy, Second Life is a bumbling, clumsy, ugly piece of software.
However, that also tends to be its biggest draw/charm for me. I love the idea of trying to make something awesome within a set of challenging limitations. The fact that SL gives you an instant outlet/audience for your works just makes it that much more interesting. I fantasize about learning all the little quirks of the prim modelling and, specifically, this whole "sculpy" thing, to realize stuff that's stuck in my head, is just awesome.
Can't say that the whole economy thing, and possibly making some side-income on it, isn't also just a teeny bit of an attractive dream, at that :P
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Here's a tip that can help you save some texture space: with symmetrical designs such as these, where one side is a mirror of the other, you really only need half the texture. You can double up on the UV coordinates to map the same pixels of the texture to both sides of the model. That can free up a lot of the space in your texture budget for other stuff, or just give you room for finer resolution in the half you do keep.
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such a time sink! and it's a little clunky *blushes* at least for my fingers.
*slaps hooves all over keyboard*
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