SegmentationFault String
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Join date: 18 Jan 2009
Posts: 13
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07-31-2009 17:28
I don't like any of the eyewear I found around SL so I thought, why not make my own? How hard could it be? I did an amazing job on some frames and lenses, so I figured the hard part is over; I just need to add the little details like earpieces and a bridge.
Wrong. Turns out that bridge is the hardest part of all, because I want it to look JUST RIGHT. I'm trying for the old-school bridge that's a solid chunk, not just a simple arc across the nose. Instead it should be more like a hyperbola - two arcs back-to-back, with the space between them filled in.
I'm starting to think this isn't possible at all with prims, and I don't know how to do textures or sculpts yet. Does anybody else have an idea how I can do it with prims, or is it time to learn those textures?
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Lightwave Valkyrie
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Join date: 30 Jan 2004
Posts: 666
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07-31-2009 17:45
you mean an hour glass shape? a hollow cube with circle hollow, cut in half and back to back
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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07-31-2009 18:24
or a cut hollowed flattened torus maybe some taper and radius tweaks....
you end up with flat edges on the lens sides though, but depending on the frame width or lens shape that's hidable
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SegmentationFault String
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Join date: 18 Jan 2009
Posts: 13
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07-31-2009 21:44
Thanks, both of you. That's exactly what I asked for but not what I wanted  I ended up just using a very thick torus section until I have time to learn how to import textures.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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08-01-2009 00:49
it'd take about 2 prims either method to get the arcs and have in cuts on the edges where it attaches to the lens... with benefits and drawbacks for either method (the cube method leaves sharper angles at the edge, the torus method would require overlapping prims to get the in cuts)
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