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Quick Newb Question...

Voltas Kavka
Registered User
Join date: 1 Jun 2006
Posts: 5
06-01-2006 17:08
I've looked around a bit and I'm sorry if its obvious but...

Can you create models?

Can I create an avatar model?
Can I create an object?

OK...so point me to where to find out how

I have Maya experiance
I have lightwave experiance
I have autocad experiance....

I wanna make something?!? can I?

sorry, I've been in Second Life a whole 20 min. but I'm already excited about building.

"He's like me......He's a digger"
-Jerasic Park
Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
06-01-2006 17:58
Basically, you cannot import 3d meshes made with external 3d program like Lightwave or Maya. What you see in SL has been built out of default shapes (primitives) which can be modified through adjusting their parameters, and combined together. It's in a way like building things in 3d Max with no access to mesh modifier on vertex/edge level ^^;;
Voltas Kavka
Registered User
Join date: 1 Jun 2006
Posts: 5
06-01-2006 19:01
I guess thats ok...

But it would be really cool if they gave us a mesh modifier...

heck, I could turn a table into an outfit, hehe

Given enough vertex the life expectancy of a table is reduced to zero......


Next topic....

Textures:

Bumb maps?
Transparencey?
Luminesence?
Normal?
Differance mapping?
Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
06-02-2006 03:50
* bump maps: sort of, the regular texture applied to prim can be used as bump map source
* transparency: yes, defined with texture alpha channel + per-face transluency value
* luminosity: on/off toggle, set on per-face basis (more precisely on per-side basis.. a sphere is for example considered to only have one side unless it's hollowed out etc)
* normal maps: no
* difference mapping: first time heard of it, guessing no o.O; if you mean diffuse mapping then not really, although it's possible to sort of emulate it on per-face basis by setting base colour of prim side. Alternatively diffuse + solid colour can be faked by putting difuse map as colour map, and painting the prim with base mesh colour parameter.
Voltas Kavka
Registered User
Join date: 1 Jun 2006
Posts: 5
06-02-2006 13:59
Differance mapping...

short explination.....

Imagin another map (like an advanced bump map) that you apply to a low poly model. you create a differance map my generating 2 models, I low poly model for the game, and a High poly model for referance.

A differance mape then creates a complext "bump map" that actualy makes the low poly model look like the high ploy model with out rendering out more poly's. ITs an AWSOME trick for games and stuff. getting the detail of a high poly model out of a low poly with only a little more added rendering power to apply the differance mapping.

Example: Doom 3 uses it for its charactors.

Nvidia supports it directly and has differance mapping tools.

But actualy, I think I was thinking about defussion mapping (I was prity sure this game world didn't yous differance mapping, you can tell)
Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
06-02-2006 14:59
Ahh i see... but isn't that just normal map under different name, then? At least that's how the normal maps are typically made and used, iirc, so the low polygon in-game shape can be adjusted with them on per-pixel basis to resemble high-poly original, which was used to generate the normal map ^^;;
Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
06-02-2006 16:50
and the answer ofr normal maps in sl is.... no
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