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Kakashi Okamoto
Registered User
Join date: 12 Jul 2006
Posts: 32
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10-17-2006 22:31
Well, Im in the early stages of building a detailed object (still getting references and thinking on where and how to start), but Im fairly certain that in order to get the detail I want, Ill need more than 246 (or w/e) prims.
I did a search and found something on a temprez loophole kinda thing, but does it still work? And if it does, whats the script?
If not, are there any other alternatives, or am I going to have to sacrifice detail and try to make up for it with textures?
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Squirrel Wood
Nuteater. Beware!
Join date: 14 Jun 2006
Posts: 471
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10-18-2006 01:10
A good builder does a lot of the detail work by using textures properly.
Also, due to the Level of Detail settings ingame, your prims will be reduced in detail when you're a short distance away from them.
Therefore I'd suggest you try to use as few prims as possible and use textures for the fine details.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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10-18-2006 09:02
I'll second Squirrel's recommendation about textures. You'd really be amazed what good texturing can accomplish with very few prims. For an extreme yet simple example, I often use a checkerboard. Without texturing, you need 64 prims to make all the squares. With texturing, you just need one.
Successful building in SL really hinges on the concept of less is more. It's all about learning to do as much as you can with as little as you can.
If you've got previous 3D modeling experience, it's easy to feel in the beginning like SL's primitive-only system is incredibly restrictive. Once you get used to it though, you find yourself developing a kind of problem-solving intelligence that you never ordinarily would have. When I started to get good at building in SL, I found that the skills it forced me to develop were tremendously beneficial for my outside-SL modeling. My poly counts per model went way down while the quality actually went up, and my texturing skills improved at least a hundred fold.
Give it some time and practice, Kakashi, and I'm sure you'll find you really don't need all those hundreds of prims that you probably think are so necessary right now.
As for your question about a temp-rezzer work-around, I'd recommend not going that route. Prim count limits exist in SL for a reason. Circumventing them makes the system have to work much harder, causing lag, lag, lag. It's not worth it.
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