From: Hana Otafuku
Hi Chosen. I made a blueprint of the robot avatar but only front view. I guess I can't be lazy. Do you know if I can also import the blueprint to offline builder like Blender/Maya?
Absolutely. In Maya, you can either apply it to a piece of geometry as a texture, just like you would in SL, or you can assign it to a tool called an image plane. Image planes are cool because they don't actually exist as objects in your scene, but are functions of the camera. They're very handy.
I'm not sure if Blender has a similar feature to Maya's image planes, but you can certainly apply your blueprint as a texture to an object, and work that way.
From: Hana Otafuku
I found a texture test pattern. I will experiment with it. Since my robot avatar's body is composed of about 20 prims, I wonder if making one piece of texture then offsetting it is more efficient (in terms of rendering and workflow) than making 20 textures?
Yes, one texture will be much more economical than 20.
From: Hana Otafuku
I see. SL is kind of the first 3D application I've ever tried to learn so far. I really like how there is a community to support you when you're learning everything from scratch. I hope I'll be able to apply the same basic knowledge and skills to other 3D applications.
You'll find that most concepts of 3D are universally applicable, so in many ways, anything you learn in SL will help you in other applications. It's like how learning to draw will make you a better sculptor, or how learning graphic design will make you a better painter. It's all related.
However, SL does work quite a bit differently from traditional 3D modeling programs. The other programs have a lot more tools available, and they all have a lot more in common with each other than any of them do with SL.
Basically, SL is to 3D modeling platforms, as "My Cousin Vinny" is to lawyers. Vinny barely posseses the skills necessary to be passable at the actual job of lawyering itself, but because he happens to be entertaining and quite good with people, he succeeds anyway.
SL has pretty much the same story. Strictly speaking, as a 3D modeling application, it's, well, pretty terrible. Its tools are almost childish, it uses this bizarre system of parametric objects instead of standard surface modeling, its visual quality is a decade or two behind the times, etc. However, since it has so much going for it socially, none of that stuff really matters.
In SL, you get not just to build your sand castle, but actually to move into it. In something like Maya, your castle could be a thousand times nicer, but you can't invite all your friends to come hang out in it.
On a side note, it's really pretty amazing just how good people have been able to get things to look in SL over the past three or four years, in spite of the "dummyish" tools. The technology really hasn't changed or improved in any meaningful way, but people's ability to use it effectively has grown almost exponentially.
Anyway, to get back on topic, I'll summarize by saying this. Every 3D application you learn will benefit you. You'll find that they all add to your skillset synergistically. Getting better at one makes you better at all. That doesn't mean that a Maya expert will automatically know how to use 3DS Max, of course, but it does mean that the process of learning Max will make that Maya expert better at Maya as well as at Max. Make sense?
From: Hana Otafuku
I am not ready to get a land but want to build in a lag-free environment. If I build in the sky of sandbox, will my build get deleted if I leave them there for a couple days? Do the prims in sky count toward the prim number limits of a sim/island?
It doesn't matter how high an object is. If it's over the land, it's "on" the land. Yes, your objects will disappear if they're over a sandbox. Whether they're touching the ground or 500 meters up in the sky, it makes no difference.