No.18657
post wireframes (ctrl/cmd + shift + r)
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No.18658
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No.18672
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No.18674
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No.18680
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No.18681
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No.18682
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No.18722
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No.18745
>>18680
Looking at the wireframe of that model makes my hardware and myself cry tears of pain
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No.20954
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No.20955
>>18722
>those solid colors
tell me those are like sculpts and wire frame shows up differently or something
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No.20956
>>20955
I'm sorry anon.. the limbs were rigged mesh
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No.22677
>>18657
What the fuck with those trees? That could've taken like 40 tris to make.
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No.22680
>>22677
That's because they aren't mesh but are actually sculpt.
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No.22681
>>22680
Oh, I see. Sometimes I forget about those.
I think they just should end that dated tech. There's a big difference between 1000 tris and 40, and we could have much richer environments and characters if the content creators actually cared about tri count. Of course they wont remove them because of the content already in the game, but still.
Seriously, looking at shit like
>>20954
>>18681
>>18680
makes me think people know jack shit about topology, bump maps, and how real time graphics work in general.
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No.22686
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No.22691
>>22681
They are ending that tech, for Sansar, it seems. But not in SL.
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No.22700
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No.22711
I can feel the pain from some of these wireframes.
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No.22757
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No.22843
Wireframe of a medallion on display from a major shop in a major monthly event.
What the hell, people, unfuck your shit.
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No.22880
>>22843
Absolutely everything on that medallion face could have been baked out as a normal. There is not a single detail that needed geometry here.
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No.22892
>>22880
Depends on how big it is and how close the camera is expected to get to it, does it not?
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No.22896
>>22892
2 inches wide, intended to be worn around the neck on a cord. It has no appreciable falloff in complexity over distance. I could still see elements of the topology from across the shop.
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No.22900
>>22896
Oh, I didn't know it was a necklace decoration. Yeah, that's awful. Hopefully jellydolls will help with a bunch of this crap. Hopefully.
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No.23058
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No.23077
>>23058
sweet baby jesus those are bad, especially that second one
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No.23085
First your framerate dies, and then you see The Ring.
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No.23161
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No.23186
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No.23187
>>23186
What the literal shit?
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No.24353
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No.24357
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No.24360
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No.24363
>>24360
based steam controller users
is that just an easy marketplace find or would I have to actually go searching around?
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No.24370
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No.24379
>>22681
Sculpts never should have been a thing in the first place.
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No.24387
>>24379
They were a cheap, quick and dirty way of experimenting with their userbase.
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No.24391
>>24387
>>24379
but what I wanna know is, how exactly did sculpt earn the reputation it has now? I honestly don't understand what makes it so heretical, is it a render weight issue?
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No.24392
>>24391
Every sculpt, regardless of size or dimension or how tortured they made it, is 2048 triangles. and there are hairs/avatars/clothes with hundreds of sculpties in one object.
Also people had a bad habit of using 1024x1024 textures on each part.
You can imagine how quickly that brings sculpties into ridiculously high poly counts/texture usage.
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No.24395
>>24391
They are shit and if you use them in any way it means you are shit.
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No.24576
>>24391
You can't uv unwrap them. Say you have a grid of vertices spread across a plane. You pull one of them up. The texture gets stretched, because the distance between the raised vertex is higher than the original ones and you can't fix it with unwrapping because there's no uvmap. So you have to use a shit ton of sculpts to avoid the texture being stretched and fucked up. And then, you end up with shit ton of vertices when you usually need half of them, at most. Which cripples graphics cards.
They are a pain in the dick. I have been building with Blender since sculpts came out. They are a really clever way of storing 3d models, but you lose so much that it's not worth it.
Mesh in general has problems in SL, because builders aren't overly skilled and they don't know how to do things like bake from high poly to low poly. They just add detail in the main mesh, then upload. The big problem though, is even if you know how to bake from high poly to low poly, it's almost completely useless without materials turned on.
But, the biggest problem with awful mesh is that people just steal models from other sites and upload them. Lots of times, they're not even stealing them from games, but from art things where they just want a render and don't care about vert and triangle count. Worst part is LL doesn't really give too big of a shit about stolen content. So it gets uploaded, sold at really low prices, and it drives original content creators away because they're usually not as good as professionals who make ripped models, and the ripped models usually drive down prices. Why spend days making some mesh thing that's optimized when some cunt is just going to rip some models and upload them in a few minutes?
Hopefully this shit is fixed in Sansar. There's so much legacy crap and so many shitty "builders" out there stealing shit that doesn't belong in a
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No.24583
>>24576
Sansar creator invites were sent out. Did you get one?
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No.24589
>>24576
> it's almost completely useless without materials turned on.
And here's another huge part of the performance issue in SL. A large portion of the user base doesn't have advanced lighting model enabled. Even those creators who know what they're doing in terms of normal maps are aware of it and of the fact that products that rely on materials to look good are at a competitive disadvantage with those customers compared with a product where more detail was just added to the mesh. Market forces have driven SL's creative community in the direction of bad practices for years now.
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No.24622
>>24583
I didn't apply. My friend did though who is a pretty good builder. I haven't been building that much in SL lately, been focused on other things. If I did I would be posting about it. But it really seems like they fixed a lot of issues with SL and the legacy bullshit >>24589 mentioned. I am going to jump into Sansar when the time comes though, I actually do pretty well every month as a builder.
LL really fucked up with SL, because most of the time they release new features and you get penalized for using them. I remember when mesh came out, you'd still end up with lower land impact using sculpties most of the time, even though it was far worse technically. Sansar looks like it has a lot of potential for builders. From what I understand, they want people on PC to become the building class and mobile/android/ios people to become consumers, and for the economy to revolve around sales instead of monthly land tiers. There have been a few situations where I cringed at using sculpts, but the land impact was a lot lower with them. I am not alone in making not optimal building choices because SL rewards those more than the right way of doing things. Which is where a lot of these problems come from.
Clothing with a shit ton of verts, for example, is done because the bones suck and they stretch the shit out of things if you don't use enough. So (most of the time) you choose between stretchy bullshit textures or wireframe nightmares.
Regardless, places with beginner builders are always going to be filled with
>lol subdivide it some more it looks better!
types and that's never going to change. But SL itself is so filled with legacy shit that it's nearly impossible to make it good.
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No.26591
The rattan chair is fully made of digital rattan fibers.
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No.26602
>>26591
Sometimes I wonder if people just forgot to bake a normal map from the high poly and just uploaded it straight instead.
Then I remember how dumb 99% of SL's population is, and I get sad again.
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No.26612
>>26602
Normal map?
It's already high poly that's how I uploaded it
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No.26754
I was wondering why lately I've been more laggy when at my own parcel, turns out my neighbor has shit like this in her home
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No.26755
>>26754
It gets worse, that fucking washcloth
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