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/sl/ - Second Life

More like NoLife amirite?

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/sl/ First Player's Guide --- Rules Posting Guide --- 8chan /sl/ Group

[Last updated April 26th, 2015 - v2.3]

File: 1412986877424.jpg (2.46 MB, 2121x1414, 3:2, money-addiction.jpg)

 No.1085

Thread for collaboration on building things, scripting things, animating things, and similar such tasks for the purpose of making money.

Working together, we can probably make a significant amount of space cash.

Throw ideas out there if you've got 'em, let's make it rain.

 No.1089

lol

 No.1090

>>1085

yes give everything you've made to me for free with full perms
this will foster goodwill and people will give you much dosh
trust me

 No.1091

File: 1412991121294.jpg (35.6 KB, 613x611, 613:611, 10672305_10201876045142782….jpg)


 No.1094

>>1085
All copybotting aside, I'm more of a modder so count me in I guess? Well when I have more time that is.

 No.1095

File: 1413002753937.jpg (22.5 KB, 315x332, 315:332, 1200539104117.jpg)

>going into cahoots with people like vivix or kloppy, let alone with money involved

 No.1098

>>1095
I make pretty decent amounts of spacebux, and working with other people is an opportunity to increase productivity.

Most of us are on the same team here; we should take advantage of what skills we have so everyone can benefit.

I mean, shit, I made ~7k today just in sales on misc stuff.

 No.1105

>>1098
what do you make?

 No.1108

>>1105
Most of the work I do is creating custom scripts for people. Tools, mostly - things like vendors, security stuff, and occasionally guns or vehicles.

 No.1110

>>1108
Could you teach me how to build things?

 No.1113

>>1110
In theory, yes. Message me in-game.

 No.1121

I consider myself a competent programmer, but I've never bothered getting into scripting on SL, mainly because I don't really know how to model or animate anything.

Are there any scripts one could make that doesn't involve any kind of animation? What kind of market is there for that? What even needs to be made?

 No.1127

>>1121
People need scripts to do anything and everything. Most of my customers are people that can animate / build / model / etc - they just need someone to make it do stuff.

 No.1130

>>1127
What, there's like a group of people who can model an entire object and animate it, but they can't figure out how to write a script to control it or whatever?

And these people pay you to script for them? So you get whatever shit they're making for free, and money?

 No.1133

>>1130
Correct, and usually a percentage of sales profits too.

 No.1147

how about a vivix kissing booth?

 No.1162

>>1147
Sounds gay.

 No.1457

Vivix, your shekels fell from your pockets!

 No.1499

>>1130
Sometimes you have the knowledge to write scripts but just can't stand it, or have too many to do.

That said, I'll bite. I need someone to help with scripting all this pony play shit.

I require that anyone interested demonstrate competent scripting ability. Show me past projects (your texture changer or simple HUD do not impress me. I want to see cool, complex things), show me snippets that demonstrate your ability to format code properly.

Experience with scripting vehicles is a plus. Your ability to learn to script vehicles is a must.
Experience with scripting for RLV/RLVa is also a plus, and ability to learn is a must.

We can talk price. I will do payment on delivery of a finished script in full, or we can profit split, but NOT both. Also, I will not pay you half up front for you to go and never finish the project or leave me with some half-broken garbage. I have the bank to back up my request. I didn't forge my SL business by screwing people.

I require all scripts be full permissions, in addition, we agree that we both have full rights to the code. You can use your code for future projects (obviously), and I can cannibalize it for future projects, too. This is not optional. I have been fucked before and will not be fucked again.

I expect you to work relatively quickly. I'm not going to pay you to wait a month for something I can slap together in 3 days. Progress reports on the regular are required. After release, timely bug-fixes are absolutely paramount. I hold my Second Life products to a relatively high standard comparative to other vendors. I don't like having broken things floating around.

If I like you and your work, I can almost guarantee there will be more stuff I have for you to do, and there is much money to be made. If you're interested, toss me an IM in-world.

Asami Watanabe (asami.imako)

 No.2529

File: 1417662606889.gif (937.73 KB, 300x225, 4:3, bh_sit.gif)

Anybody know where I can find a tutorial on doing animations for SL in Maya or 3DS Max?
I refuse to believe the only way to do it is through those 2 awful nobody programs.

 No.2532

>>2529
Most easy to follow tutorials can be found on Youtube. If you're using 3DS Max, Autodesk has a guide/tutorial site.

I've never done animation on this program, but this seems like it might be someplace to start: http://knowledge.autodesk.com/support/3ds-max/getting-started/caas/documentation/3DSMAX/14/ENU/Autodesk-3ds-Max-2012-Tutorials/files/GUID-F7C92C10-9237-4E9A-A8C7-C925DD53AC3-62-htm.html

 No.2534

>>2532
I'm sorry, I meant specifically how to take animation from Maya/3DS and get it into SL.
I can already animate decently enough in both programs.

 No.2808

File: 1418137947793.jpg (18.1 KB, 438x643, 438:643, red butt.jpg)

Hello, upstart 3d artist here, wanted to ask about the future prospects of sl as well as a general perspective on working 'in' it.

It came to my attention nthat there's something like high fidelity developed and that continuity with sl isn't a priority. Which to me means sl will be replaced in x years - in that conttext, is there a sense in getting into sl?

Also how does the technical aspect of implementing your work into sl look like? I guess you always need to know how to code stuff?

 No.2816

>>2808

If you wait for second life 2, or whatever, you'll be like 40 years old by the time it's worthwhile.

Plus, it's all mesh, pretty sure everything will be trivial to port aside from needing to rerig your meshes.

High fidelity is a seperate thing from SL, it's more meant for one-on-one stuff.

 No.2817


>>2534
If you find out, I'd like to know aswell.

 No.2818

>>2808
content you create for SL can most likely be sold on SL 2.0 too (Sl 2.0 isn't high fidelity, which is an unrelated project that no one will use)

 No.2825

>>2816
>>2818

Huh, okay.

So what, would you wager, are the current prospects of sl?

Would you put a potential expiration date on it? Or do you expect it to be around and popular for 40+ years? Do you think it'll get a graphic overhaul at some point? Are there other productions like Second Life that you'd say shows promise?

I sort of feel like I missed out the zenith of it.

 No.2839

File: 1418184686531.jpg (29.06 KB, 480x360, 4:3, NIBI.jpg)

>>2825
>>2825
You're wasting your own time by asking what the outlook on SL looks like because nobody knows. The technical aspect is simple enough that most anybody can get their creations into SL without a lot of problems. Keep in mind SL does go against the grain in how it does many things compared to other software and 3D development, but nothing that will keep you from being able to re-adapt later on.

At this point I would look at SL as a training ground for the future. SL is excuse enough to learn how to model, animate, etc. skills that you can apply later, including marketing skills by selling the content you create. Basically you'll be able to hit the ground running for SL 2.0.

Just so you know SL already did have a graphics overhaul AND a physics engine update years ago. I wouldn't expect anymore. As for your last question: SL clones have all come and gone, and most people's bet is that the only thing that is ever going to compete with or replace SL is SL 2.0, whenever that may be.

 No.2846

>>2839
The reason SL clones fail is because content is all in SL and the clones have nothing

 No.3157

yo i wanna learn some scripting
rlv stuff specifically

where do i go to learn things

 No.3180

>>3157
Ask Master Kiyayne

 No.3198

>>1085
i have 0 skills and many wants, how can i get money in SL

 No.3293

File: 1418876974597.jpg (144.2 KB, 1920x1080, 16:9, queensblade.jpg)

>>3198
-convert real money to lindey-loos
-escort service/whoring
-actually learn a traditional skill
-beg

 No.3429

>>3293
don't forget gambling

 No.4189

So is there a comprehensive guide to sl's way of handling new assets? The requirements, the peripherals etc. I don't feel like asking 100 questions itt before being able to upload some designer sock I made in freeshit 3D pro.

 No.4191

>>4189


Step 1: Download Blender
Step 2: (Optional) Download Sculptris
Step 3: (Optional) Buy Avastar


Models, UV mapping, texturing can all be pretty much done in blender (or gimp / photoshop.) Same with Sculptris.

If you use sculptris though, make sure to retopologize (CGcookie has a good rundown on retopology with blender.)

You export your dae / mesh, save your textures as TGAs without alpha channels, upload them and check your LOD settings. Then it's ingame.


Rigging is a diff matter, and that's what you get avastar for.

 No.4193

>>4191
>avastar for rigging
I've heard this before. What benefits does this offer over rigging in Blender or 3DS Max? I've never bothered with it because I've been satisfied with Max, but I figure I might as well be familiar with all the tools available to me.

 No.4194

>>4193
*rigging in generic Blender, that is.

 No.4200

become a findom there are people who absolutely love giving all their money to you just cause you demand it

 No.4201

>>4193

Truthfully, you can get by without it. But you have to understand that Second Life's implementation of EVERYTHING is just so fucked and proprietary. Avastar is just a ton of tools that you *could* live without but they just save SO much time. It just makes things go a lot more smoothly with SL and prevents a bunch of minor issues wasting your time.

 No.4202

>>4201
Oh, is that how people get around the annoying bit where you have to remember to rig every single bone to some vertex in your model, even if they're not relevant and set to 0 weight subsequently?

Because that shit's annoying to have to do every time. I should really look into automating that via some Maxscript business.

 No.4203

http://tf3dm.com/3d-model/blade-wolf-4876.html Would it be possible for someone to import this as an avatar and if so how much would it cost me?

 No.4204

>>4203
Rigging it would prolly cost the most, and then you'd need custom animations.

 No.4210

>>4204

I was planning to use the TWI wolf animations.

 No.4431

>>4210

I dunno man. Rigging to a quad is difficult, even when you have a rig for it already leftover from another quad model.


I have one, but I don't know if I want to do this for you, I'd probably charge like 200$

 No.4433

>>4431

How well would the final product come out?

 No.4434

>>4433
Not that anon but $200 is on the low end of content creation costs

 No.4442

File: 1420428574861.png (72.55 KB, 242x255, 242:255, 1420145764514.png)

>>4433

That's why 200$ is really lowballing it, right? As >>4434 said. The rig probably wouldn't be too awesome. If you wanted a pro job you're probably looking way more up. Last time I took on a job like this, I *HATED* it and the client still wasn't happy.

 No.4565

Can't I just use someones Avastar?

 No.4575

File: 1420874325271.png (197.57 KB, 545x397, 545:397, 1419969535365.png)


 No.6601

File: 1425442099933.jpg (160.52 KB, 680x796, 170:199, lmW9AAh.jpg)

I made almost 2k tonight by having "Fuck you, pay me" in my profile.
Furries are weird man.

 No.6632

I make 300-1000L aday selling this pedoshape for the Kemono. Feels good man. :D

 No.6633

>>6632
>Ninavor

 No.6647

File: 1425591019161.jpg (22.31 KB, 400x400, 1:1, medium.jpg)

>>6633
I'm in chock



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