No.7275
Let's have a thread about content creation!
What have you made or sold recently? Have you been getting better at your craft? How much money have you made in the past week?
I've made about 7.5kL in the past week or so from my store, which is the most I've ever had after I put out some products for the kemono. It's not a huge amount or anything, but it's a nice little accomplishment for a small-time artist.
Let's hear your success (Or failure, so we can help turn them into success) stories, and talk about making stuff.
No.7276
>What have you made or sold recently?
Pic related is what I've been working on most recently, though it's not for sale yet.
>Have you been getting better at your craft?
I get better every day.
>How much money have you made in the past week?
I made L$41,898 this past week after profit shares etc. According to Caspervend.
No.7280
>>7276can you give me resources/videos/links to learn how to mesh and rig?
No.7281
>>7276or teach me perhaps?
No.7282
>>7280>>7281CGCookie has some good stuff tutorial-wise.
I'm happy to help where I can.
Message me in world and I can link you my shitty rigging tutorial video :V
No.7291
>>7276Fuck, I'm buying that. I usually don't have a lot of use for your femboyish stuff since it's not my style, but my friend has a fantasy RP sim that it would be perfect for.
I textured a 2.0 and a PAWS head for the shit of it a few days back, but I don't think I'll release it for a while. Before that I made another damn kemono mod, and then some gloves. I generally improve when I'm making stuff for myself and not just for lindens, because my for-profit products are just... kemono mods.
As for money made the past week, I haven't released anything in a while so it's just around 18k.
No.7293
http://squeezebrand.tumblr.comAbout to get a kangaroo foot out the door, and been screwing around with a mod of my eagle avatar. Kangaroo foot will probably be for the kemono.
No.7318
So far for me, the main thing that sells from my little store is a fluffy mane.
And had just recently released this lil guy :v
Just got one more texture mod to do for that same av, and my first set of texture mods will finally be complete!
No.7338
File: 1427309655150.png (465.61 KB, 605x679, 605:679, ss (2015-03-23 at 05.19.47….png)

I made this, And for some retarded reason people are buying it. Are people stupid?
No.7344
>>7338People buy things ironically.
So yes.
No.7346
>>7338You put it up for 0L, does that count as buying?
No.7394
>>7338I have seen people in SL with the strangest things, this doesn't surprises me at all.
No.8386
I made this, it's a rain sound generator that just loops a track so it'll sound like it's raining in my apartment.
No.8388
>>8386I could use something like that, actually.
No.8389
No.8425
>>8389Not trying to be a dick but it's Bazaar
No.8428
>>8425Thank you I thought I had it wrong, but didn't care enough to look.
No.8561
I don't really have a store or anything, but I always thought it'd be cool if a seller set up those boards in the malls where you have to manually shift through all the items, like a zelda shop. Taking limited animations and having them on the board as the display picks instead of static images.
No.8941
Hello,
Is there a way to monetize without engaging in SL at all? I don't enjoy moving around this - for a lack of better words - game.
I can churn out game assets reasonably fast, I just don't want to have to interact with all this desolate shitscape that seemingly makes up 90% of the world. The emptiness and passivity makes me depressed. People interaction is stiff as well for obvious reasons.
No.8942
>>8941Open marketplace shop, dump items, you're set
No.8944
>>8942Second question: I don't really like to rig and hear SL's rigging is bullshit, how easy would it be to team up with someone and coop without being fucked over on the financial side of things?
Third question: If I want to provide people from here or some other place with free stuff but not have it picked up 100 times and traded away by them how do I go about it?
No.8947
>>8944It's doubtful that anyone's gonna rig for you. If you dont like rigging stick to accessories / environment props / decorations
3) Make it no trans, have it sold inworld for select time for 0L$ or join one of the active 4chan groups and ask someone trusted to send it out in a notice ( in the /d/ group everyone has notice rights, in the /vg/ group you can ask rahfnek, slab, nori, kiki or one of the offficers to do it)
No.8955
>>8941>>8947It's worth noting that unrigged mesh items without scripts are prime pirate material in SL.
No.8956
>>8955"prime"
It's overblown.
No.8968
>>8944It's incredibly difficult to sell things in-world without doing the legwork necessary to have a scripter or marketing. At least, to sell effectively.
I rig, and do retopology, and by far that's the most difficult aspect. My partner churns out fantastic character meshes, but until I get them in-world they're useless.
I hate to say it, but it's not the models people pay for, it's the packaging and ease of use. It's the main thing keeping me from bringing shit to market. I know people will buy my avatars, but I'm still figuring out even after a year how to make them appealing.
No.8969
>>8941>>8968 (cont'd)
In addition to this, the reason people buy shit like the Kemono is because of the ecosystem. The kemono has a shitload of mods, clothing, etc.
The issue is, if you can't create an ecosystem you have to conform to one. As a consequence, that's why you see so many SL bodies out there that either go unclothed (Orange nova stuff) or bodies that lack creativity in order to conform to the rig of more standardized stuff.
Show us your portfolio, tho.
No.9049
>look at someone's mesh in SL
>everything had to have been fucking ngons before it was triangulated for the topology to make any goddamned sense
Why?
No.9055
>>9049Probably Sculptris or Mudbox topology. Zbrush is the only sculpting program than can convert to semi-reasonable topology, everything else goes full retard. It's not a problem for static mesh, but it can seriously fuck up rigged stuff.
No.9057
>>8969Oddly, Orange Nova is a great example of the other spectrum too. The furry avatars go mostly unclothed, whereas his human avatar doesn't sell due to lack of marketing and a goofed up head, even though it's compatible with most human mesh clothing.
No.9124
>>8968
There is a market for unfinished full permission assets though, but a lot of times that includes everything but textures. And he'd probably still need marketing since there are plenty of people offering this sort of product.
Clothing market is probably biggest though, and that would require rigging if he was going to actually sell much.
No.10073
Ended up doing my very first L withdraw, made 8 bucks. It's a reeaally small accomplishment, but it's my first, so I'm happy as hell about it. Suddenly content creation just got a lot more addicting for me.
Hope everyone is having better luck than I am!
No.10107
No.10237
I used to easily pull around 100 to even 400 USD a month for a good while.
I scripted adult TVs and made the first youtube enabled TVs, also resold those scripts and now most of of the SL tvs have a part of my scripts in it. However I left SL for the longest due RL issue and lost my business fast. RIP.
No.10238
>>10237
Those numbers don't include what I spent in sim tier only the money I cashed out.
No.10241
>>10237
Just think, if you had kept all that money inside of SL instead of pulling it out then it would have been untaxable and you would be laughing straight to the bank.
No.10242
>>10073
One day..
What do you do for content creation?
(And as a general question to everyone:) What do you think is the "best" type of content to create?
Personally I think it has to be either textures and/or models. All I know how to do is script, but I'm getting into modeling. The problem is, no matter how well [a thing] is scripted, if it looks like shit, fewer people will pay for it. Untextured models don't sell to the masses that well either until someone starts using them for their own mods (which counts as textures).
No.10243
>>10241
I was still a student, it was good booze money.
Besides, I had like 20 euros tax that year who the fuck cares.
What useful shit are you gonna buy with l$ without converting it to USD, bitcoin wasn't an option back in the days. Besides, l$ isn't worth crap, if LL were to go under then all your money would be worthless, and your storing money on an insecure platform that doesn't even have two factor authentication.
No.10244
>>10242
Breedables.
If you can get the eye of the pubbies with something cute then you're set, plus you can make it killable/die for literally no reason/die for a stupid reason just to boost sales and they wont bat an eyelid.
They love it.
No.10246
>>10242
I currently make sex toys, partnered up with a friend who scripts the toys for me. Make about 500 - 1000L a day, so far. (we split the profits)
odd thing is I don't even lewd.
No.10260
>>10242
Actually fashion, especially mesh since people are killing for the stuff right now.
If you get a nice line of popular clothing/hair/shoes you'll make a killing. Only problem is rising above the competition, especially when most shoppers are too braindead to know or care when something is made like shit. People who don't give a fuck and just export shitty models straight out of Marvelous Designer and then run a basic weight copy from the default avatar will make 10 things for every 1 thing someone can make that's done right.
No.10262
>>10260
>too braindead to know or care when something is made like shit
See the success of Meli Imako.
No.10310
>>10262
and MW Boa
and ColdFusion
and newer Violent Seduction stuff
and countless other stores.
No.10311
>>10310
>Meli Imako
>and MW Boa
You could at least try knowing what you're talking about.
No.10312
>>10311
>meli imako
>not supplying full perm mesh cloths with shit topology to nearly every fashion store in SL
No.10459
>>7338
You made it 0L and posted it asking people to buy it, dumbass.
No.10478
File: 1431307822484.jpg (145.09 KB, 699x525, 233:175, fingerlessGlovesVendor4[1].jpg)

>>10312
It may not be great topology, but it's not as bad as these Marvelous Designer clothes.
No.10482
>>10478
>>10479
I'm trying not to throw up.
No.10483
>>10478
>>10479
It amazes me that people can look at something like this and then offer it for sale. I feel the same way about a lot of the texture work in SL too though.
No.10488
>>10478
>>10479
90% of those polys aren't needed at all
For god sakes man.. please learn some retopology, SL has enough bastard mesh as it is
No.10500
>>10483
>those fucking rings that have like 4 1k textures
No.10533
animation wizardry coming through. Facial expressions done with animations only, no alpha switching
No.10534
No.10535
>>10533
Is it wrong that the first thing I thought was, "FINALLY, I can have a more efficient avatar with no more stupid alpha swapping"?
No.10538
>>10534
Rigged to and animated with attachment bones.
Just imagine if LL actually put up a guide on how to use those bones, we would never have had alpha switching in the first place.
No.10550
>>10538
"Attachment bones"? As in mChest (pre-fitted bones), or CHEST (fitted bones)? Can those even be rigged separately? And what happens if some other animation attempts to use them?
No.10557
No.10558
>>10550
as in the attachment points, like nose, mouth, left/right ear, upper arm, forearm, etc.
It's highly unlikely other animations would use the same points, because this is an uncommon technique.
Because this stuff is rigged, it means that you trade off people being able to reposition their meshes. This makes it awful for stuff like individual parts (ears and tails meant to fit on a wide range of avatars) and better for a whole avatar. It's best on ferals or taurs, where you can use it for the additional bones needed.
It's great for facial animations since there are a ton of attachment points there, and chances are someone will want an attachment to move with the face anyways (you can attach an unrigged tongue to the same point the jaw is rigged to and it'll move properly).
You should use it as sparingly as possible outside the face, though. Most other body parts do not have extra attach points, so people won't be able to attach unrigged pieces to them if you use that point. Pelvis and stomach are one place where there are redundant points, so animate one and not the other. You also have collision (fitted mesh whatever) bones to work with, though that will make fitted mesh clothes animate strangely.
No.10567
>>10558
Is there a list of these, and a skeleton that uses them? All I know right now comes entirely from this post and its links:
https://community.secondlife.com/t5/Mesh/Rigging-Mesh-to-Attachment-Points-in-Avastar/td-p/2697980
No.10578
>>10558
Sounds like an ugly hack to replace the fact that LL will never give us custom skeleton uploads...
better than nothing.
No.10589
>>10538
Very cool. Human avatars when?
No.10593
>>10533
>>10538
Even though it might be a lot of work, I think the best way to make up for the lack of adjustable parts would be toggable variations or something
No.10594
>>10533
This is uncanny valley, if I ever fuck one of these then I don't think I will be able to look my cat in the eyes again.
No.10599
https://marketplace.secondlife.com/stores/87694
I finally uploaded some shitty stuff to the MP, hopefully getting my store up will force me into learning to mesh.
No.10600
>>10599
>hopefully getting my store up will force me into learning to mesh.
Well, realistically it won't.
Just start making things. If you put a bunch of conditions on it, you'll never get to it.
No.10601
>>10600
I've been slowly trying to learn for the last month or so, no conditions on learning it at all just a little push in the right direction.
No.10616
I have two things on the MP right now. A Jaggi Mask rip from MH Tri Ultimate, and some blatant, no-effort cash-in on that whole gamergate thing.
Gonna try making some actually good shit soon though.
No.10641
>>10589
The Cute bytes mesh heads also use facial animations. They are very cheap too, 300L and mod.
However they also look kinda derp and fishy so I am not sure you can make something good looking with them
No.10642
Still has it's faults and took a whole half chunk of a day to do, but I am damn proud of myself with this
No.10643
>>10642
Good job! I'd definitely buy that when finished with a titty monster version
No.10645
>>10641
Hm. They are mod, and with all the other features I need too, technically, but there's just no way of getting around those crazy chins and weird emotes.
No.10647
I did a thing for someone in the course of a few hours, would have taken less time were it not for fucked UV unwrapping by meta.
Very happy with the result though, took me a little but the textures came out alright.
No.10649
No.10722
>>10567
These are the attachment bones. I have counted 32 in total.
Found them in avastar in that specific layer in the picture.
No.10741
>>10722
>Linden Labs in charge of not fucking things up
according to: http://blog.machinimatrix.org/avastar/avastar-attachment-points/
"Collada 1.4 and the SL mesh importer doesn’t cope with bone names that have a space in them and unfortunately most of the attachment points are two word names."
So, out of 32 you can only use 9 bones.
No.10743
>>10741
Firestorm supposedly has a workaround for this. It's unofficial, but if it becomes widespread enough, it'll probably gain more traction elsewhere (like the official LL viewer).
No.10746
>>10743
Yup. People just have to start using them.
No.10747
>>10743
Do you have any infos on this? I'm rigging an avatar I'm making and I wanted to experiment with those extra bones.
No.10748
>>10747
I've got an extra bone that you can experiment with.
No.10749
>>10741
But.. there's more than 9 bones for just the basics
No.10750
>>10747
I'm still looking into it myself. Right now all I have is the mention of it in this second post here:
https://community.secondlife.com/t5/Mesh/Rigging-Mesh-to-Attachment-Points-in-Avastar/td-p/2697980
Is that all it takes? No idea, haven't messed with it yet. But it's worth a look.
No.10907
What's the best way to advertise your store? I'm really bad at getting my stuff out there.
No.10909
>>10907
You can probably namedrop your store here or a product here.
Buy a stall in some crowded sim.
No.10915
>>10907
The easiest thing to do is to make a bunch of kemono shit so that it's visible in a popular tag. Also make sure your advertisements don't suck, and that your products can somehow stand out among tons of mods.
99.9% of sales come from the Marketplace unless you are running a gacha at an event or something like that. Do not bother paying for a spot anywhere unless you know that people will visit and buy. If you can get a spot at AMH above ground, that's great. Below ground? Not unless you have money to throw around.
If you make furry stuff, join Chimera, Spare parts, Symbiotic, Nibble, or some other mall. Some places will give you a free stall - you must apply to these, usually. When you've joined, you can send notices in their groups, which are often very large.
No.10926
>>10909
>>10915
Thanks a lot for the helpful info, I'll check out some groups and malls. Unfortunately I don't make furry stuff, things I make are very general in terms of what kind of avatars they fit, plus the splatoon stuff I make.
Shameless Advertising:
https://marketplace.secondlife.com/stores/161268
No.10927
>>10926
Your stuff is super cute and I will probably throw linden at you when I have some.
No.10930
>>10927
Thank you, it means a lot!
No.10932
>>10926
You could try applying anyways, the tentacles kind of count as furry.
One thing you can do is try to work on your ad images. They're very plain and that style of ad makes me think you made this stuff for yourself and you're just throwing it up on the MP as an afterthought. It doesn't really convey that you care much about your items, so it makes people wary about their quality.
Also, eye catching ads means that people will actually click on your product and not gloss over it.
No.10939
>>10932
Yeah, that's one thing I have trouble with, I'm not great at marketing at all, even my item descriptions are kinda terrible and plain and don't really sell the product.
Retaking the pics won't take me long, they're just simple renders, what's a good way to grab someone's attention?
No.10940
>>10939
Your models are good, I actually stumbled on a few of your things when browsing MP, but if I wasnt paying attention I kinda would have scrolled past. The idea is you make the main image something that's more flashy and billboard like, then attatch an image or two like the ones you have right now, to show off the product.
The best way I could describe it is probably just flip through some marketplace pages and see what catches your eyes the most, try to avoid white backgrounds as it blends in with the MP website itself. Avoid banners that look like they came out of windows 98 MSpaint, and your golden. Keep up the good work though yo, excited to see what else you make.
No.11018
No.11071
I'm working on making a new mane to replace an old one I did awhile back. Main thing I tried to do was find a way to lower the overall "Land Impact" hence the two around the middle with multiple points sticking out.
The long one with even more is a rigged segment for that one section of the spine that lacks any attachment point to it, which made it a pain to ever get the old mane to line up decently across it.
And then the flat-ish ones are for "fluff" detail to help counter the solid chunks.
It's a simple thing overall, but feeling rather pleased with myself so far!
No.11074
Holy fucking FUCK the blue galaxy solarian is adoribu.
I wanna start making clothes'n'shit for it, but apparently I need some thing called avastar that's like 50$. God damn it.
No.11075
>>11074
Does it have a flat chest option?
No.11076
>>11075
Not yet, it's apparently still in beta. The maker has said he will release a flat-chested female and male versions.
Currently you get very silly looking things if you try.
No.11077
No.11079
>>11077
The download link in that pastebin is actually dead. Anyone have a functional one?
No.11080
>>11077
>>11079
>>11078
Just noticed, yeah it's dead.
So have this, an older version of avastar, should still work well:
https://mega.co.nz/#!X9plXLJA!KJHXKxRhxyaMPwG-jruobzbu6LugqftO-tSs_sxHZVs
No.11081
No.11083
Avastar is 30 bucks and comes with updates.
So if you do actually learn to use it and make money off it, just buy it inworld. The devs don't always have funds to do the updates they want, so you're not actually doing yourself a favor by riding off a free old copy.
also make sure that one's 1.1 or higher, otherwise it might not work with the solarian.
No.11084
>>11083
It's 1.3.18, shill
No.11085
>>11083
If I get to the point where I'm not just making garbage then I'll pay for it.
I'm not paying 30$ for something I may hate and give up on entirely in the first couple days.
No.11087
>>11085
Yeah, I didn't have anyone to give me a copy when I bought it so I just learned to rig with normal blender first to understand what I was doing. Blender is the frustrating part.
Avastar itself is fairly easy to use and has enough tutorials so that if you do get confused, answers aren't hard to find.
No.11115
>>11077
>>11079
>>11080
i fixed the pastebin, it's version 1.5.8 now
No.11116
>>11115
Doing god's work, thanks
No.11146
>>11083
All well and good if I ever make money off of it, on the other hand if I'm just playing around and learning and never monetize it, $30 is a little steep.
No.11151
So I'm trying to figure out how to get the solarian template to work with avastar and as far as I can tell, both versions of avastar linked in this thread have different/missing options than what are shown in the avastar website guides.
The alternate workflow section of this page are the closest I've seen to what needs to be done, but even the primary workflow tells you to use buttons that are missing. http://blog.machinimatrix.org/migrate-any-sl-compatible-rig-to-avastar/
No.11153
Oh jeez that is adorable. Can you guys give a new friend some points to making clothes? I just figured out how to use blender a little. And I've been playing in Maya.
No.11168
I'm starting off by modding some rigged mesh items to fit that chub mod for kemono.
So far I am confused as to why it is sideways.
No.11179
>>11168
Your items need to be at 0,0,0 rotation and look wards on the x-axis
No.11206
>>11179
Alright. Anyway I can figure out how to do that in Blender? Usually when I rotate the mesh it just sorta gives me a rotation from what it currently is.
No.11217
>>11206
press 7 and 5 to get yourself a nice flat topdown view
No.11223
>>11206
R, Z, -90, Enter, Ctrl+A, Rotation, Done.
Unless it's positive 90, in which case remove the -
No.11256
File: 1432602357851.jpg (103.01 KB, 887x612, 887:612, please buy so i can bone i….jpg)

Shamelessly shilling for this because it's only sold inworld, only 100L and I want to see more people running around with it.
http://maps.secondlife.com/secondlife/Capadonia/205/102/3892
No.11263
>>11256
but you didn't make that. ; _;
No.11270
>>11263
That's true, I never claimed that.
No.11326
Is anyone open to taking commissions? I've been trying to find someone to make me a generic pokemon avi for a while, but I've had little luck. You can rip and rig a model for all I care, I just need something to work with.
No.11347
I'm making an angry pickle avatar
No.11348
>>11326
I don't understand. A "generic pokemon"? Do you mean like a featureless Muppet base? Because there are very few 'mons who share a body type closely enough that that would be useful.
No.11349
>>11348
Oh, I should have specified. I was moreso just asking "Would anyone be willing to put up with the autism of something pokemon related?"
Specifically I was looking for a kirlia, ideally a version with and without the dress.
No.11351
>>11349
>ideally a version with and without the dress.
No.11352
>>11349
Oh. That's simpler. I wouldn't want to do it myself simply because their body shape would require bone position deformations and I'm not confident working with that sort of thing, but I'm sure someone else could do it easy enough.
No.11353
>>11351
It's not even for lewd though. I just imagine the dress would clip with pretty much anything if I tried to put another outfit over it or something.
>>11352
Yeah, I figured it would be sort of tricky even if it was just a rip. I just don't know a lot of places to commission people so I figured this thread would be a good place to try.
No.11354
>>11348
I would commission someone for a featureless muppet base if they were willing.
No.11357
>>11354
It would probably be at least moderately successful, especially if you provided accessories to give it a unique face and such, a la actual Muppets.
No.11366
>>11347
I made progress
I think the weighting is alright so far, considering this is my first actual attempt.
No.11380
friend helping me script a head I made
No.11381
No.11382
>>11366
Dude that's fucking cool. I want it.
I'm making a fucking towel.
No.11383
>>11382
Several things to say.
It looks like you're a beginner! In which case, a rigged item for the solarian (fitted mesh avatar) is probably the most frustrating way to dive into this. Would not recommend, do not do this to yourself.
Second of all, go look up topology tutorials. What you have here has pentagons and subdivided areas where you want to get detail in, but they don't necessarily follow the flow of the wrinkles you want.
Third: the mesh is too subdivided for the simple shape you have right now. Try to get the silhouette down first and then start thinking about the details.
No.11384
>>11383
Well... I'm not a complete newb, I've played around with sculptris and mudbox before (just not really blender).
Besides, it seems like avastar does 97% of the heavy lifting for rigging stuff. I'll still go check out topology tutorials though.
No.11568
So I started my (probably unsucessful) swimsuit making career :3
No.11569
>>11568
I like it. Shows off the boobs well.
No.11655
>>11568
Bring in the thighs a bit more, Michael.
No.11688
>>11382
You will
As soon as I rig it good
No.12479
I made the model awhile back, but spruced it up a little and finally slapped a texture onto it.
Honestly quite proud of this little thing, and the texture was some good fur practice :U
>>11077
>>11115
Also Avastars been updated again, if you want to update that pastebin to match
No.12481
No.12482
>>12481
I got it up on market place, should be easy to find!
No.12520
>>12479
My very own Digit.
No.12761
>>12479
That's so adorable! I love hyenas, will you be selling this thing?
No.12763
No.19065
I made a shitty little temmie out of voxels and put it on the market, hoping to make like, 100L.
I've made 8,000.
No.19072
>>19065
https://marketplace.secondlife.com/p/Undertale-Temmie-Avatar/7918635
if it's this one then jesus fuck.
i need to make more meme based low effort avatars.
No.19100
>get surface painter
>whoah this is awesome
>realize I now need meshes to make textures
>no mesh bodies share their meshes publicly, you have to be an established store
just cuck my shit up
No.19101
>>19100
Establish yourself by making skins for Kemono.
You don't even have to like it, it's free money
No.19102
>>19101
is kemono mesh openly available? is it ll uv?
No.19103
>>19102
Heres the mesh, textures and UVs for pretty much all of his stuff.
https://utilizator404.wordpress.com/downloads/
No.19104
>>19103
Neat. Is AV2.0 the same UVs as the linden mesh / omega applier bodies?
No.19105
>>19104
Nope, the AV2.0 stuff is here:
http://www.mediafire.com/download/2zqmcar9ykx0yez/MB2.rar
Honestly AV2.0 is good for practice, a few people would welcome some good skins and getting your store to look more established and less empty.
But Kemono is a fast track to money and popularity, there are literally skin mods on the MP that pull in 5-digits of lindyloos and are just a recolour of one of the skins in the kemono.rar with stripes and stuff painted on.
Then there's always the Bellezza which has a devkit for $1 inworld if you want a more human body.
No.19106
>>19105
Oooh. And Belleza kit includes the mesh for making clothes and using substance painter?
No.19107
>>19106
I don't think so, but I've never used it, I'd wait for someone else to chime in on that.
No.19108
File: 1448936268880.jpg (374.12 KB, 1917x1028, 1917:1028, belleza low substance pain….jpg)

>>19106
No, stop asking.
Rip the model and assemble the parts for texturing yourself, pic related. Vertex welding is your friend.
You can also use the official LL mesh which is freely available.
No.19109
>>19108
pls 2 upload? am lazy and don't trust copybot viewers
No.19110
>>19109
https://up1.ca/#VNz6-aTW4SP-YOwNBqG7uQ
here's the raw rip, you will have to fix it up yourself.
No.19111
>>19110
thank you based anon
No.19516
I'm makin a little bit of armor for the snaggletooth atm
<-Progress so far
No.19558
No.19559
No.19561
>>19559
How long do you think until someone makes a rigged mesh floppy dick with Project Bento? As a joke I Hope but I bet it's going to happen.
No.19618
dont mean to go off topic, but besides the lsl wiki, can you guys give me tips as to how to begin properly scripting? when it came to other program language such as matlab and javascript, there are a bunch of tutorials that follow them, but it's rather hard in this one.
No.19619
>>19558
Orange Nova's weird tumor animal thing that seems to be all the rage with a certain crowd at the moment.
No.19826
>>19618
Any scripter I ever met said something like 'read the wiki, look at the examples, and just learn that way'. It's also a language full of broken ends and weird workarounds, so good luck.
No.19863
YouTube embed. Click thumbnail to play.
>>19826
As a scripter, I can confirm this.
That aside, I recently finished my Pong machine (after countless days of procrastination). Fully playable, has 1 and 2 player modes. Only 2 land impact.
Here's a video of 1 player in action.
No.19864
Serious question: how do I make thigs (clothes, skins, etc)?
more specifically for Avatar 2.0
No.19865
>>19864
Pray.
Uti has never released a rigging model that's actually accurate for it, so the only things you can make are baggy shit. But all the files are on his blog for skins and such.
No.19869
>>19865
There's a script in the extras box of the 2.0 that allows you to automatically alpha out sections of the body when you wear the garment. It's great, because a lot of animes think on the level of goldfish and don't understand how an alpha HUD works.
But that also means you can make skinny jeans or whatever and your fat thighs won't poke through.
No.19870
>>19869
>>19865
ok but how do I start? I never created/modified something to SL. what programs should I use?
No.19880
>>19865
He's too worried about people copying and uploading their own avatars. Which would happen, for certain, but the additional sales and content created would be worth it.
No.19897
>>19864
Special request:
If you ever get good enough, make some better long pants for Avatar 2.0 that isn't Krankhaus quality.
Sure, they may be cheap, but goodness, there's a crapton of bullcrap involved like stretched out back pockets upon bending over with animations, the very top and bottom of their own outfits clipping with one another, and things like that.
No.19906
I'm a total beginner and don't even know half the tools in blender. I made this thing. :V
No.19918
>>19905
I like that, and wouldn't mind having a moddable one.
No.19957
>>19826
>>19618
The best thing you can do is learn the syntax first, and then set yourself a simple goal, like:
1. Make a box change its color via the script somehow. (even periodically?)
2. Then make it say something every time its color is changed.
3. Then make it recognize your name and/or say it.
Then you could try making something useful, or look at a (scripted) product on the Marketplace and try to replicate the functionality.
http://wiki.secondlife.com/wiki/LSL_Portal
http://lslwiki.net/lslwiki/wakka.php?wakka=HomePage (Dead/outdated, but still has good information and okay examples.)
There are also in-world locations (like Script Academy) and groups that are more than willing to help you with scripting by doing anything from answering specific questions, to reading your code, to providing you examples of the basics, or hosting public classes, etc.
No.19958
>>19918
It's for sale now, just search for gnoll banner on mp
No.19961
I'm trying to create a shirt for a child avatar.
This is really my first time modeling something. It was going swimmingly, aaaand then this bullshit happens.
I accidentally joined this sleeve button and the shoulder strap/pad/thinggy to the shirt. I tried to make a seam to fix it, but then I discover that it seems to have inverted these two parts, surface-wise.. Everything else is just fine. I'm trying to not rip my hair out. How do I fix this? I have no clue what I am doing, and it shows.
No.19965
>>19958
Thanks, ya simple yeen! :)
No.19966
>>19961
Flip the normals on the affected surfaces?
No.19998
No.20022
Lets not okay.
Ppl who play detective on sl plus LL owning it and excuses to take your account. [It is no longer a free virtual creative commons content platform] merica freedom =garrys
No.20027
No.20108
>>19998
Thats a scarf you IDIOT.
No.20196
I did a full character model for a change!
No.20213
>>20208
That looks quite low poly, which I assume was the desired design style. Very nice texture work too. Could maybe use some bump mapping on the buttons and such.
No.20257
I've been struggling on and off again to learn the ins and outs of modeling and rigging, mostly rigging, for SL. Ever since I learned SL added mesh support I've wanted even more to make a custom full body avatar from scratch. Just something for my own use, I don't have grand ideas about marketing it because I know how crazy that can get when you try to make it customizable.
Finding tutorials for modeling is fairly easy since that's universal. But it's finding resources and tutorials on how to rig using the skeleton SL has provided, and bringing it into SL successfully that seems to be impossible. Always outdated, broken links, or incomprehensible.
I'd kill to find some legitimate tutorials or even hands on help in-world. Like, actually, yeah, if anybody with experience would be willing to contact me with any assistance please leave me a note on SL. '3' Name's Karry Mullen.
It's bad enough that if I can actually get a solid understanding of the workflow I'd like to make up to date tutorials.
No.20258
>>20257
what program do you use?
Rigging is very easy, you apply a skin to your model, add the bones to it then paint the weights.
After that is done and you are happy with the results inside your software you export it to .dae (if using blender) or .fbx (when using autodesk software, convert it to .dae afterwards with the fbx converter.
During upload you tick the skin weights box in upload options and if your body uses different bone positions than the SL skeleton then you tick "use bone position" aswell.
read the wiki for info concerning specifics of your sofware http://wiki.secondlife.com/wiki/Mesh/Creating_a_mesh For example if you use 3dsmax, the bones and the mesh have to be at 0,0,0 rotation and 100% scale (achieveable by clicking reset transform in the hierarchy tab)
No.20267
>>20208
needs more potatoes for your peasant pockets
No.20300
No.20311
>>20274
interesting and good but the profile on the far right one, the tongue is coming out of the chin it seems which looks a little odd, unless that's part of the design
No.20318
I can't get aditi to sync with my SL inventory.
I got nothing save for what you get when you sign up for SL.
No.20321
>>20318
Have you done the usual thing of changing your password and waiting 24 hours?
No.20380
>>20321
I have. I have done it several times after the 24hours were up.
I made a support ticket, and they just told to me change the password. 24-48 hours later, and it still hasn't updated with my current SL inventory.
No.20484
Made this a while ago but finally got off my ass and put it up on the MP after doing a few minor tweaks to it.
Is the price good? And how can I improve the presentation of it? Not sure if that looks enticing enough to buy it.
https://marketplace.secondlife.com/p/Nokis-Things-Floaty-Pet-Mag/8565685
No.20534
How much would you charge for a custom-made skin based off an old SL skin? I wanna use the Nauha body, and a BJD head, but there is very limited third party support for the two of them, and almost none for both of them combined.
I am aware the Nauha uses LL type UVs, but old LL skins are low-res, and don't make use of the extra details a mesh body requires.
No.20692
>>20534
1) who are you asking
2) Get a skin template on the MP and edit it up. If you really love your old skin, go check to see if the creator has made anything newer for mesh bodies. In all honesty, if you're using the BJD head, you're not going to need all the pores and skin detail that a 1024 x 1024 skin requires; if it's pixelated at 512x512, you can do some resizing/touchup in photoshop if necessary.
For the BJD head, most of the texturing is pretty much done unless you have some specific markings/makeup you want. You're just asking for color matching.
No.20695
I made this super saiyan hair in blender
No.20699
PROTIP: If you want your turbosmooth anime skin to not completely look like a porcelain doll, a quick hacky way of adding more depth to it is to apply a bit of noise to it to simulate pores and other skin imperfections. Copy the skin into a second layer, add chromatic noise filter, set transparency to ~50%.
No.20707
No.20708
>>20692
1. Anybody who chooses to respond, really. Was just asking the thread in general.
2. Sadly, the creator the skin I use (LAQ) has not updated the skin to make use of higher res textures or materials. They made an Omega applier, but it's just the skin chucked into the applier.
I don't have any specific textures or marking I want, no, just a pale, cute, skin with some slight freckles. But I also don't want to use the default Nauha and BJD head textures too much. I'm fine them being used as a base, but I just want something that's different than the default to give my character some variety, if that makes any sense.
I do mostly want a 1024 x 1024 skin for the body, yeah, since that's where it'll make the most difference. It's not as important for the head to be 1024x1024, as you say.
What I was hoping for is that I could provide the old SL skin to someone, and then someone could make something inspired by that for the Nauha and BJD Head 3, possibly using the default body and head skins for each of those parts as a base, but adding details to give it variety and not so blatantly default. I'm just not sure how much that would cost or who even does that sort of thing around here.
I am extremely unskilled with artsy texture work to be able to do it myself.
No.20713
No.20715
>>20706
Made my day when I saw the features
*Zebra leg
*Meat
MEAT IS A FEATURE! Hell yes!
No.20748
No.20750
>>20748
>Ruining your form to try and get 100% quads
>Low poly
Yes tris.
No.20751
>>20750
>that
>low poly
>being shit at topology
No.20755
>>20748
there's literally nothing wrong with tris if it's not going to be animated or mess with norms calculations, and even then you can manually fix norms in blender nowadays
No.20757
>>20755
What is subdividing to sculpt in high res detail (whether projected from original sketch sculpt or new ones) to create the normal map?
If you got tris in your model the subdivide won't be clean, which will be reflected in the normal map.
Tris are only excuseable at really low poly level, not at the level of that screenshot.
No.20763
>>20748
Would you be kind enough to show us how you would solve the geometry? Just scribble on it in paint or something.
No.20798
>>20757
>subdividing something you're retopology-ing already
Plus it can be a hundred times easier and faster to clean up artifacts on the normal map in photoshop or whatever than retopograph another model to have no tris.
No.20805
>>20757
>subdividing a retopoly over an already high res detailed sculpt to sculpt in high res detail
Bruh
No.20807
>>20798
>>20805
The high poly you use to retopo should not be the one you use for normal baking, because its geometry has nothing in common with the low poly. If you do it like that your normalmap will be ass. The correct workflow goes like this:
-high poly concept sculpt
-retopo low poly
-subdivide + project details from high poly concept
-finish detailing
-normal bake
This is industry standard, preserving your detail from your first dirty highpoly sculpt and projecting it onto the clean subdivided retopo model is one button press in zbrush
No.20813
>>20807
I've honestly never done baking stuff before personally since I do all my shading when making the texture in another program v:
[P.S. Not the anon making the living fishtail]
No.20944
I guess this is semi-related to content creation; I'm looking for some sort of unrigged torso armor that I can resize/reposition which would fit something like pic related.
Ideal would be fitmesh for the new kemono fitmesh body, but I doubt this exists, so I'm trying to find something I can mod/resize as necessary to get reasonably close to some kind of scifi stomach/torso armor.
No.20945
>>20944
Closest thing I've found so far.
No.20946
>>20945
>two sets of horns
>4 elf ears
>hair
>helmet
>random pattern furry
No.20947
>>20946
He should rethink the design choices, yeah. Not kill himself.
No.20949
>>20946
Welcome to SL and/or furries, please enjoy your stay.
No.20958
>>20944
Uti finally got over his hissyfit about fitmesh?
No.20959
>>20958
No, someone else did his job for him
No.20960
>>20947
NO BUT YOU DON'T UNDERSTAND HIS AVATAR LOOKS BAD HE SHOULD KILL HIMSELF IM NOT AUTISTIC I SWEAR
No.21053
>>20959
Like... for realz, there's a fitmesh version of the kemono?
Or do you mean all the stuff people layer on top of the pedo body?
No.21054
No.21055
>check marketplace for a simple holstered pistol I can accessorize with
>everything half-decent is no copy/no mod, or priced at 1000+ L$
Guess I better learn how to rip models from other games and import them
No.21058
>>21053
The fitmesh torso for kemono is really nice. But there isn't a lot of clothing that fits it because it covers both the tits and ass and has sliiiightly different UVs.
Which means no existing clothing fits for it, really.
Except the stuff from that specific maker, for the moment.
No.21067
>>21058
Does standard kemono clothing work on it? I don't care if the UVs are different, that shouldn't affect clothing fitting it. Only if the rigging is different to the original non-fitmesh rigging bones would it make it incompatible.
No.21068
>>21067
Nope. Now, Starbright does sell some fairly nice clothing for it, and people have started doing some mods for it, but I'm not sure that anything but the starter clothing has come out for it yet.
Shoes will remain unchanged, but tops and bottoms have to negotiate the new fitmesh contours of both tits and ass.
No.21071
>>21068
Tsk. Should have been fitmesh from the beginning. Silly Uti. Hopefully he at least embraces Bento.