October 19, 2016 Leave a comment
Sheeeit, cant wait for this game to come out, been having a blast with the ps4 beta, made a video about it.
You are now breathing manualy.
October 12, 2016 9 Comments
Okay so i kept putting this aside since we don’t fully agree with how to organize the contest yet but as the scripting of the gundam armor closing to an end, i cannot delay this announcement any longer, so here goes!
Your avatar has to be built around the Rikugou body, either the normal or Rikugou lite.
-exception for robots made entirely of Rikugou parts (more details bellow)
Your avatar has to be 50% or more Rikugou.
-Meaning, Items specifically designed for Rikugou
-O.CA armor counts too.
-Third party stuff made for Rikugou such as Akisa’s Rikugou armors count too.
Following these tips will give you more chances of winning.
-Consistency of style, try to pick parts that match each other visually, both in quality and design, bonus points for your avatar matching Rikugou style, unless you really know what you are doing.
Same as last year, send me a notecard containing your name, category you are applying to and links to pictures or videos of your thing.
The deadline is not set yet but since the new COD is coming out at November 4, and you probably know what that means, so you got about 3 weeks to do this. Te date of the contest and the deadline for submissions will be announced later once we are all on the same page about this.
There are 2 categories, male and female(working titles)
The female category is Rikugou avatars using the Rikugou body and 50% or more Rikugou stuff, like the example bellow.
The male category is robot avatars made almost entirely out of Rikugou parts, such as example bellow.
This time around, the review and evaluation of each submission will be done by a panel of judges and me. Each judge will add 0 to 1 points to each submission, i will add 0 to 2 points(cuz my dick is bigger)
This is the part we cant agree on yet, the voting will be either done during the event or will be done offline and winners will be announce during the event and on this blog after the event is over, like last time.
Like last time, there will be 1 first place winner, 2 second place winners and 3 third place winners. There will also be one robot(male) category winner and 4 honorable mentions.
Honorable mentions are people who didn’t win but we still felt like they did a pretty good job on their avatars
First place winner gets both armors + hair + custom Rikugou avatar?
Second place winners gets gundam + hair.
Third place winners gets predator.
Robot(male) category winner gets the gundam armor.
4 honorable mentions get hair.
Thats all for now.
October 7, 2016 3 Comments
Okay so it’s time for another tutorial (that is long overdue)
This time im going to be teaching you how to do your UV maps right.
A lot of creators on SL do not understand the importance of optimizing their UV maps. They arrange their UVs in the most mentally lazy ways possible, or dont even bother doing that, just leaving it how it is after its been unwrapped.
Good UV layouts let you save texture memory, you can fit more detail on your texture without having to increase its resolution.
From a user’s perspective, the second life client is limited to roughly 500MB of video memory (and over 1GB for 64 bit viewers), a 1024×1024 texture is 4MB big, a 512×512 image however is just 1MB big. Smaller texture sizes means faster downloading, more textures can fit in your video memory and less lag.
From a creator’s perspective, better use of available UV space means more texture detail, less blurry or stretched out textures. You can pack a lot more things on a single texture image, not having to split it up into several different images or use ridiculous texture resolutions.
Heres an example of what i mean, this is an unoptimized 1024×1024 texture.
Red color shows unused UV space that has went to waste.
Purple shows things that the player will never see, resulting in more wasted UV space.
Green shows the only surface area that the player will ever see, all of this green stuff could have been easily fitted on a 512×512 image or even smaller!
with bad UVs, no body wins, the users have to wait longer for textures to download, bloating their texture memory, increasing their rendering weight, and creators still cant really put all that much detail into their things even if they max out the resolutions.
Well first of all, sit your booty down and take a moment to get familiar with the UV tools.
Look up some UV tutorials on google or youtube, memorize the tools, if you have a bad memory, take notes! and practice a little. If you cant do something as simple as that, you have no business in creating content for SL.
The example we will work with
Now that you know how to use your tools of trade, take your unwrapped UV, rotate, scale and arrange the pieces on the page along a corner till your UV forms a square or a rectangular shape, witch ever the circumstances allow you to do. Size of the things camera doesn’t see or tings that have no detail, can be smaller to save UV space.
Once done, scale the UV to take up the whole page.
Now if you got yourself a rectangular shape instead of a square like i did in this example, do this (the following example is for blender but similar process can be used for any other program)
Just scale the UV to take up the rest of the remaining UV space.
Than click the button under the UV window to create a new texture and set it to 256×128 or 512×256 or 1024×512 if your UV is a horizontal rectangle like mine, or 128×256 or 256×512 or 512×1024 if your UV is a vertical rectangle.
The UV page will take the shape of the texture you load or create.
what resolution you should go with depends on how big the object is, relative to the average camera distance to it, or how much detail it will have.
If lets say its something small, like a shoelace loophole, it can be a tiny image, if its something as big as an avatar body, you can go all out on resolution.
If its a smooth surface part with little to no detail on it, you can also go with smaller resolutions, paying little regard to how big the part is.
If its a part that has text or some other pattern on it that will end up too blurry and pixelated, you need higher resolutions.
To make this more simple, a 1024×1024 resolution image for a button on your jeans are a pants on head retarded waste of texture memory.
Tip: Use UV test maps, you can see wich pieces have too much texture resolution and witch dont have enough of it and adjust it accordingly.
And that’s pretty much it.
September 8, 2016 21 Comments
Get your update cards out for these hot new updates for all the m3 heads and avatar2.0
M3 Anime head v1.12.21:
-Head was restructured for better blinking code optimization, this fix should end the double eyelash thing once and for all, i hope…
-Added diagonal eye rolls in the roll menu.(finally!)
-Removed downwards eye angles from eye movement to fix the “I’ve seen some shit” look on your avatar’s face. (downwards angles can still be selected from the roll menu)
-Code optimizations regarding link tracking and other stuff.
M3 Venus Head v1.12.51:
-Fixed a bug with the tongue out + voice chat mouth animations causing the left eye to go blank.
-Removed downwards eye angles from eye movement.
M3 Kemono Head v1.13.30:
-Optimized blinking, this hopefully fix any blinking bugs.
-Fixed broken voice chat animation.
-Removed downwards eye angles from eye movement.
Avatar 2.0 v1.12.27:
-Fixed a bug with custom textures not applying to eyelashes.
-Fixed the no copy issue with the main box.
-Added the missing voice chat animation gestures.
Theres also something updated with the kemono body itself, i think the link tracking thing but im not sure cuz i forgot D:
The downwards angles explained
In reality, when the human eye is looking down, the eyelid moves down too, covering the white part above the iris. On SL however, this doesn’t happen, leaving your avatar with this really uncanny “I’ve seen some shit” look on your avatar’s face. So we removed the ability for the eye to look down during eye movement. But all the downwards angles can still be set through the eye roll menu in the options so no changes there.
As the work on the armors is closing a finish, it’s probably a good idea to give you guys a heads up, theres gonna be another Rikugou customization contest at launch of the 2 new armors, so you guys would have plenty of time to prepare for it. So get your Phtochop or MS Paint ready cuz you might be the lucky winner of one (or both) of the new armors !
More details about the contest will come soon.