Difference between revisions of "User talk:Qarl Linden"

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Hey Qarl, can you walk through your Maya script and detail what it's doing.  Are more detailed technical description will facilitate writing exporters for other products.
Hey Qarl, can you walk through your Maya script and detail what it's doing.  A more detailed technical description will facilitate writing exporters for other products.


Thx Qarl,
Thx Qarl,


Iron.
Iron.
Qarl - I guess I didn't explain what I was talking about in [[Talk:Sculpted_Prims#LSL_functionality.3F]]. Is it clearer now? -- [[User:Argent Stonecutter|Argent Stonecutter]] 19:34, 30 August 2007 (PDT)
== Self promoting or just ugly? ==
Current revision (06:15, 10 June 2007) (edit) (undo)
Qarl Linden (Talk | contribs)
(removing self promoting artwork)
for [[Sculpted_Prims]] entry
I'm not sure why the picture of the 1-prim sculpted head I posted is considered self promoting, but I do admit that it was a very rough UV-ing and rather ugly. So, I would like to know whether it was removed for just being an ugly pic or if it's really self-promoting, and if so... why? ([[User:Ina Centaur|Ina Centaur]] 19:23, 10 June 2007 (PDT))
::the "self promotion" business was more a reference to the other guy who added his picture. so far, i've been keeping the images on the front page to myself (i know, i know, wiki pages aren't a dictatorship, perhaps i shouldn't try) they've been images i particularly like. the head (was it your head?) was technically interesting, i ALMOST posted it - but we already had a head... :) --Qarl Linden 13:54, 12 June 2007 (PDT)
:::: actually, i thought it was interesting to show a head that was texture mapped, and not just sculpt mapped. also, the particular head model I used to bake the sculpt map was the avatar freely provided on secondlife.com, rather than someone's 3rd party model. i think, though, because i did not spend time fixing the UV's near the mouth, it is just plain ugly and shouldn't be posted ;). (to keep things organized, just reply to this page. i have it on watch so will know when you've replied.) ([[User:Ina Centaur|Ina Centaur]] 17:58, 12 June 2007 (PDT))
::::: aha!  yes exactly - but Chip's head IS texture mapped - that's why it appears to have so much detail.  he took a high-res head model, sculpted it to low-rez, but applied a baked lighting texture as it's surface color.  i'm a big fan of this technique - that's very much why i posted it.  --[[User:Qarl Linden|Qarl Linden]] 16:10, 13 June 2007 (PDT)
:::::: ohhh that's cool! i actually thought the details were part of the sculpt map. so, i guess tiny intricate things like eyelids are not currently possible with sculpties. good to know. ([[User:Ina Centaur|Ina Centaur]] 16:28, 14 June 2007 (PDT))
== Sculptie Vertice 33 :) ==
If you've already written something about this, I haven't seen it, but if you haven't, don't worry; I think it makes perfect sense to me, and I could very well write&illustrate an explanation if there's any demand for it. (Is there?)
Just to check that I got this right: A sphere- or cylinder-mapped sculpted prim would only need to make use of 32 vertices around, but 33 from end to end (pole to pole). A planar-mapped sculpted prim would need a full 33×33 mesh. A torus-mapped sculpted prim wouldn't need any 33rd row of vertices at all.
(Somehow I'm left wondering if I've already said this before. But I get that feeling too often.)
== just out of curiosity.... ==
Are you the same Qarl who [http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2363 made this] ?
<br />[[User:SignpostMarv Martin|SignpostMarv Martin]] 23:10, 19 November 2007 (PST)
:sadly, no.  and it sucks, because we go back and forth over the highest google hit for "qarl".
:{{unsigned|Qarl Linden|22:32, 1 July 2008}}
== things to discuss at your next available office hours ==
* Automated Hot-Air Balloons
* Qarl Linden-Bear
* [https://jira.secondlife.com/browse/VWR-1452 VWR-1452]
[[User:SignpostMarv Martin|SignpostMarv Martin]] 11:37, 25 January 2008 (PST)

Latest revision as of 16:51, 8 August 2008

Hey Qarl, can you walk through your Maya script and detail what it's doing. A more detailed technical description will facilitate writing exporters for other products.

Thx Qarl,

Iron.

Qarl - I guess I didn't explain what I was talking about in Talk:Sculpted_Prims#LSL_functionality.3F. Is it clearer now? -- Argent Stonecutter 19:34, 30 August 2007 (PDT)

Self promoting or just ugly?

Current revision (06:15, 10 June 2007) (edit) (undo) Qarl Linden (Talk | contribs) (removing self promoting artwork) for Sculpted_Prims entry

I'm not sure why the picture of the 1-prim sculpted head I posted is considered self promoting, but I do admit that it was a very rough UV-ing and rather ugly. So, I would like to know whether it was removed for just being an ugly pic or if it's really self-promoting, and if so... why? (Ina Centaur 19:23, 10 June 2007 (PDT))

the "self promotion" business was more a reference to the other guy who added his picture. so far, i've been keeping the images on the front page to myself (i know, i know, wiki pages aren't a dictatorship, perhaps i shouldn't try) they've been images i particularly like. the head (was it your head?) was technically interesting, i ALMOST posted it - but we already had a head... :) --Qarl Linden 13:54, 12 June 2007 (PDT)
actually, i thought it was interesting to show a head that was texture mapped, and not just sculpt mapped. also, the particular head model I used to bake the sculpt map was the avatar freely provided on secondlife.com, rather than someone's 3rd party model. i think, though, because i did not spend time fixing the UV's near the mouth, it is just plain ugly and shouldn't be posted ;). (to keep things organized, just reply to this page. i have it on watch so will know when you've replied.) (Ina Centaur 17:58, 12 June 2007 (PDT))
aha! yes exactly - but Chip's head IS texture mapped - that's why it appears to have so much detail. he took a high-res head model, sculpted it to low-rez, but applied a baked lighting texture as it's surface color. i'm a big fan of this technique - that's very much why i posted it. --Qarl Linden 16:10, 13 June 2007 (PDT)
ohhh that's cool! i actually thought the details were part of the sculpt map. so, i guess tiny intricate things like eyelids are not currently possible with sculpties. good to know. (Ina Centaur 16:28, 14 June 2007 (PDT))

Sculptie Vertice 33 :)

If you've already written something about this, I haven't seen it, but if you haven't, don't worry; I think it makes perfect sense to me, and I could very well write&illustrate an explanation if there's any demand for it. (Is there?)

Just to check that I got this right: A sphere- or cylinder-mapped sculpted prim would only need to make use of 32 vertices around, but 33 from end to end (pole to pole). A planar-mapped sculpted prim would need a full 33×33 mesh. A torus-mapped sculpted prim wouldn't need any 33rd row of vertices at all.

(Somehow I'm left wondering if I've already said this before. But I get that feeling too often.)

just out of curiosity....

Are you the same Qarl who made this ?
SignpostMarv Martin 23:10, 19 November 2007 (PST)

sadly, no. and it sucks, because we go back and forth over the highest google hit for "qarl".
—The preceding unsigned comment was added on 22:32, 1 July 2008 by Qarl Linden

things to discuss at your next available office hours

  • Automated Hot-Air Balloons
  • Qarl Linden-Bear
  • VWR-1452

SignpostMarv Martin 11:37, 25 January 2008 (PST)