Difference between revisions of "User talk:Qarl Linden"
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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? == | == Self promoting or just ugly? == | ||
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:::: 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)) | :::: 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)