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File: 925 KB, 918x622, ponies.png [View same] [iqdb] [saucenao] [google]
479705 No.479705[DELETED]  [Reply] [Original]

does anyone here make any money selling models in second life? is there good profit to be made if you can make decent models?

>> No.479707

Yes there is and everyone who can should but they dont.

>> No.479711

>>479707
really??
Nah you're fucking with me...
Because for fucking second life, my art skills are WAY sufficient....

>> No.479712

What would you guys pay for?

>> No.479717

>>479712
pony accessories
meme characters

>> No.479732

>>479717
anything furry

>> No.479752
File: 169 KB, 460x345, ABIGAIL-Apricot-SKIN-VENDOR1.jpg [View same] [iqdb] [saucenao] [google]
479752

>>479705
Yes, You can make money in Second life and you'll need to know how to texture, animate and model if you want to sell your assets.

This is one of the most popular items on the store along with shoes and other female products because that's the community of Second life.

>Mostly housewife's.

>> No.479755

Anyone got any good guides for making second life models and animations?

>> No.479760

>>479755
Second on that
also, how much can you make, is it worth investing time if I already have a job? Tried selling models on various marketplaces, turns out, my time is more valuable than that.

>> No.479764

>>479705
If you can model, rig and do nice textures you can make big money on second life.

The creator of this
https://marketplace.secondlife.com/p/NIRAMYTH-AESTHETIC-ENZO-PACKAGE-10/7037603

earned about 50.000 $ in 3 months. Hell you don't even need to be that good, just make something that caters to fashionistas (high poly, very detailed accessories and clothes) or weeaboos (anime avatars, clothes for utilizators avatars) and you will still make a good amount of pocket money.

>> No.479771

if you sell dog dicks you will be able to buy a house

im not even joking

>> No.479772

>>479760

I know a chick (yes, actual female that plays SL) that makes about $2000 a month.

>> No.479778

>>479772
Plenty of females play SL.
see 👀
>>479752

>> No.479779

okay so how much money are we talking about?
I read 100 bucks a year, which is nothing.

>> No.479781

>>479779

Nigger, I just posted >>479772

Shye makes between 1900 and 2000 American dollars each month.

>> No.479782

>>479781
What does Shye make?

>> No.479784

>>479782

That was a typo. It should have read 'She makes...' Anyway, she makes fantasy (lord of the rings style) home furnishings and some avatar skins.

>> No.479785

>>479778
It's true.
https://youtu.be/4pjY_QAjYFY

It's astonishing to me that SL has been around for like 12 years and is still going strong, and it's still just a big pile of nothing, really.

>> No.479788

>>479752
>armpits
Jesus tapdancing Christ.

>> No.479790

>>479788

That's a limitation of the base mesh being used. That is the standard female mesh that ships with SL, and it's outdated.

All avatars up until recently have been based off of one of two standard meshes. People are beginning to make custom mesh avatars these days. People with those skills are going to be in BIG demand. I personaly am expecting someone to make a mesh for each gender that is hugely popular to the point that SL just outright buys it as the new standard.

>> No.479800

>>479790
No one has done this? Its not like its much or any work to make a decent base human mesh of either gender.

But I would be interested in knowing a good start point for this if people are actually making money.

>> No.479806
File: 29 KB, 480x360, autism.jpg [View same] [iqdb] [saucenao] [google]
479806

I made like 200€ a month there, this was before sculpties, only primes. Primes are those basic geometrical figures in the picture, you can basically scale them, rotate, move, quarter, hollow, screw and texture them and try to make an single object out of 250 prims(250 is the limit)

This way of "modelling" is totally different and has no resemblance with real modelling whatsoever. I think I made some really advanced and good models in comparison to the tedious and backwards tools and methods back then, like I baked in shadows and shaders into the textures for very small high detailed models, which was a rarety back then to properly texture objects, if you have ever been playing Second Life you know that 99% of models are utter shit, most of them had been using one and the same tileable texture on the whole object or no texture at all, just one colour.

If you have ever attempted to make something with the prim system back then you will know how bad it is.

I only made about 200€ a month because I had to share with others(animator, scripting guy and a few other) and I didn't make something with a very big marked/demand, no sex toys, penises or women accessoires.

I guess today you can import real 3d fobjects created in some external 3d softwar, I havent been playing for years and I dont plan to.

>> No.479807
File: 14 KB, 650x238, prims.jpg [View same] [iqdb] [saucenao] [google]
479807

>>479806

Sorry, wrong image, forgot the picture of the primes.

>> No.479809

>>479800

Go to the second life wiki.
>http://wiki.secondlife.com/wiki/Main_Page

Some of the tutorials are old, but the tech is still the same.

>> No.479818

>>479705
>does anyone here make any money selling models in second life? is there good profit to be made if you can make decent models?

Second Life's TOS vis-a-vis content:
> Except as otherwise described in any Additional Terms (such as a contest’s official rules) which will govern the submission of your User Content, you hereby grant to Linden Lab, and you agree to grant to Linden Lab, the non-exclusive, unrestricted, unconditional, unlimited, worldwide, irrevocable, perpetual, and cost-free right and license to use, copy, record, distribute, reproduce, disclose, sell, re-sell, sublicense (through multiple levels), modify, display, publicly perform, transmit, publish, broadcast, translate, make derivative works of, and otherwise exploit in any manner whatsoever, all or any portion of your User Content (and derivative works thereof), for any purpose whatsoever in all formats, on or through any media, software, formula, or medium now known or hereafter developed, and with any technology or devices now known or hereafter developed, and to advertise, market, and promote the same.

At least one 3D content broker has specifically disallowed use of their products on SL for this reason.

Note that this TOS doesn't even exclude content they themselves broker, effectively granting them ownership of the content you'd sell through them.

>> No.479819

http://nwn.blogs.com/nwn/2015/06/wordpress-second-life-dmca.html

What a fucking mess

>> No.479839

>>479819
the best part is the robot arm is directly taken from Portal

>> No.479872

>>479818
You do realize that's near-standard boilerplate for anything that uses user-generated content, right?

You'll see the same things on Facebook, Reddit, etc. Seriously, pick a web 2.0 site, read the ToS. This shit gives them the rights to actually use the asset in-game in a way where you can't revoke it.

>> No.479873

>>479872
>This shit gives them the rights to actually use the asset in-game in a way where you can't revoke it.
For what reason do they need that? If I'm done using an asset I've uploaded I should be able to remove it. No one else needs it.

>> No.479878

>>479873
I'll give you an example that doesn't even involve selling. Let's say you make a giant floppy dong and wear it around proudly. Then Linden Labs has a community photography contest. Your avatar and their giant floppy dong is in the background of the winner's photo. You delete your giant floppy dong asset.

Liden is still able to post the winners photo on their community page without risk of you suing them because you've granted them a perpetual, worldwide license, to display transmit, and publish a derivative work of your User Content.

The selling example is more obvious. You taking the item down from sale doesn't force Linden to stop rendering it in-game for all the people looking at avatars who bought it previously. These are digital goods, not physical ones. It's ALL license-based.

>> No.479904

>>479878
>Counter argument.
You force another agreement on Linden labs that they won't ever read making it as the first agreement null.

In this agreement you note that by allowing this upload and all future uploads you accept that this user is the sole owner of set object, etc, etc..

>> No.479923

Can I make a bunch of sex toy 3d models and sell them on second life?

Do I need the game to do so?

>> No.479924

>>479923
Yes. Yes.

>> No.479925

>>479904
That's dumb. Don't be dumb. Be smart.

>> No.479944

Copy and pasting from the /vg/ thread

http://wiki.secondlife.com/wiki/Mesh/Rigging_Fitted_Mesh#Download_links here are the links for the skeleton.

Here's some rigging info for max
http://wiki.secondlife.com/wiki/Mesh/Exporting_a_mesh_from_3ds_Max

For Blender there is a plugin that makes creation easy, get it here, also has tutorials:
http://pastebin.com/bjmQWbfZ (embed)

>> No.479945

>>479944

Also note that if you make a mesh avatar that uses different bone positions than the SL avatar that you will have to click "include joint positions" in the upload window, along with include skin weight. If skin weight is greyed out it means you did something wrong with the export.

I am not familiar with maya but it should be similar to 3ds max. Make sure to use the SL skeleton (maybe remove the volume bones that are in CAPS for your first mesh, rigging to those makes it fitmesh and is a bit trickier). In max all bones have to be at 0,0,0 rotation, the mesh object has to be at size 100%.
You can also only use 8 materials per object (multimaterial in 3ds max).

make sure that z-axis is up and that your mesh faces forwards in the x-axis, units should be set to meters. For exporting I would suggest exporting to .fbx and then using autodesk's fbx converter to convert it to .dae

For uploading I would use the official viewer, that one has the least problems. Try to make something simple first liek a rigged stickman to figure things out.

http://wiki.secondlife.com/wiki/Mesh/Exporting_a_mesh_from_Maya

>> No.479947

>>479945
Some stores that make decent money as an example of what to aim for:

https://marketplace.secondlife.com/stores/44810
https://marketplace.secondlife.com/stores/6337
https://marketplace.secondlife.com/stores/22763
https://marketplace.secondlife.com/stores/14076
https://marketplace.secondlife.com/stores/107959

>> No.480270

I hope something actually comes of this. We need some more quality creators in SL for me to spend my dosh on.

>> No.480274

>>479807
>>479806
Optimus primes

>> No.480275

>>480270

LL needs to give more support for the creators.
there is possible to create SL shaders for substance painter and other programs. its fucking hard to hit SL standards on your own. people cant waste more and mroe time trying to get to the basics.

>> No.480341
File: 921 KB, 3010x911, 6efb87e818ce46edc9d733c71bcb4c5b.png [View same] [iqdb] [saucenao] [google]
480341

SL has updated its rendering a little with built in dynamic shadows and shit, god damn depth of field which you can customize the values for, all at a price of nothing being optimized due to no pre rendering.

pic related of rocket launcher i am working on in world and in blender.

>> No.480405

>>480341

way to many verticles for the tube. go with 10 or 12 as highest. also using lufthansa trademark is heavy problematic due copyright dud. be careful.

>> No.480413

>>480405
He's still in the stage of blocking and getting shapes the correct size.

Plus, We don't even know he's polycount aim.

>> No.480419
File: 278 KB, 2995x2244, 1433789798903.jpg [View same] [iqdb] [saucenao] [google]
480419

>>480413
>We don't even know he's polycount aim.

ITS A SECOND LIFE! THE POLYCUNT MUST BE SMALL AS POSSIBLE

>> No.480492

>>480405
I feel ya, as for copyright and all that, they don't go after you for infringement unless you sell the things with the symbols. Glock did a DMCA against lindenlabs because of the people selling glock brand glocks. Thank you for the advice on the model tho.

>> No.480494

>>480419
So far though, I haven't set a polycount limit for myself, but due to the fact I'm just starting this 3d modeling stuff, I've been leaving out details that a texture could replace. The result is lower poly without even recognizing it.

>> No.480513
File: 105 KB, 1305x607, well..jpg [View same] [iqdb] [saucenao] [google]
480513

>>480494

around 7000 vert.

>> No.480541

>>480513
8,000 tris is more than your average gun model in CS:GO. This is the kind of object that makes SL lag like shit all the time.

>> No.480543

>>480541
10k poly is normal for most games, just SL is 2001 TECH.

>> No.480549

>>480270
Ok why the fuck do you play this shit ? Who plays second life in 2015 ? Pink haired redditors? Huge neets with social anxiety and on welfare ? I'm trying to make sense of all of this .

>> No.480552
File: 459 KB, 3198x1018, 3dwip2.png [View same] [iqdb] [saucenao] [google]
480552

>>480549
A City Manager for a top rental car chain plays this because he started making prim models inworld back in 2005 as hobby and just stuck with it. no SA here, just log in, say hello to someone, log off, go do other things.

Pic is previous models before the rocket launcher.

>> No.480567

>>480419
Without sacrificing quality at all, because this is SL. Where everyone is the main character.

>> No.480568

>>480549
It is the best virtual world available with the most content. There is no doubt it sucks, but it's also the best that exists if you want to explore a vast virtual user created interconnected online world and all that goes with it, and be able to create your own stuff as well.

Essentially, it's a haven for all sorts of creativity, both experiencing and creating. It also sucks donkey balls in many, many ways. But it's still the best out there.

>> No.480569

>>480541
bullshit. it comes to the LOD. my model is only 9 landimpact. which is compared to 100 of old models is very fucking way way low lag shit.

>> No.480572

>>480569
especially considering the in-game building block, the prim, is render completely, i mean like, you have the solid cube, the faces you see are rendered, but so are the faces on the other side that you don't see.

>> No.480574

>>480541

CS:GO view models are 15-26K + 15K for arms. 30K for a view weapon alone is an acceptable amount these days.

>> No.481112

>>479944
>>479945
Thanks!

>> No.481484

>>480552
>compensator
>and a suppressor
Hahahahahah

>> No.481548

Is messing with second life even worth it? Checking with its wiki it seems like a massive headache to import shit.

>> No.481558

>>481548
>Is messing with second life even worth it?

yes.

>> No.481561

>>481548
Nah there's a maya and blender plug in at least for exporting the sculpted go texture. Gotta model in nurbs last a checked which are annoying.

>> No.481562

>>481548

just do normal models. low poly as you like
texutres spec. diff and norm + dae export format. best works with blender, which has even SL exporting setting programmed in.

>> No.481649

>>479807
I would make some slick stuff with prims. I honestly wish 3d modeling was like that

(sort of u-u)

>> No.482427

Okay so are you able to make money now? Now that noone is interested in this thing?

>> No.482433

>>482427
according to people like you, no one has been interested in it after the big media and companies abandoned it.

the funny thing though is that the amount of users was quite steady after the stupid media hype of the late 00's.

>> No.482434

>>482427
>are you able to make money now?
>hurr, I can stay in my basement while building 3D katanas
How about getting a real job?

>> No.482513

>>482434
> being on 4chan
> "get a real job"
silly fag...

>> No.482517

>>482513
>excuses

>> No.482540
File: 815 KB, 1204x844, sl.jpg [View same] [iqdb] [saucenao] [google]
482540

>>479705
I've been interested in trying it because I've heard you can get pretty good money from it. Poly count doesn't even seem to matter much to people who play SL; most of the models I see are super high poly because they're really meant for set dressing architectural renders or something, not games.

>> No.482556

>>482540

Poly count matters, if you are a land owner you can only put so much on your land.

For instance you have one land with the limit of placing 200 prims on it, and you have a really high poly furniture piece that equals 150prims, now you have wasted 150 prims on one single furniture and only 50 left to use on your land.

Some people might not give a shit or only notice once they place it on their land and notice they have used up all their land resources just for one piece of furniture. Most Second Life users are borderline retarded anyway and the game is crap and isn't worth your time, you won't make a living of it and the slight amount of money you might get is not worth the time invested. If you enjoy chatting with low lifes (with low lifes I don't mean shitposting autists on imageboards, I mean people who wear fedoras irl, draw bad inflation porn, draw sonic fanart, etc.) you might like it.

>> No.482578

>>482556
>I mean people who wear fedoras irl, draw bad inflation porn, draw sonic fanart, etc

Andrew Dobson has a name

>> No.482581
File: 16 KB, 237x206, 1435618753168.jpg [View same] [iqdb] [saucenao] [google]
482581

>>482556
>prims
who the fuck makes up a stupid word like that?

>> No.482592

>>482581
primitive object/shape/mesh. What's the problem? easier to type than primitive.

>> No.483221

>>482556
you were right until you said it was a waste of time. shit, even I make money selling dumb stuff.

>> No.483233
File: 663 KB, 778x441, Snapshot_004.png [View same] [iqdb] [saucenao] [google]
483233

>>482556

This is only partly true, there is very easy ways to reduce land impact, such as dropping LOD, importing hulls and attributing part of the LI to server based instead of download based.

Generally as a rule you can fit about 11k poly's to about 10 LI without giving up too much.

Pic related, I just finished her - 35k poly at 32 land impact.

>> No.483363

>>483233

Where did you waste all those poly? Looks like you wasted them all on the wheels and bottom part where's Noone will look at that exactly anyway. At the moment the textures look like you baked in ambient occlusion and plain colour, There could be lot improvement, like baking in lighting since sl doesn't have any real lighting going on and some imperfections and dirt, like those kinda trains tend to have a bit of waviness going on on the surface.

But considering what a piece of trash sl and it's other user generated content is its not half that bad.

>> No.483364

>>483221

How much money do you make and how much time do you invest? There you have it.

>> No.483367

>>483363
SL has lighting, if you turn it on.

>> No.483369
File: 1002 KB, 1280x658, Snapshot_009.png [View same] [iqdb] [saucenao] [google]
483369

>>483363

>Where did you waste all those poly?

A lot of its on the railings, with SL you get a lot of people who tend to get out of joint if they can make out the polygons easy. believe it or not each of those boogies is about 5k tri's each, barely a 3rd of the weight.

>t the moment the textures look like you baked in ambient occlusion and plain colour

You are indeed correct, but I keep it simple because these are wholesale, the people who buy them often come to me for the gimp's and keeping it simple tends to make it simple for the customer to make the changes they want.

As for the shiny/normals - they are there, but it doesn't stand out a lot in the mid-day lighting, though I think I should have tried to add a bit more noise to the normal map before blending with the x normal baked one.

pic related, its what you get up close and with different lighting.

>> No.483403

WHat are the requirements to get into selling stuff on SL marketplace?
do u need to provide tax refunds and ID and shit like steam marketplace or what?

>> No.483404

do ppl buy items if its good, or do they just sit there never to be touched again

>> No.483412

>>483403

You recieve L$( Linden Dollar) to you SL account and then you can exchange the game money to real money through your favourite exchange service (there are multible exchange services run by privates)
Some years ago when I was playing SL I just transfered it to my paypal account.

>>483404

For starters your best bet is the SL marketplace, its like a amazon online shop for SL, you automatically get an account there when you create an sl account, the accounts are interconnected.

To really get going you will have to invest some time and money in advertising, you can get adds on sl marketplace, it will take some time till you established a place in the market. Also your items will need some functionality, means scripting going on(depending on the item more or less complicated), you cant charge much for plain 3d models.

For instance if you sell guns you will have to look at the other guys selling them and get the same or add new features to be in competition, get the guns to work with the popular combat rpg systems(you will need approval from from the guys who make those combat scipts, so you will have to interact with some furfags or inflation-fetishists) you also need to update your products etc.

Really its not worth it wasting one second.

>> No.483416

>>483403
>provide tax refunds and ID and shit like steam marketplace or what?

Yes.
Since 2014 or something, like everywhere.

>> No.483421

>>483412
>>483416

kinda sounds like a waste of time. i can model/sculpt and rig, i cant code tho so the only things i can make is just outfits and other accessories.

if you don't advertise, will your item just sit there or do people actually buy new stuff.

>> No.483454

>>483421
depends.
if you have an item with TONS of competition, like some vanilla shirt, probably no one will notice it.
if you have some item people want but there's not enough of it, people will probably find it without advertisement

>> No.483456

might just give it a try next week (since its asking me to wait 5 days to post anything)

1 last question, can i start selling items without providing ID, tax shit and credit card and see if anyone even buys my stuff than put in that info when i plan on taking the money, or do i gotta put my info from the start.


cuz i dont want to put all thous sensitive info than upload items and no one buys... i rather just see what happens first risk free

>> No.483916

I pull in around 200 a week from doing this.

>> No.483917

>>483916
prove it

>> No.484050

>>483456
Just credit card, all the rest no, until you turn it into real currency.

Your best bet would be good quality stuff that does something unique. My suggestion would be clothing with multiple states and/or is interactive in some slutty way, but I'm sure there's better suggestions out there.

>> No.484157

I do, and make about 5.00 USD a month. It's for a low-demand avatar. Hey, if there's one market that is really supple and high in demand is the horse avatar market. You'd be surprised. The only thing is the rigging is (obviously) more difficult for quad avatars, because to the best of my knowledge Second Life doesn't allow custom armatures.

>> No.484173

>>480341
FACT.
>ANY MODEL YOU MAKE THAT IS UPLOADED TO SECOND LIFE BECOMES PROPERTY OF LINDEN LABS.
>EVEN WHEN YOU DIDN'T UPLOAD IT.

>> No.484174

>>484173
i.e You can't sell your shit in second life, then take it down, then sue Linden labs because it's still online in their game.

>> No.484182

Okay now I can model, I can rig, I can texture, I can animate but I can't program for shit.
How do I do this... I have no idea how second life works, are there any tutorials? All I found was something like
> how to make a cube in blender.
> how to start up blender
> how to fuck your mom with blender...

>> No.484194

>>484182
http://pastebin.com/bjmQWbfZ

http://wiki.secondlife.com/wiki/Mesh