The truth is the only way to get better at most anythings is to practice and practice often. When I first came in world before I had a place dedicated to building and creating, I used sandboxes or friends places with prim limits of course and practiced twisting prims, basic designs and texturing.
I still occasionally pull out a wild twist I had done in the early days. I guess the ones I made then where just from tweaking the prims over and over. Change a type of prim from one to another and continue to change the parameters as I went along. The point was I was practicing the basics that all advanced builders have learned and utilize in all builds they do.
The same can be said for improving your design skills, this can be achieved in a few ways;
Visit other places in world that are at a better level of skills in building that you are at currently.
Look on line at pictures of places, designs, buildings, architecture from all ages and all styles.
Read about the development of styles and design principals the more you learn the better your understanding and abilities to apply these principals will be.
Step out side of your comfort zone, try something you haven't done before and have fun while trying it.
Wednesday, March 31, 2010
Monday, March 29, 2010
The Forgotten Art in SL
I was at the opening of the M Linden Art Exhibit at the Lawrence Wilson Gallery at the University of Western Australia the other day. The UWA campus is a wonderful place to visit there are multiple connected sims allowing you to see a large cross section of Art by many artists. Plus very nice RL renditions of buildings from the Universities campus along with SL inspired builds.
At the opening of the M. Linden Doodle art exhibit, there was a large showing of individuals from the SL art community. White Lebed, Glyph Graves, Miso Susanowa, Ralphaella Nightfire, Mills Frolic, Igor Ballyhoo, Soror Nishi, Chantal Harvey, Larkworthy Antfarm and about 70 other individuals. While on the RL side viewing in on computers from across the globe was Len Zuks the renown Australian artist, who was also the host of the event at the University of Western Australia where he and Jay Jay Zifanwe and many department heads from UWA with guest viewed real life sculptures and SL created renditions of Lens sculptures by Miso Susanowa. The highlight of the show in both worlds was the revealing of M. Lindens (Mark Kingdon CEO of Linden Labs). Doodle art collection that was collected and turned into a show in both worlds by curator White Lebed. The collection can be viewed at the UWA campus in world at the WASP sim, also there are wonderful machinima videos about the art of M. Linden produced by Chantal Harvey,
http://www.youtube.com/watch?v=War8_f0Ef2I
and By Larkworthy Antfarm
http://www.youtube.com/watch?v=RMXka6fuU_c
which can be viewed on line, copy and paste links.
M Linden did a nice job of explaining a little about himself and how art had been a part of his life for a long time. It was a wonderful time and was nice to see we all doodle and have a lot in common.
The M. Linden Doodle Art exhibit can be viewed at:
Lawrence Wilson Art Gallery, University of Western Australia (UWA)
http://slurl.com/secondlife/WASP%20Land/239/216/28
After the main event many individuals stayed around and chatted as usual for an event like this. During this part of the evening I brought up the topic of how I personally felt that one of the in-world forms of art is not reported on or really discussed that much in world by individuals or by the dozens of in world magazines that cover the topics of art and in world places to see and experience.
When asked what that was, I stated I was referring to in-world architecture (buildings) and how it is a form of Art to it self. I was surprised by the varied responses I received from that statement, they ran the gambit from the metraverses is only to create and design creations that are not possible in real life to the comment that many architectural events are covered but it was revealed that they where build contest or recreations of famous RL architects and their builds in the real world. Now these comments where from knowledgeable creative and capable designers and builders in world that I have come to know and respect their abilities and creations.
I stated that I really love and respect the architect mentioned Frank Lloyd Wright, my personal favorite and that builds that cannot be created in RL are a great thing for and to do it SL. But SL is an opportunity to design and create any thing you want to, not matter what format or design it follows RL or SL. I made the point that architectural builds in SL either fantasy based or real life based designed are not seen as an Art form in SL and are the step child of Art that's created in SL.
This is demonstrated clearly by the low percentage of artists that participate in the Imagine/Flagship Challenge of the UWA challenge. On average you have 5% of the individuals from the monthly challenge participating in the Flagship side. When I have personally spoken to artists and individuals who have gone to the UWA challenge to view the art and builds most admit they have not seen the Flagship builds and when attending the Challenge party each month it's usually the first time a larger percentage of them have seen the flagship builds for the first time. I know this to be true because I get comments in IM chat telling me I had not seen this before what a great build, also I have spoken to other Flagship builders and its a common thing to them also.
So I guess my question, the point of this article is why are builds of architectural nature a step child to art it self in SL when some of the builds in SL are truly amazing creative and technically challenging forms of art them selves. That apply all the same principals and techniques that are used to create Art forms in SL, texture creations, designs and creating processes, scripting and other SL based creations techniques.
I personally feel that its based on several reasons, the first being there are literally thousands of fair to badly designed and built buildings in SL. So many so that they have become the accepted norm in the metraverse we inhabit. Second when a truly RL based building is come upon its accepted as the way it should be and is not given an other thought. I will state that the art community portion that reports on art and the creative side of it will identify and talk about fantasy based builds occasionally which is a good thing to see and have as recognition of buildings as an art form in SL. But at last RL renditions of any type of build that are not in a competition usually a rendering of a famous build or designer are not addressed or seen as an art form.
Now, I know that the low participation rate in the UWA Flagship is not all based on the reason, individuals do not like or consider building to be an art form. But I do believe that Builders of Building be they RL based or SL based do need to improve their skills and get beyond the prefab mind set of building structures in SL. The release of the free homes by the Lindens to new land owning accounts alone should be awake up call to all prefab builders in SL. There are only so many variations and texture redoes one can apply to the few shoe boxes styles they create that are called creative and stylish homes in SL before it just wont fly any longer. This is not to say all are the same thing over and over type builders but there is a great percentage that are in SL.
And to the Art community as a whole I suggest you embrace the creative design and creation of builds in SL as the true art forms they are, be it a RL or SL based design. For isn't Art the process or product of deliberately arranging elements in a way to affect the senses or emotions. Which is one of the things that happens when you enter into and experience a truly great building in SL no matter what style or design it is.
Nyx
At the opening of the M. Linden Doodle art exhibit, there was a large showing of individuals from the SL art community. White Lebed, Glyph Graves, Miso Susanowa, Ralphaella Nightfire, Mills Frolic, Igor Ballyhoo, Soror Nishi, Chantal Harvey, Larkworthy Antfarm and about 70 other individuals. While on the RL side viewing in on computers from across the globe was Len Zuks the renown Australian artist, who was also the host of the event at the University of Western Australia where he and Jay Jay Zifanwe and many department heads from UWA with guest viewed real life sculptures and SL created renditions of Lens sculptures by Miso Susanowa. The highlight of the show in both worlds was the revealing of M. Lindens (Mark Kingdon CEO of Linden Labs). Doodle art collection that was collected and turned into a show in both worlds by curator White Lebed. The collection can be viewed at the UWA campus in world at the WASP sim, also there are wonderful machinima videos about the art of M. Linden produced by Chantal Harvey,
http://www.youtube.com/watch?v=War8_f0Ef2I
and By Larkworthy Antfarm
http://www.youtube.com/watch?v=RMXka6fuU_c
which can be viewed on line, copy and paste links.
M Linden did a nice job of explaining a little about himself and how art had been a part of his life for a long time. It was a wonderful time and was nice to see we all doodle and have a lot in common.
The M. Linden Doodle Art exhibit can be viewed at:
Lawrence Wilson Art Gallery, University of Western Australia (UWA)
http://slurl.com/secondlife/WASP%20Land/239/216/28
After the main event many individuals stayed around and chatted as usual for an event like this. During this part of the evening I brought up the topic of how I personally felt that one of the in-world forms of art is not reported on or really discussed that much in world by individuals or by the dozens of in world magazines that cover the topics of art and in world places to see and experience.
When asked what that was, I stated I was referring to in-world architecture (buildings) and how it is a form of Art to it self. I was surprised by the varied responses I received from that statement, they ran the gambit from the metraverses is only to create and design creations that are not possible in real life to the comment that many architectural events are covered but it was revealed that they where build contest or recreations of famous RL architects and their builds in the real world. Now these comments where from knowledgeable creative and capable designers and builders in world that I have come to know and respect their abilities and creations.
I stated that I really love and respect the architect mentioned Frank Lloyd Wright, my personal favorite and that builds that cannot be created in RL are a great thing for and to do it SL. But SL is an opportunity to design and create any thing you want to, not matter what format or design it follows RL or SL. I made the point that architectural builds in SL either fantasy based or real life based designed are not seen as an Art form in SL and are the step child of Art that's created in SL.
This is demonstrated clearly by the low percentage of artists that participate in the Imagine/Flagship Challenge of the UWA challenge. On average you have 5% of the individuals from the monthly challenge participating in the Flagship side. When I have personally spoken to artists and individuals who have gone to the UWA challenge to view the art and builds most admit they have not seen the Flagship builds and when attending the Challenge party each month it's usually the first time a larger percentage of them have seen the flagship builds for the first time. I know this to be true because I get comments in IM chat telling me I had not seen this before what a great build, also I have spoken to other Flagship builders and its a common thing to them also.
So I guess my question, the point of this article is why are builds of architectural nature a step child to art it self in SL when some of the builds in SL are truly amazing creative and technically challenging forms of art them selves. That apply all the same principals and techniques that are used to create Art forms in SL, texture creations, designs and creating processes, scripting and other SL based creations techniques.
I personally feel that its based on several reasons, the first being there are literally thousands of fair to badly designed and built buildings in SL. So many so that they have become the accepted norm in the metraverse we inhabit. Second when a truly RL based building is come upon its accepted as the way it should be and is not given an other thought. I will state that the art community portion that reports on art and the creative side of it will identify and talk about fantasy based builds occasionally which is a good thing to see and have as recognition of buildings as an art form in SL. But at last RL renditions of any type of build that are not in a competition usually a rendering of a famous build or designer are not addressed or seen as an art form.
Now, I know that the low participation rate in the UWA Flagship is not all based on the reason, individuals do not like or consider building to be an art form. But I do believe that Builders of Building be they RL based or SL based do need to improve their skills and get beyond the prefab mind set of building structures in SL. The release of the free homes by the Lindens to new land owning accounts alone should be awake up call to all prefab builders in SL. There are only so many variations and texture redoes one can apply to the few shoe boxes styles they create that are called creative and stylish homes in SL before it just wont fly any longer. This is not to say all are the same thing over and over type builders but there is a great percentage that are in SL.
And to the Art community as a whole I suggest you embrace the creative design and creation of builds in SL as the true art forms they are, be it a RL or SL based design. For isn't Art the process or product of deliberately arranging elements in a way to affect the senses or emotions. Which is one of the things that happens when you enter into and experience a truly great building in SL no matter what style or design it is.
Nyx
Saturday, March 27, 2010
Perspectives in SL and Building
One of the biggest challenges in SL for many builders new or seasoned is getting the perspective of the build correct. The first challenge comes from the viewer it self and the distance you are from your avatar and the field of site you have of the avatars view of the world around it. Then you have the misconception that the building should be in size proportion to the average height of an avatar, this is compounded by individuals believing that real life dimensions apply to SL. It creates a unique set of challenges and views that do not always work so well in the SL environment.
So as you can see there is a lot of information you must take into consideration when making a build to interact in and have a good experience with. Some of the things you need to take into consideration when builds is the average avatar is not the height of the average human. Along with the view most people have are from above and behind their avatars head, so your view is raised up by about 3 feet and back about 6 feet on average(forgive not in meters).
This makes the ability to build in perspective based on the average avatar size more difficult. Compounding this is the desire to attempt to build in scale by some builders and people in general, It does not work well, just walk around a build done in RL scale and see how often your cam is outside the walls or attempt stairs halls that turn. Your lost in the walls, simple as that. What good is to have a build built to scale and you cant enjoy it??
The other challenge are the silly avatar measuring devices, they usually just go to your eye height and are usually older by a few years. So they give you information about the so called average height before the avatar growth spurt in 2008 where it seemed lots of avi's got taller and maxed on the height. ( I wont mention I'm 8'2")
So I use a build concept for SL that I call "SL" view or Sight Line view, this is a style of design I developed specifically for Sl builds that avatars occupy. It follows the basic rules of design but adds in the factors I discussed to allow for a better SL experience. So the height of walls and the layout of the builds is a little higher, wider and a little more open in feel and look than some typical builds in Second Life. I do this for a few reasons.
First so you can see better while in one of the builds and cam easier while moving through it. This allows for you to place furniture in a way that when you sit you are not outside the walls looking in at a wall and not your interior. I also suggest you do not place furniture and interactive items against the outer walls of the build. As in RL any interior designer will tell you come away from the walls and live in your space.
Second I use this concept allowing you to see where you are and where you want to go while in the build. Low ceiling and small confined spaces make the build feel claustrophobic and excessively textured.
I suggest you develop interactive areas inside your home and have the enjoyment of seeing what has been created for you with out feeling crushed and having a blocked view.
Along with a more open use of prims the proper application of textures and color scheme will help make the build seem open and airy. So lighter colors up top and darker at the base, while applying a lesser repeat ration on lower sections and not overly repetitive ratios up top.
By openning the build demensions and proper texturing and your builds will fit the smallest to tallest avi and look and feel right every time.
Nyx
So as you can see there is a lot of information you must take into consideration when making a build to interact in and have a good experience with. Some of the things you need to take into consideration when builds is the average avatar is not the height of the average human. Along with the view most people have are from above and behind their avatars head, so your view is raised up by about 3 feet and back about 6 feet on average(forgive not in meters).
This makes the ability to build in perspective based on the average avatar size more difficult. Compounding this is the desire to attempt to build in scale by some builders and people in general, It does not work well, just walk around a build done in RL scale and see how often your cam is outside the walls or attempt stairs halls that turn. Your lost in the walls, simple as that. What good is to have a build built to scale and you cant enjoy it??
The other challenge are the silly avatar measuring devices, they usually just go to your eye height and are usually older by a few years. So they give you information about the so called average height before the avatar growth spurt in 2008 where it seemed lots of avi's got taller and maxed on the height. ( I wont mention I'm 8'2")
So I use a build concept for SL that I call "SL" view or Sight Line view, this is a style of design I developed specifically for Sl builds that avatars occupy. It follows the basic rules of design but adds in the factors I discussed to allow for a better SL experience. So the height of walls and the layout of the builds is a little higher, wider and a little more open in feel and look than some typical builds in Second Life. I do this for a few reasons.
First so you can see better while in one of the builds and cam easier while moving through it. This allows for you to place furniture in a way that when you sit you are not outside the walls looking in at a wall and not your interior. I also suggest you do not place furniture and interactive items against the outer walls of the build. As in RL any interior designer will tell you come away from the walls and live in your space.
Second I use this concept allowing you to see where you are and where you want to go while in the build. Low ceiling and small confined spaces make the build feel claustrophobic and excessively textured.
I suggest you develop interactive areas inside your home and have the enjoyment of seeing what has been created for you with out feeling crushed and having a blocked view.
Along with a more open use of prims the proper application of textures and color scheme will help make the build seem open and airy. So lighter colors up top and darker at the base, while applying a lesser repeat ration on lower sections and not overly repetitive ratios up top.
By openning the build demensions and proper texturing and your builds will fit the smallest to tallest avi and look and feel right every time.
Nyx
Thursday, March 25, 2010
Advanced Building Lessons In SL
Improving your skill sets as a builder can be a time consuming ordeal, especially if your an occasional builder or artist in SL. After looking at the basic tutorials and taking build class in world there's not a lot of information or training for advanced abilities that is easily found or available. I have come across a couple of places that give some great advice and information in a group discussion or training format that may be worth opening up a space in your groups to participate in.
The first is the now combined UWA / Burniversity Artist talks that happens on a monthly basis, some of SL most creative and unique builders and artist do an informal but information packed talk about special projects or building processes they use in world.
The group to join is either to attend these great sessions:
UWA 3D Art & Design Challenge - Hosted by Jay Jay Zifanwe and quadrapop lane ~ The UWA group has the largest Art & Build challenge in SL, a monthly contest going on for a yearn now half way through
Burning Life - Hosted by Dusty Linden & White Lebed ~ The Burning Life group is the in world version of Burning Man with a large vast knowledge base of every conceivable skill set needed in SL
Besides Introductory Building lessons occasionally some of the Building classes in SL have advanced techniques discussed, some of the more established schools will have a wider variety of information available at them.
Here's a few I have visited or attended over my time in world. There are many schools in world and I can't visit them all, so if you know of a good one please post it.
Builders Brewers
Fermi Sandbox and University
Happy Hippo Building School
Ivory Tower Library of Primitives
NCI Class Building
Oxbridge Class
TLE Educational Network
The other place to get some good advanced skills training is from builders and designers that sell build products. Off the top of the head I can think of a few, but remember these are places of business that are not build classes but belonging to the group does have advantages and information normally not obtained:
Kerhops Innovations
Skidz Partz & Sandbox Gate
Sweet Sculpties
To name just a few of hundreds available.
Finally the last good place to look is in Groups, the amount of information and knowledge that's shared in groups is over whelming. Bigger groups or extremely specialized groups will serve your interest best. So look on the search or ask fellow builders and store owners that specialize in build products or do what I like to do Profile pick look in peoples Picks to see where they go and like you will be amazed at the places and people you will find from profiles.
So look for build, texture, script, sculpt, animations, gestures groups to help you learn more about how to in SL. As always do the search and look in the SL Wiki for a starting point! Then start interacting and sharing what you know and find out something new. This is only the in world help available there is a whole universe outside of Sl with tutorials, videos and information available for you, so explore and post what you find that's good and helpful.
As always your welcome to post once you join the group and all questions will be answered. Your also welcome to drop by the in world Prim Pusher location to pick up tutorials and some builders texture tool box items.
Nyx
The first is the now combined UWA / Burniversity Artist talks that happens on a monthly basis, some of SL most creative and unique builders and artist do an informal but information packed talk about special projects or building processes they use in world.
The group to join is either to attend these great sessions:
UWA 3D Art & Design Challenge - Hosted by Jay Jay Zifanwe and quadrapop lane ~ The UWA group has the largest Art & Build challenge in SL, a monthly contest going on for a yearn now half way through
Burning Life - Hosted by Dusty Linden & White Lebed ~ The Burning Life group is the in world version of Burning Man with a large vast knowledge base of every conceivable skill set needed in SL
Besides Introductory Building lessons occasionally some of the Building classes in SL have advanced techniques discussed, some of the more established schools will have a wider variety of information available at them.
Here's a few I have visited or attended over my time in world. There are many schools in world and I can't visit them all, so if you know of a good one please post it.
Builders Brewers
Fermi Sandbox and University
Happy Hippo Building School
Ivory Tower Library of Primitives
NCI Class Building
Oxbridge Class
TLE Educational Network
The other place to get some good advanced skills training is from builders and designers that sell build products. Off the top of the head I can think of a few, but remember these are places of business that are not build classes but belonging to the group does have advantages and information normally not obtained:
Kerhops Innovations
Skidz Partz & Sandbox Gate
Sweet Sculpties
To name just a few of hundreds available.
Finally the last good place to look is in Groups, the amount of information and knowledge that's shared in groups is over whelming. Bigger groups or extremely specialized groups will serve your interest best. So look on the search or ask fellow builders and store owners that specialize in build products or do what I like to do Profile pick look in peoples Picks to see where they go and like you will be amazed at the places and people you will find from profiles.
So look for build, texture, script, sculpt, animations, gestures groups to help you learn more about how to in SL. As always do the search and look in the SL Wiki for a starting point! Then start interacting and sharing what you know and find out something new. This is only the in world help available there is a whole universe outside of Sl with tutorials, videos and information available for you, so explore and post what you find that's good and helpful.
As always your welcome to post once you join the group and all questions will be answered. Your also welcome to drop by the in world Prim Pusher location to pick up tutorials and some builders texture tool box items.
Nyx
Wednesday, March 24, 2010
Texture Tool Box
One of the challenges artist and builders have with texturing is having the right texture to correct small little things that often pop up in a build. This is especially true when working on an existing project or working on an original self created texture job and you have not made all the textures you needed or the design came out different than expected. So over the course of time we all have the go to textures we use to correct or create the texture we need while creating a project.
I have included some basic textures that I use to develop or correct on the fly when an issue comes up during a build. They include a texture to help with glimmer when one side of a prim is light and the other is dark, such as the ceiling and roof textures on the same prim. Also included are some simple graphic designs that can be used to create some very visually striking designs when applied to textures and tweaked to the desired effect.
The best way to use these is to apply to a prim, shape the prim and then arrange and tweak the texture to the desired effect. I have found using offsets and angles with the textures and multiples gives a wide variety of looks to one texture.
Then use the the "UI - color under cursor" to match the tint of the texture your are working on to the surrounding prims and you have a great looking fix or creation on your build. Hint* often due to the color of the texture being tinted you will have to move the tint guideline numbers RGB - HSL to get it to match perfect.
Here is an example of a textures I carry in a folder on all jobs I do.
The first set I use I call Correction textures, they help eliminate glimmer and shimmer or alpha edges in builds. This texture is applied to the not seen section of the prim that has a light side and an opposite dark side to the prim. By tweaking and tinting you should eliminate any and all glimmer.
The next set I use for creating effects on prim to match designs on builds I may not have the original texture or want to create a fast unique texture with out going into photo shop or gimp. Sort of a fast fix on the fly which does work very well. This set consist of several different types of black and white textures from straight lines to waves and circles, depending on the build and texture needed at the time.
You can also create your own set of work texture tools in photo shop or gimp, I have done some simple straight forward ones in stone and wood which can help in many styles and types of builds.
* Included are two sample of this, I want to thank Infiniview Merit for doing the original samples for me and the more advanced looking one. Since that time I originally spoke to him abut this concept I have taken the time to learn how to use the Photo shop program I have correctly. Thanks again Infiniview.
One of the things I do enjoy is using the sets to create one of a kind looks on walls or columns, so be creative and expand your texture tool box.
All of the textures seen and additional ones can be acquired in world at the Prim Pushers location on the Waka Sim 33 95 45
http://slurl.com/secondlife/Waka/33/95/45
Nyx
I have included some basic textures that I use to develop or correct on the fly when an issue comes up during a build. They include a texture to help with glimmer when one side of a prim is light and the other is dark, such as the ceiling and roof textures on the same prim. Also included are some simple graphic designs that can be used to create some very visually striking designs when applied to textures and tweaked to the desired effect.
The best way to use these is to apply to a prim, shape the prim and then arrange and tweak the texture to the desired effect. I have found using offsets and angles with the textures and multiples gives a wide variety of looks to one texture.
Then use the the "UI - color under cursor" to match the tint of the texture your are working on to the surrounding prims and you have a great looking fix or creation on your build. Hint* often due to the color of the texture being tinted you will have to move the tint guideline numbers RGB - HSL to get it to match perfect.
Here is an example of a textures I carry in a folder on all jobs I do.
The first set I use I call Correction textures, they help eliminate glimmer and shimmer or alpha edges in builds. This texture is applied to the not seen section of the prim that has a light side and an opposite dark side to the prim. By tweaking and tinting you should eliminate any and all glimmer.
The next set I use for creating effects on prim to match designs on builds I may not have the original texture or want to create a fast unique texture with out going into photo shop or gimp. Sort of a fast fix on the fly which does work very well. This set consist of several different types of black and white textures from straight lines to waves and circles, depending on the build and texture needed at the time.
You can also create your own set of work texture tools in photo shop or gimp, I have done some simple straight forward ones in stone and wood which can help in many styles and types of builds.
* Included are two sample of this, I want to thank Infiniview Merit for doing the original samples for me and the more advanced looking one. Since that time I originally spoke to him abut this concept I have taken the time to learn how to use the Photo shop program I have correctly. Thanks again Infiniview.
One of the things I do enjoy is using the sets to create one of a kind looks on walls or columns, so be creative and expand your texture tool box.
All of the textures seen and additional ones can be acquired in world at the Prim Pushers location on the Waka Sim 33 95 45
http://slurl.com/secondlife/Waka/33/95/45
Nyx
Sunday, March 21, 2010
Textures in the SL World
Recently, I was having a conversation with an other Builder in SL about different types of builds and why some people focus on one particular design style and usually just produce that format and variations of it only. We discussed the reasons why, some where as simple as they have a market for that particular type of build, they have mastered that style, or its what they like and enjoy building. Finally after several different reasons where brought up one that I had never considered was mentioned. It's the only type of textures they have in their tool box.
Well being a certified "Texture Whore" it had never crossed my mind that a lack of textures could limit the type of builds one could make. So I asked around and found this is a little more common than I had imagined. So what I would like to discuss is ways to get around this issue and allow individuals to produce a wider variety of build styles with even a limited amount of textures.
The first place to look for textures is to do a search in the SL search box "Free Textures" it came up with a response of over 5000 hits. Now will all 5000 of them be the best free textures on the grid not likely but it will give you a starting place to begin looking and searching for textures.
There are also some great texture makers in SL that have stores and do specials and discounts on textures as promotions. Some stores sell singles and others just sets. So by exploring a few stores you will see a range of style qualities and prices. Procuring a good basic build set of textures, doors, walls, windows, floor, roof and so on will go a long way in allowing you to build various styles.
The other place to increase your texture collection is to make them yourself by using one of the many programs available to create textures such as Photoshop or Gimp. Each has its strong points and cost factors, but learning how to use even the demo free versions of these programs will increase your texture abilities and collection.
The other way to increase your texture stock is to use them in ways most people would not consider. I have a build partner that I have done a lot of builds with and she was always amazed at how I would use a texture that was made for a particular thing in a totally different way. By stretching and tweaking a texture you can create allot of variations from a small supply of textures.
Well being a certified "Texture Whore" it had never crossed my mind that a lack of textures could limit the type of builds one could make. So I asked around and found this is a little more common than I had imagined. So what I would like to discuss is ways to get around this issue and allow individuals to produce a wider variety of build styles with even a limited amount of textures.
The first place to look for textures is to do a search in the SL search box "Free Textures" it came up with a response of over 5000 hits. Now will all 5000 of them be the best free textures on the grid not likely but it will give you a starting place to begin looking and searching for textures.
There are also some great texture makers in SL that have stores and do specials and discounts on textures as promotions. Some stores sell singles and others just sets. So by exploring a few stores you will see a range of style qualities and prices. Procuring a good basic build set of textures, doors, walls, windows, floor, roof and so on will go a long way in allowing you to build various styles.
The other place to increase your texture collection is to make them yourself by using one of the many programs available to create textures such as Photoshop or Gimp. Each has its strong points and cost factors, but learning how to use even the demo free versions of these programs will increase your texture abilities and collection.
The other way to increase your texture stock is to use them in ways most people would not consider. I have a build partner that I have done a lot of builds with and she was always amazed at how I would use a texture that was made for a particular thing in a totally different way. By stretching and tweaking a texture you can create allot of variations from a small supply of textures.
What The UWA Guidlines mean to you as a Builder
As I mentioned in an earlier post the UWA Flagship Challenge is a very unique one in that it is specific to what the winning entries must provide to be considered in the competition. Most builders in SL are accustom to having clients either select a prefab we have built based on the experience you have gathered from selling what sells to custom builds for clients that know what they want but can't define it until they see mindset.
After reading the UWA Flagship Challenge portion of the note I realized there was a few things I was not that familiar with in regards to some of the terms used in it.
The following is the purpose of the building:
**AXS/lab will incorporate a cinematheque, a black box performance / installation space, a science/art gallery, wet-labs, offices and teaching and presentation spaces for a range of activities across campus.**
So here is a contest to create a building that has a specific purpose and I was not familiar with some of the terms or the purpose of there use. So if you are not familiar with these terms or uses I suggest the following course of action.
The best place to learn about what these terms and purposes are is to do research on them individually and to do research on the Departments of the University that are using these facilities. I am not giving you links to or definitions of what they are or what they do. This is part of the contest that as a builder you must explore and learn for your self. So read the above section and the UWA Imagine & Flagship Challenge note and start your research. I will also suggest you learn a little about the community and area that the build will be built in Perth. You can drop a note card to Jay Jay Zifanwe from the UWA sim an IM on that info. The more you learn the better it will help you in designing and creating a build that will fit the requirements of the challenge.
I have included pictures of the winning builds for the first half of the year. As the rules and defintion of the Flagship Challenge became more specific you will see some of the builds following the guidelines but sadly many are not built specific for the contest yet.
Good Luck
Nyx Breen
After reading the UWA Flagship Challenge portion of the note I realized there was a few things I was not that familiar with in regards to some of the terms used in it.
The following is the purpose of the building:
**AXS/lab will incorporate a cinematheque, a black box performance / installation space, a science/art gallery, wet-labs, offices and teaching and presentation spaces for a range of activities across campus.**
So here is a contest to create a building that has a specific purpose and I was not familiar with some of the terms or the purpose of there use. So if you are not familiar with these terms or uses I suggest the following course of action.
The best place to learn about what these terms and purposes are is to do research on them individually and to do research on the Departments of the University that are using these facilities. I am not giving you links to or definitions of what they are or what they do. This is part of the contest that as a builder you must explore and learn for your self. So read the above section and the UWA Imagine & Flagship Challenge note and start your research. I will also suggest you learn a little about the community and area that the build will be built in Perth. You can drop a note card to Jay Jay Zifanwe from the UWA sim an IM on that info. The more you learn the better it will help you in designing and creating a build that will fit the requirements of the challenge.
I have included pictures of the winning builds for the first half of the year. As the rules and defintion of the Flagship Challenge became more specific you will see some of the builds following the guidelines but sadly many are not built specific for the contest yet.
Good Luck
Nyx Breen
UWA Flagship Challenge Outline "Challenges for Sl Builders"
When I first looked at the UWA Flagship Challenge Outline it was slam dunk for me. I had been building in SL for close to a year. I specialize in custom hi-end creations. Mostly one of a kind builds for Sim owners that are mostly fantasy based builds, castles realistic or fantasy, art deco to modern style houses, various stores, clubs and you name it I have most likely built it. It was the end of the month of October so I entered a Sci-Fi based build I had done. It was a large and extremely detailed build for a client a one of a kind job. But it could be used as an art gallery it was all glass and space age modern in feel. I felt it would be a good entry and give me exposure to allot of individuals over the course of a year. It could help me extend who sees my builds and my business. Well it took first place and I felt great about it.
Then the rules for the UWA Flagship got specific and the days of entering any thing I had in inventory which I had done already, like how I entered in October ( I actually entered 3 builds a Japanese dojo, A realistic 10th century fortified manor and the sci-fi build) was over in my mind. I realized that none of them would work as a modern real life build that could be reconstructed in Perth Australia as part of the UWA University complex.
So I did a little research and started to build new specifically designed for the challenge creations. The challenge I found was that it took a bit to figure out that SL and RL are two different creatures when it comes to building a realistic building in Second Life that can be a base line for a possible Real Life construction. Too much of the SL factor was coming out in my builds. The fantasy side or the ok the law of Physics dont need to apply here factor, kept getting mixed into the builds. So one thing you do want to keep in mind is you have to look at this challenge as if you was designing a building that can only be seen in RL. What I mean by this is you can't fly to the floors or walk through the walls, the laws of physics will apply and you have to keep this in mind because the judges are mostly from the rl side of the equation in this competition. So if it doesn't look real to them it wont fly no matter how cool it looks in SL.
I came to realize that the fantasy side of the build needs to demonstrate it self in creative design and techniques that are applicable to real life applications of architecture.
So the simplest way to think of it is will they and can they build it?
So old builds of castles, churches, discos, space stations, stores, and tiki huts won't really be in the running because they do not fit the requirements as outlined in the UWA Flagship Challenge note card.
So I am now at the point where the builds I create for the contest are specific to the rules and requirements of the challenge and are built only for it. I know this has provided me with an edge in the challenge. It took a bit to figure out what the judges are looking for and how they evaluate the builds in the competition but its helped me become a better builder and has actually increased my custom build business, not by being seen in the challenge but by building with an eye that brings together RL and SL based concepts, designs and techniques at a higher level than I had before as a SL Builder only.
I hope this assist you in understanding the design and concept side of the challenge some what. It only took me 3 months to really get it and I have actually placed back into in inventory 3 builds I had done for the challenge that just don't fit the requirements for this challenge. Several weeks of works and thousands of prims, but if its not right why enter I feel.
I look forward to any questions or concerns you may have as you participate in the UWA Flagship Challenge. I will state here and now unequivocally this is a competition and I am trying my utmost to do the best I can in it. But I am willing to share what I have learned while being in this competition and wish you the best in it.
Nyx Breen
Then the rules for the UWA Flagship got specific and the days of entering any thing I had in inventory which I had done already, like how I entered in October ( I actually entered 3 builds a Japanese dojo, A realistic 10th century fortified manor and the sci-fi build) was over in my mind. I realized that none of them would work as a modern real life build that could be reconstructed in Perth Australia as part of the UWA University complex.
So I did a little research and started to build new specifically designed for the challenge creations. The challenge I found was that it took a bit to figure out that SL and RL are two different creatures when it comes to building a realistic building in Second Life that can be a base line for a possible Real Life construction. Too much of the SL factor was coming out in my builds. The fantasy side or the ok the law of Physics dont need to apply here factor, kept getting mixed into the builds. So one thing you do want to keep in mind is you have to look at this challenge as if you was designing a building that can only be seen in RL. What I mean by this is you can't fly to the floors or walk through the walls, the laws of physics will apply and you have to keep this in mind because the judges are mostly from the rl side of the equation in this competition. So if it doesn't look real to them it wont fly no matter how cool it looks in SL.
I came to realize that the fantasy side of the build needs to demonstrate it self in creative design and techniques that are applicable to real life applications of architecture.
So the simplest way to think of it is will they and can they build it?
So old builds of castles, churches, discos, space stations, stores, and tiki huts won't really be in the running because they do not fit the requirements as outlined in the UWA Flagship Challenge note card.
So I am now at the point where the builds I create for the contest are specific to the rules and requirements of the challenge and are built only for it. I know this has provided me with an edge in the challenge. It took a bit to figure out what the judges are looking for and how they evaluate the builds in the competition but its helped me become a better builder and has actually increased my custom build business, not by being seen in the challenge but by building with an eye that brings together RL and SL based concepts, designs and techniques at a higher level than I had before as a SL Builder only.
I hope this assist you in understanding the design and concept side of the challenge some what. It only took me 3 months to really get it and I have actually placed back into in inventory 3 builds I had done for the challenge that just don't fit the requirements for this challenge. Several weeks of works and thousands of prims, but if its not right why enter I feel.
I look forward to any questions or concerns you may have as you participate in the UWA Flagship Challenge. I will state here and now unequivocally this is a competition and I am trying my utmost to do the best I can in it. But I am willing to share what I have learned while being in this competition and wish you the best in it.
Nyx Breen
Prim Pushers & UWA Flagship Challenge
Prim Pushers / UWA Flagship guidelines for Builders:
Prim Pushers is working in conjunction with the UWA Flagship Build Challenge to assist new entries in the Flagship challenge to understand the build requirements and guidelines for the contest. Prim Pushers does not represent UWA in any way and is not a judge for the contest.
I, Nyx Breen am actually in the contest. I was approached by JayJay Zifanwe with the proposal to assist new entrants in the contest to truly understand the requirements for the builds that are being judged in the Flagship portion of the challenge. The reason being is during the first six months of the contest I have entered 5 of them and placed 5 builds in the contest finals to-date. At first, I entered a sci fi based building among a dozen other assorted types and styles of buildings that where entered in the contest.
But the contest has changed from an open style build contest to a very specific format and there has been challenges for some of the contestants in the contest. It was a learning experience for me and took a bit of research and effort to build with in the guidelines and requirements so that a SL designed and built creations can cross over into a real life rendition.
So what we will attempt to do is help SL builders understand the design and format guidelines required in the UWA Flagship build contest. allowing more individuals to focus on the creative and design portion of their builds that are within the scope and purpose of UWA's outline.
Below you will find information pertaining to the rules and guidelines of the contest for the Flagship portion of it, these are directly copied from the UWA note card for the contest
The UWA Flagship contest is part of the UWA Imagine and Flagship Art & Build contest. There are 2 competitions running simultaneously, the IMAGINE challenge and the FLAGSHIP challenge. There are monthly prizes available separately for both, and the top 2 each month will go into the pool for the Grand Prize (which will have an expanded judging panel). A special monthly prize, which is part of the IMAGINE challenge (The Casey Cultural Prize) is given to the artwork that best displays aspects of Western Australia (history, culture, art, education, contemporary). You can enter up to 2 entries each month, or any month that you choose. For the Imagine challenge there will also be a monthly prize for best non-scripted entry. Current total prize pool is more than L$450,000
Prizes offered to winners & runners-up every month till the 31st of August 2010. Grand Prize to be awarded at the end. Monthly winners & runners up to be displayed at the UWA Sim.
THE FLAGSHIP CHALLENGE: Design the UWA Cultural Precinct Flagship Building
Design a building that captures the essence of creative engagement, which could possibly be built. The University of Western Australia plans to build such a building in real life. It is to be called AxS Lab. 999 prim maximum for FLAGSHIP challenge for the building & up to 200 prims to fit it our with artworks (if so desired).
AsX lab will provide insights into the world we are shaping by putting a microscope on the research undertaken across the University. It will provide a showcase for the work of SymbioticA (http://www.symbiotica.uwa.edu.au/ ); for the architects and designers from UWA’s Faculty of Architecture, Landscape and Visual Arts who are exploring new possibilities for themselves and their communities; and for those working with new and emerging technologies to shape our future. AsX lab will incorporate a black box performance/screening environment, a science/art gallery, and teaching and presentation space for a range of activities across campus. It will also provide a hub for the Creative Industries Innovation Center (CIIC), of which UWA is a partner.
Prizes offered to winners & runners-up every month till the 31st of August 2010. Grand Prize to be awarded at the end. The winning entry, will be given a permanent location on the grounds of the SL University of Western Australia estate. The winning entry may be considered as a possible baseline design for one of the actual buildings that will be built at the RL location of the expanding Cultural Precinct of the University of Western Australia. The creator of the building will be contacted to consult on how to turn the Second Life design, into reality.
FLAGSHIP PRIZES
Monthly Prize: L$5,000 (1st) L$1,250 (2nd)
Grand Prize: L$75,000 (1st) L$14,000 (2nd)
1) Note that by submitting an entry, you are giving permission to the University of Western Australia to place the objects anywhere on UWA owned land, and to have information and images of the entries placed on UWA websites and on websites promoting the UWA SIMS or events held on the UWA SIMS. If submitting an entry for the FLAGSHIP challenge, you are giving permission to UWA to use your design as the basis of the design for an actual building, when/if that eventuates.
2) Contest starts 21st August 2009, ends 31st August 2010.
3) Monthly prizes will be awarded (21st Aug 09 - 30th Sept 09 will be considered the first month. Calendar months to be adhered subsequent to this)
4) A valid entry, is any object dropped onto the contest entry billboard. Pick up item from inventory while holding down the CTRL key, and drop it onto the contest entry billboard prim (the prim should go red when your entry is in position to be dropped in)
5) Alternate method of entry is to drop the object into the inventory of Jayjay Zane, who is executive officer for the 'UWA 3D ART AND DESIGN CHALLENGE’
6) All entrants should join the group 'UWA 3D ART AND DESIGN CHALLENGE’
7) To join, copy and paste the following into local chat, then click as appropriate to join the group: secondlife:///app/group/cad9c421-8b96-f9c1-fb40-dade48c43fe4/about
Judging Panel
1. Professor Ted Snell - Director, Cultural Precinct, The University of Western Australia (RL)
2. Frank Roberts - The University Architect, The University of Western Australi (RL)
3. John Barret-Lennard – Curatorial Director, Lawrence Wilson Art Gallery (RL)
4. Jayjay Zifanwe - Owner of The University of Western Australia (SL), Creator & co-host of the UWA 3D Art & Design Challenge (SL)
5. Raphaella Nightfire - CEO SW&MB Fashion Productions, CEO Evane Model Agency
Snr Writer Best of SL Magazine, Owner Sanctorum Gallery (SL)
6. Tranguloid Trefoil - Owner of WASP at the University of Western Australia (SL)
Expanded Judging Panel for Grand Prize will include:
1. Frolic Mills - BOSL & CO CEO
2. Sasun Steinbeck - artist, scripter, and maintainer of the Art Galleries of SL list at http://sasun.info/ArtGalleriesofSL.aspx
3. Wil Dreadlow, ICON Lifestyle Magazine CEO & Publisher
4. Lowell Cremorne, Owner of The Metaverse Journal
5. White Lebed - Lead of Burning Life Art Department, Curator
6. M Linden - CEO, Linden Labs
Official Hosts for the UWA 3D Art & Design Challenge are Jay Jay Zifanwe & Quadrapop Lane
In the Prim Pushers Blog we will address the steps needed to successfully compete in the most challenging and rewarding Build contest in all of Second Life.
Nyx Breen
Prim Pushers is working in conjunction with the UWA Flagship Build Challenge to assist new entries in the Flagship challenge to understand the build requirements and guidelines for the contest. Prim Pushers does not represent UWA in any way and is not a judge for the contest.
I, Nyx Breen am actually in the contest. I was approached by JayJay Zifanwe with the proposal to assist new entrants in the contest to truly understand the requirements for the builds that are being judged in the Flagship portion of the challenge. The reason being is during the first six months of the contest I have entered 5 of them and placed 5 builds in the contest finals to-date. At first, I entered a sci fi based building among a dozen other assorted types and styles of buildings that where entered in the contest.
But the contest has changed from an open style build contest to a very specific format and there has been challenges for some of the contestants in the contest. It was a learning experience for me and took a bit of research and effort to build with in the guidelines and requirements so that a SL designed and built creations can cross over into a real life rendition.
So what we will attempt to do is help SL builders understand the design and format guidelines required in the UWA Flagship build contest. allowing more individuals to focus on the creative and design portion of their builds that are within the scope and purpose of UWA's outline.
Below you will find information pertaining to the rules and guidelines of the contest for the Flagship portion of it, these are directly copied from the UWA note card for the contest
The UWA Flagship contest is part of the UWA Imagine and Flagship Art & Build contest. There are 2 competitions running simultaneously, the IMAGINE challenge and the FLAGSHIP challenge. There are monthly prizes available separately for both, and the top 2 each month will go into the pool for the Grand Prize (which will have an expanded judging panel). A special monthly prize, which is part of the IMAGINE challenge (The Casey Cultural Prize) is given to the artwork that best displays aspects of Western Australia (history, culture, art, education, contemporary). You can enter up to 2 entries each month, or any month that you choose. For the Imagine challenge there will also be a monthly prize for best non-scripted entry. Current total prize pool is more than L$450,000
Prizes offered to winners & runners-up every month till the 31st of August 2010. Grand Prize to be awarded at the end. Monthly winners & runners up to be displayed at the UWA Sim.
THE FLAGSHIP CHALLENGE: Design the UWA Cultural Precinct Flagship Building
Design a building that captures the essence of creative engagement, which could possibly be built. The University of Western Australia plans to build such a building in real life. It is to be called AxS Lab. 999 prim maximum for FLAGSHIP challenge for the building & up to 200 prims to fit it our with artworks (if so desired).
AsX lab will provide insights into the world we are shaping by putting a microscope on the research undertaken across the University. It will provide a showcase for the work of SymbioticA (http://www.symbiotica.uwa.edu.au/ ); for the architects and designers from UWA’s Faculty of Architecture, Landscape and Visual Arts who are exploring new possibilities for themselves and their communities; and for those working with new and emerging technologies to shape our future. AsX lab will incorporate a black box performance/screening environment, a science/art gallery, and teaching and presentation space for a range of activities across campus. It will also provide a hub for the Creative Industries Innovation Center (CIIC), of which UWA is a partner.
Prizes offered to winners & runners-up every month till the 31st of August 2010. Grand Prize to be awarded at the end. The winning entry, will be given a permanent location on the grounds of the SL University of Western Australia estate. The winning entry may be considered as a possible baseline design for one of the actual buildings that will be built at the RL location of the expanding Cultural Precinct of the University of Western Australia. The creator of the building will be contacted to consult on how to turn the Second Life design, into reality.
FLAGSHIP PRIZES
Monthly Prize: L$5,000 (1st) L$1,250 (2nd)
Grand Prize: L$75,000 (1st) L$14,000 (2nd)
1) Note that by submitting an entry, you are giving permission to the University of Western Australia to place the objects anywhere on UWA owned land, and to have information and images of the entries placed on UWA websites and on websites promoting the UWA SIMS or events held on the UWA SIMS. If submitting an entry for the FLAGSHIP challenge, you are giving permission to UWA to use your design as the basis of the design for an actual building, when/if that eventuates.
2) Contest starts 21st August 2009, ends 31st August 2010.
3) Monthly prizes will be awarded (21st Aug 09 - 30th Sept 09 will be considered the first month. Calendar months to be adhered subsequent to this)
4) A valid entry, is any object dropped onto the contest entry billboard. Pick up item from inventory while holding down the CTRL key, and drop it onto the contest entry billboard prim (the prim should go red when your entry is in position to be dropped in)
5) Alternate method of entry is to drop the object into the inventory of Jayjay Zane, who is executive officer for the 'UWA 3D ART AND DESIGN CHALLENGE’
6) All entrants should join the group 'UWA 3D ART AND DESIGN CHALLENGE’
7) To join, copy and paste the following into local chat, then click as appropriate to join the group: secondlife:///app/group/cad9c421-8b96-f9c1-fb40-dade48c43fe4/about
Judging Panel
1. Professor Ted Snell - Director, Cultural Precinct, The University of Western Australia (RL)
2. Frank Roberts - The University Architect, The University of Western Australi (RL)
3. John Barret-Lennard – Curatorial Director, Lawrence Wilson Art Gallery (RL)
4. Jayjay Zifanwe - Owner of The University of Western Australia (SL), Creator & co-host of the UWA 3D Art & Design Challenge (SL)
5. Raphaella Nightfire - CEO SW&MB Fashion Productions, CEO Evane Model Agency
Snr Writer Best of SL Magazine, Owner Sanctorum Gallery (SL)
6. Tranguloid Trefoil - Owner of WASP at the University of Western Australia (SL)
Expanded Judging Panel for Grand Prize will include:
1. Frolic Mills - BOSL & CO CEO
2. Sasun Steinbeck - artist, scripter, and maintainer of the Art Galleries of SL list at http://sasun.info/ArtGalleriesofSL.aspx
3. Wil Dreadlow, ICON Lifestyle Magazine CEO & Publisher
4. Lowell Cremorne, Owner of The Metaverse Journal
5. White Lebed - Lead of Burning Life Art Department, Curator
6. M Linden - CEO, Linden Labs
Official Hosts for the UWA 3D Art & Design Challenge are Jay Jay Zifanwe & Quadrapop Lane
In the Prim Pushers Blog we will address the steps needed to successfully compete in the most challenging and rewarding Build contest in all of Second Life.
Nyx Breen
Wednesday, March 17, 2010
Texturing Techniques 101
Texturing Techniques and Guidelines:
This simple tutorial is designed to assist the novice builders in Second Life.
A Novice Builder is an individual having a solid understanding of basic prim shaping, elementary texturing and basic application of scripts into a build format.
If you do not as of yet have these elementary skills, please look at SL Wiki for tutorials and information to assist you. Also doing a search in the SL search tab for Building classes, there you will find several good building classes you can attend in world to learn the basics.
~~~~~~~~~
Texturing a Basic Prim:
The first place to start when discussing texturing is with a Prim. As you know a prim is the basic building block we all use in SL. But when a texture is added the transformation can be incredible, from a piece of plywood to something wonderful to behold.
All prims are created equally its what you do as a builder with their shapes and the textures you apply to the prim that determines what will become of it. As you travel through SL you will see many different interpretations of certain styles of buildings castles, houses, stores and so on. The ones that stand out from the crowd are the ones that are textured properly and give the illusion of either being realistic looking or have crossed the fantasy line and are incredible to see. The one thing that allows these builds to stand out is the attention to details and the application of a texture properly to a prim.
The Basic rule I remember when Texturing is the following one:
Prim size conformity, complete texture coverage and proper stretch allow for a realistic look.
What this means is the size of the prims and the application of textures properly to the prims makes or breaks a build. Have you ever looked at a set of stairs or the edge of a table of chair and the small side of the prim does not look right. The texture may look like a long drawn out set of thin lines, this is caused when one set of texture dimensions are applied to the total prim and it is not a square and equal on all sides. This is caused because the texture on the prim sides has the wrong texture stretch settings on them.
Getting textures to look proper across the face of multiple prims can be a challenge if the size of the prims (the x-y-z axis) are not the same size when the faces are parallel and the same dimensions. The texture will size itself to the size of the prim so this will cause the texture to look different on prims of different sizes.
Finally we all do have X-ray vision in SL so a bare prim can be seen and when lining up walls or floors and only texturing the face of the prim showing. Will cause it to have glimmer if the sides of the prims not showing are not textured.
As in all good design the odd numbers seem to look best when applying textures to prims. A modern designer will tell you to place 3 or 5 or 7 objects as a placement of objects, these same numbers work best when stretching textures across prims. The larger the prim face the higher the amount of repeats you will have.
I have found with the edge of cylinders and cut circles that the setting of 15 repeats works very well.
Also don't be afraid to use settings below the number 1, such as 0.3, 0.5,0.7 and so on for the side of prims that are not very large in height or width. Then apply the proper setting to stretch the texture across the long axis face of this prim.
This simple tutorial is designed to assist the novice builders in Second Life.
A Novice Builder is an individual having a solid understanding of basic prim shaping, elementary texturing and basic application of scripts into a build format.
If you do not as of yet have these elementary skills, please look at SL Wiki for tutorials and information to assist you. Also doing a search in the SL search tab for Building classes, there you will find several good building classes you can attend in world to learn the basics.
~~~~~~~~~
Texturing a Basic Prim:
The first place to start when discussing texturing is with a Prim. As you know a prim is the basic building block we all use in SL. But when a texture is added the transformation can be incredible, from a piece of plywood to something wonderful to behold.
All prims are created equally its what you do as a builder with their shapes and the textures you apply to the prim that determines what will become of it. As you travel through SL you will see many different interpretations of certain styles of buildings castles, houses, stores and so on. The ones that stand out from the crowd are the ones that are textured properly and give the illusion of either being realistic looking or have crossed the fantasy line and are incredible to see. The one thing that allows these builds to stand out is the attention to details and the application of a texture properly to a prim.
The Basic rule I remember when Texturing is the following one:
Prim size conformity, complete texture coverage and proper stretch allow for a realistic look.
What this means is the size of the prims and the application of textures properly to the prims makes or breaks a build. Have you ever looked at a set of stairs or the edge of a table of chair and the small side of the prim does not look right. The texture may look like a long drawn out set of thin lines, this is caused when one set of texture dimensions are applied to the total prim and it is not a square and equal on all sides. This is caused because the texture on the prim sides has the wrong texture stretch settings on them.
Getting textures to look proper across the face of multiple prims can be a challenge if the size of the prims (the x-y-z axis) are not the same size when the faces are parallel and the same dimensions. The texture will size itself to the size of the prim so this will cause the texture to look different on prims of different sizes.
Finally we all do have X-ray vision in SL so a bare prim can be seen and when lining up walls or floors and only texturing the face of the prim showing. Will cause it to have glimmer if the sides of the prims not showing are not textured.
As in all good design the odd numbers seem to look best when applying textures to prims. A modern designer will tell you to place 3 or 5 or 7 objects as a placement of objects, these same numbers work best when stretching textures across prims. The larger the prim face the higher the amount of repeats you will have.
I have found with the edge of cylinders and cut circles that the setting of 15 repeats works very well.
Also don't be afraid to use settings below the number 1, such as 0.3, 0.5,0.7 and so on for the side of prims that are not very large in height or width. Then apply the proper setting to stretch the texture across the long axis face of this prim.
Sunday, March 14, 2010
Prim's Tortured and Twisted into Nanos
I came across in my SL travels a good note by Ghanie Lane that gives some easy to follow directions on how to really torture a prim to get some unique shapes and sizes out of them so you can have small nano prims, give it a read.
These are the basic tortured prim shapes. Play with the settings to achieve different results.
FLAT CYLINDER (PENDANT)
1. build a sphere and dimple to 0.95
2. set "building block type" to Cylinder
3. set the size to: 0.02x0.02x0.067
Set to box for a flat box
Set to prism for a flat triangle
FLAT HOLLOW CYLINDER (PENDANT FRAME)
1. make a copy of the main pendant
2. set the hollow to 95
3. set the size to: 0.021x0.021x0.125
LITTLE RING1
torus: 0.01x0.01x0.01
Hollow: 95
Hole Size: 0.65 and 0.43
Profile Cut: 0.22 and 0.24
LITTLE RING2
sphere: 0.01x0.01x0.01
hollow: 95
dimple: 0.930 and 0.950
SMALLEST LINK (extreme nano, about n20!)
torus: 0.01x0.01x0.01
hollow: 95
hole size: 0.40 and 0.48
profile cut: 0.24 and 0.26
DOUBLE RING LOOPS
tube: 0.01x0.01x0.01
hollow: 95
twist: -360 and 360
hole: 0.05 and 0.5
profile cut: 0.65 and 0.8 (playing with these numbers will give you different thicknesses)
NOTCH (pseudo gem)
sphere: 0.01x0.01x0.01
hollow: 75
dimple: 0.95 and 1
STICK1
tube: 0.01x0.01x0.01
hollow: 95
hole size: 0.50 and 0.50
profile cut: 0.5 and 0.75
STICK2
torus: 0.05x0.01x0.01
hollow: 95
hole size: 1 and 0.5
profile cut: 0.24 and 0.26
PRIM NAIL
sphere: 0.46x0.014x0.01
path cut: 0.62 and 0.89
hollow: 95
dimple: 0.3 and 0.749
TUBE
torus: 0.01x0.01x0.01
hollow: 95
hole size: 1.00 and 0.5
Profile Cut: 0.2 and 0.3
TWISTY SPHERE
sphere: .01x.01x.01
hollow: 95
twist: 360 and -360
dimple: 0.25 and 0.75
BEAD
sphere: 0.01x0.01x0.01
hollow: 10
twist: 180 and 180
now do the following:
check: Select Texture
click your sphere
drag a transparent transparent texture to the surface (it will set the outer to transparent so you can only see the "hollow")
These are the basic tortured prim shapes. Play with the settings to achieve different results.
FLAT CYLINDER (PENDANT)
1. build a sphere and dimple to 0.95
2. set "building block type" to Cylinder
3. set the size to: 0.02x0.02x0.067
Set to box for a flat box
Set to prism for a flat triangle
FLAT HOLLOW CYLINDER (PENDANT FRAME)
1. make a copy of the main pendant
2. set the hollow to 95
3. set the size to: 0.021x0.021x0.125
LITTLE RING1
torus: 0.01x0.01x0.01
Hollow: 95
Hole Size: 0.65 and 0.43
Profile Cut: 0.22 and 0.24
LITTLE RING2
sphere: 0.01x0.01x0.01
hollow: 95
dimple: 0.930 and 0.950
SMALLEST LINK (extreme nano, about n20!)
torus: 0.01x0.01x0.01
hollow: 95
hole size: 0.40 and 0.48
profile cut: 0.24 and 0.26
DOUBLE RING LOOPS
tube: 0.01x0.01x0.01
hollow: 95
twist: -360 and 360
hole: 0.05 and 0.5
profile cut: 0.65 and 0.8 (playing with these numbers will give you different thicknesses)
NOTCH (pseudo gem)
sphere: 0.01x0.01x0.01
hollow: 75
dimple: 0.95 and 1
STICK1
tube: 0.01x0.01x0.01
hollow: 95
hole size: 0.50 and 0.50
profile cut: 0.5 and 0.75
STICK2
torus: 0.05x0.01x0.01
hollow: 95
hole size: 1 and 0.5
profile cut: 0.24 and 0.26
PRIM NAIL
sphere: 0.46x0.014x0.01
path cut: 0.62 and 0.89
hollow: 95
dimple: 0.3 and 0.749
TUBE
torus: 0.01x0.01x0.01
hollow: 95
hole size: 1.00 and 0.5
Profile Cut: 0.2 and 0.3
TWISTY SPHERE
sphere: .01x.01x.01
hollow: 95
twist: 360 and -360
dimple: 0.25 and 0.75
BEAD
sphere: 0.01x0.01x0.01
hollow: 10
twist: 180 and 180
now do the following:
check: Select Texture
click your sphere
drag a transparent transparent texture to the surface (it will set the outer to transparent so you can only see the "hollow")
Thursday, March 11, 2010
Build Contest March
List of current Build Contest
TRU Texture R US - Group Members contest, enter pictures of builds you have made using the textures from TRU. A large group of texture artist sell at the store. Join group for info on contest, up to L$5000 in store credit prizes.
http://www.texturesrus.net/cms/front_content.php
TRU Texture R US - Group Members contest, enter pictures of builds you have made using the textures from TRU. A large group of texture artist sell at the store. Join group for info on contest, up to L$5000 in store credit prizes.
http://www.texturesrus.net/cms/front_content.php
Tuesday, March 9, 2010
Fundamentals of Build Designs
Fundamentals of Building Designs
Design is the planning, that creates the base, for the making of every object or system. It means applied arts and engineering , "to design" refers to the process of originating and developing a plan for a product, structure, system, or component with intention.
The person designing is called a designer, which is also a term used for people who work professionally in one of the various design areas, designing often requires a designer to consider the aesthetic, functional, and many other aspects of an object or a process, which usually requires considerable research, thought, modeling, interactive adjustment, and re-design.
Being defined so broadly, there is no universal language or unifying institution for designers of all disciplines. This allows for many differing philosophies and approaches toward the subject.
So with this in mind remember every great designer, architectural engineer, artist or SL builder all began at the beginning with the basics.
Philosophies for guiding design
A design philosophy is a guide to help make choices when designing such as ergonomics, costs(time), economics, functionality and methods of re-design. An example of a design philosophy is “dynamic change” to achieve the elegant or stylish look you need.
Approaches to design
A design approach is a general philosophy that may or may not include a guide for specific methods. Some are to guide the overall goal of the design. Other approaches are to guide the tendencies of the designer. A combination of approaches may be used if they don't conflict.
Some popular approaches include:
KISS principle, (Keep it Simple Stupid, etc.), which strives to eliminate unnecessary complications.
There is more than one way to do it (TIMTOWTDI), a philosophy to allow multiple methods of doing the same thing.
Use-centered design, which focuses on the goals and tasks associated with the use of the artifact, rather than focusing on the end user.
User-centered design, which focuses on the needs, wants, and limitations of the end user of the designed artifact.
Learn to utilize as many workable design approaches as usable and realistic for you and your abilities what ever level they are at.
Developing strong design principals are just as important as developing and using solid building techniques. One of the common issues I hear from new and experienced builders is it takes too long to build and I never can come up with a good new concept. This is a common thing in Second Life take a look at how many average and below average builds are out on the grid. Theres a lot of shoe boxes with just a few textures that are not even textured that well.
The reason for this is twofold poor building techniques and poorer design techniques. These both can be improved with applying the principals discussed in all the Building Schools in world and by doing some research before you begin a build. I often hear I just start building and wing it as I go along, well for an advanced builder sure I can see that but for most builders it looks like you did just wing it and hobbled it together as you went. This is most evident on the design side of the equation.
Doing research is the most important thing you can do in developing your design concept for the build you are going to undertake. There is a saying that states - theres nothing new under the sun -, basically it applies to what we are discussing. Look at a build it they all have the following things in common all of them are a space that you use to create an environment to use and occupy. Its usually a floor and ceiling with walls and additional things you place into the build. So how do you make it different and original from all the other builds in Second Life?
I use the following guidelines:
1 - I stick to the Design Principal guidelines approaches, they work.
2 - If I am building for a client I ask a lot of questions and do it in the form of a questionnaire and keep the notes i get back from them and read them.
3 - Do my research, I also tell the client what I am going to look for and how I believe it will apply to the build.
Research process:
* Write out a short concise outline of what I am going to build. KISS.
* Start looking for examples of how it has been done before. the Internet is best to look for this or if you live near a RL version go see it.
* Take notes and take pictures, then look for variations on the subject matter.
example: building a Gothic castle European style, go look at some Asian and Mesoamerican builds from that time period. Then look at the period of time before it and after it to see how styles changed and techniques.
evolved
* I then make a small basic sample outline model of the build with basic prim shapes only, the foot print of it. Then I cam around it does it feel right?
4 - Then I take and look over my information and formulate the design concept of what I am going to do and how I will do it.
You can ask individuals who know me personally of professionally through the Builds and Contest I have been involved with, the two things I don't have issues with are building techniques and design concepts. The reason why I follow the processes for both of them every time I start and participate in a build.
These are not the only way to design and create but they have served me well and are followed in one form or another by the best builders and artist in Second Life, they may help you improve the skill sets you currently have.
Good Building
Nyx Breen
Prim Pushers
Design is the planning, that creates the base, for the making of every object or system. It means applied arts and engineering , "to design" refers to the process of originating and developing a plan for a product, structure, system, or component with intention.
The person designing is called a designer, which is also a term used for people who work professionally in one of the various design areas, designing often requires a designer to consider the aesthetic, functional, and many other aspects of an object or a process, which usually requires considerable research, thought, modeling, interactive adjustment, and re-design.
Being defined so broadly, there is no universal language or unifying institution for designers of all disciplines. This allows for many differing philosophies and approaches toward the subject.
So with this in mind remember every great designer, architectural engineer, artist or SL builder all began at the beginning with the basics.
Philosophies for guiding design
A design philosophy is a guide to help make choices when designing such as ergonomics, costs(time), economics, functionality and methods of re-design. An example of a design philosophy is “dynamic change” to achieve the elegant or stylish look you need.
Approaches to design
A design approach is a general philosophy that may or may not include a guide for specific methods. Some are to guide the overall goal of the design. Other approaches are to guide the tendencies of the designer. A combination of approaches may be used if they don't conflict.
Some popular approaches include:
KISS principle, (Keep it Simple Stupid, etc.), which strives to eliminate unnecessary complications.
There is more than one way to do it (TIMTOWTDI), a philosophy to allow multiple methods of doing the same thing.
Use-centered design, which focuses on the goals and tasks associated with the use of the artifact, rather than focusing on the end user.
User-centered design, which focuses on the needs, wants, and limitations of the end user of the designed artifact.
Learn to utilize as many workable design approaches as usable and realistic for you and your abilities what ever level they are at.
Developing strong design principals are just as important as developing and using solid building techniques. One of the common issues I hear from new and experienced builders is it takes too long to build and I never can come up with a good new concept. This is a common thing in Second Life take a look at how many average and below average builds are out on the grid. Theres a lot of shoe boxes with just a few textures that are not even textured that well.
The reason for this is twofold poor building techniques and poorer design techniques. These both can be improved with applying the principals discussed in all the Building Schools in world and by doing some research before you begin a build. I often hear I just start building and wing it as I go along, well for an advanced builder sure I can see that but for most builders it looks like you did just wing it and hobbled it together as you went. This is most evident on the design side of the equation.
Doing research is the most important thing you can do in developing your design concept for the build you are going to undertake. There is a saying that states - theres nothing new under the sun -, basically it applies to what we are discussing. Look at a build it they all have the following things in common all of them are a space that you use to create an environment to use and occupy. Its usually a floor and ceiling with walls and additional things you place into the build. So how do you make it different and original from all the other builds in Second Life?
I use the following guidelines:
1 - I stick to the Design Principal guidelines approaches, they work.
2 - If I am building for a client I ask a lot of questions and do it in the form of a questionnaire and keep the notes i get back from them and read them.
3 - Do my research, I also tell the client what I am going to look for and how I believe it will apply to the build.
Research process:
* Write out a short concise outline of what I am going to build. KISS.
* Start looking for examples of how it has been done before. the Internet is best to look for this or if you live near a RL version go see it.
* Take notes and take pictures, then look for variations on the subject matter.
example: building a Gothic castle European style, go look at some Asian and Mesoamerican builds from that time period. Then look at the period of time before it and after it to see how styles changed and techniques.
evolved
* I then make a small basic sample outline model of the build with basic prim shapes only, the foot print of it. Then I cam around it does it feel right?
4 - Then I take and look over my information and formulate the design concept of what I am going to do and how I will do it.
You can ask individuals who know me personally of professionally through the Builds and Contest I have been involved with, the two things I don't have issues with are building techniques and design concepts. The reason why I follow the processes for both of them every time I start and participate in a build.
These are not the only way to design and create but they have served me well and are followed in one form or another by the best builders and artist in Second Life, they may help you improve the skill sets you currently have.
Good Building
Nyx Breen
Prim Pushers
Labels:
designer,
second life artist,
second life builders
Building Tips for Novice 201
The second part of the Building Tips for Novice Series:
Design and Build Basics 202
This simple tutorial is designed to assist the novice builders in Second Life. A Novice Builder is an individual having a solid understanding of basic prim shaping, aligning prims so there's no shimmer when textures are applied. A solid understanding of elementary texturing and the ability to incorporate basic applications of scripts into a build format.
If you do not as of yet have these elementary skills, this tutorial will not help you with those skills. Please look at SL Wiki for tutorials and information to assist you. Also doing a search in the SL search tab for Building classes will find several good building classes you can attend in world to learn the basics.
~~~~~~~
Inside the Prims:
Inside the Prims is a term I used to describe the times I would have to go back and correct textures, be it glimmer. color bleed, texture stretch or a wrong prim size. As a novice builder I spent a lot of time Inside the Prims fixing things I should have done right the first time. I was only covering the sides of the prims with textures as a new builder that I could see and this got a little better as a novice covering all the sides or most of them. Tended to not do the base of objects for some reason for a while and always had to go back.
Please read the whole tutorial before attempting this process of internal prim tweaking.
The art of being Inside the Prim is when you cam along the face of an object and then turn your view from the side or top of the prim into the interior of the prim itself and see the hidden sides of the object. Remember prims can have from one to nine sides on them and not all will always be seen.
Now a days being Inside the Prims only occurs when I have changed my mind on a texture application of many prims during a build. So it is a very essential skill to master and utilize as a builder.
Some helpful hints for this technique:
Camming:
The first step is to cam beyond the prim you want to look inside of and then cam forward towards it a little and then swing into the prim you want to see. The edge face of the prim will center itself in your viewer and you can then click on it with select/edit texture and change or tweak the prim face.
The hidden prim edges are the best way to move around when Inside a Prim camming. So always start at one end of a row of prims you are going to correct or change and cam back from one end to along the way you can stop in each prim center and correct the lower, upper and face wall of the prim in front of you. You can then turn at a 90 degree angle and go down the next set of prims on the build. when done with a full sweep of the objects you where correcting you can do the same process in the opposite order and correct the prim side you missed as you back cammed through the first time.
Be systematic in this process it will help make it easier and quicker. Figure out what way you cam through the build and stick to it a hit and click method will end up taking more time and you will miss prim edges.
Sometimes it's easier to redo the whole group link as a whole with the texture change and then just re texture the face edge of the prim thats being seen, that are different.
When changing floor or ceiling inside prims (usually do to glimmer or texture change on just one side of the prim) you want to take and use the same camming into the prim process as you would use for a wall. So cam beyond the floor or ceiling prim you wish to look into and then cam up or down
into the prim. Once again go along the rows of prims.
An alternative method of camming the prims in a floor or ceiling is to do a 360 degree turn from the center prim outward as you do your sweeps. This allows for more prim sides to be changed in a faster period of time.
You will usually see 2 or 3 prim sides at a time as you turn in circles that radiate outward from the center point of the object link group of prims you are changing.
*** Texture Changing Linked Objects***
It is extremely important that you make sure you do this process correctly. After changing a total build to one texture after several hours or days worth of work will help make the point to you.
* Always check to see that in the Edit box that Edit Linked parts and Select Texture have been selected.
* Visually look at the hi-lighted prims as a visual check.
* Check to see that the prim count is the right amount in the Selected Objects section of the Edit Box.
Texture Tweaking:
The number one basic you must always remember when tweaking and stretching textures is to make sure that the prims are the same size and dimensions this means height, width and length.
So take the time to divide the space you need to fill with prims so you get them all the same size, yes use the calculator if you have to :).
The quickest way to get the exact size is to place out the prim needed to fill the space let one edge stick out ot over the prim that will form the angle. Then just stretch back the one prim thats hanging over and add up the total length, height or width of the total object space to be filled with prims. This may seem like a little bit of work but in the long run when you are trying to tweak your textures to fit the prims correctly this will pay off.
The next step is making sure your prims are aligned properly.
The axis X,Y,Z and the direction that the prim was placed in world will effect the texture arrangement.
Alignment at 0/360 degrees - 0/180 - 90/270 and so on are important to have correct.
A prim spun around and/or flipped on it's axis in a row of prims all laid out will texture and stretch different than the fellow prims in a row.
There seems to be a general sequence to texture stretching when using prims of 10 meter size or 5 meter and so on.
The rules of Odd Numbers seems to work best when applying a texture across a prim;
A ten meter wide by ten meter tall prim looks best when a texture is stretched to a 1.0000 x 1.0000 setting, or a 1.0000 x 3.0000 setting
If doing a 10 x 1 or .9 and smaller width prim the rule tends to follow a 3 x .0300 setting.
The larger the area to cover the greater the Odd number setting will be. When I cut a hole in a prim or need to cover the circumference of the edge of a cylinder or inner cut sphere I have found that the setting for a what ever size prim ?.???? x.5000 width prim is 15/9/7/5 3/ x 0.300 usually the larger numbers tend to look better on the stretch, especially in side edges of holes cut for openings where you are going to place in an Alpha textured prim as a window and so on.
I have also found that for some reason making the prim out of a basic shape prim - Cube, Cylinder, Sphere, Torus there are less issues if you are using it in a grouping of complicated prims that are twists and in a grouping arrangements. You tend not to get the "Alpha Bleed Effect" which can occur from a prim that has been twisted, sliced, cut and dimpled greatly. (yes a little more complicated, a future tutorial on this effect soon).
Prims also for some reason tend to take an Alpha texture better than the SL produced shapes made from these Basic Prim shapes.
Tip*
If your into a build and need to or want to change a large section of prims textures (roof, floor ,walls) do the following edit select link/select texture and edit touch the prims you want to change and change the edges only you need to change by applying the texture to the prims selected via the texture box in the edit screen.
If changing a large section of prims and the texture stretch is not lining up properly then do the following - edit select / object and edit touch the prims you want to change and hi-light them then drop the texture on to them all and tweak the edges showing as a group. Then apply the texture to the faces of the prims you will see and tweak accordingly as a group. Just using select link/select texture options for the prim faces you are working on.
So to wrap it up, it's always best to do it right the first time. Have a system - prim size - proper prim alignment - orientation of prims right - groupings correct - textures applied correct the first time - and all sides stretched correctly.
Have fun and be as creative as you can be within the concept of the design you are building. Realize its ok to make mistakes we all do and we will always have a few as we get better, But in Sl you can delete and redo oh so fast.
Also, remember that not everyone will like your build or style or textures or methods or design its ok, listen and learn from what input you get from them and use it to get better as you develop your style and methods of design, building and techniques.
These are just basic guidelines, but applying them will make you a better builder in a faster time. So as all great builders, designers and artist use the basics and let your mind free to do the fun stuff.
Good Luck and Good Building.
Nyx Breen
Prim Pushers
Design and Build Basics 202
This simple tutorial is designed to assist the novice builders in Second Life. A Novice Builder is an individual having a solid understanding of basic prim shaping, aligning prims so there's no shimmer when textures are applied. A solid understanding of elementary texturing and the ability to incorporate basic applications of scripts into a build format.
If you do not as of yet have these elementary skills, this tutorial will not help you with those skills. Please look at SL Wiki for tutorials and information to assist you. Also doing a search in the SL search tab for Building classes will find several good building classes you can attend in world to learn the basics.
~~~~~~~
Inside the Prims:
Inside the Prims is a term I used to describe the times I would have to go back and correct textures, be it glimmer. color bleed, texture stretch or a wrong prim size. As a novice builder I spent a lot of time Inside the Prims fixing things I should have done right the first time. I was only covering the sides of the prims with textures as a new builder that I could see and this got a little better as a novice covering all the sides or most of them. Tended to not do the base of objects for some reason for a while and always had to go back.
Please read the whole tutorial before attempting this process of internal prim tweaking.
The art of being Inside the Prim is when you cam along the face of an object and then turn your view from the side or top of the prim into the interior of the prim itself and see the hidden sides of the object. Remember prims can have from one to nine sides on them and not all will always be seen.
Now a days being Inside the Prims only occurs when I have changed my mind on a texture application of many prims during a build. So it is a very essential skill to master and utilize as a builder.
Some helpful hints for this technique:
Camming:
The first step is to cam beyond the prim you want to look inside of and then cam forward towards it a little and then swing into the prim you want to see. The edge face of the prim will center itself in your viewer and you can then click on it with select/edit texture and change or tweak the prim face.
The hidden prim edges are the best way to move around when Inside a Prim camming. So always start at one end of a row of prims you are going to correct or change and cam back from one end to along the way you can stop in each prim center and correct the lower, upper and face wall of the prim in front of you. You can then turn at a 90 degree angle and go down the next set of prims on the build. when done with a full sweep of the objects you where correcting you can do the same process in the opposite order and correct the prim side you missed as you back cammed through the first time.
Be systematic in this process it will help make it easier and quicker. Figure out what way you cam through the build and stick to it a hit and click method will end up taking more time and you will miss prim edges.
Sometimes it's easier to redo the whole group link as a whole with the texture change and then just re texture the face edge of the prim thats being seen, that are different.
When changing floor or ceiling inside prims (usually do to glimmer or texture change on just one side of the prim) you want to take and use the same camming into the prim process as you would use for a wall. So cam beyond the floor or ceiling prim you wish to look into and then cam up or down
into the prim. Once again go along the rows of prims.
An alternative method of camming the prims in a floor or ceiling is to do a 360 degree turn from the center prim outward as you do your sweeps. This allows for more prim sides to be changed in a faster period of time.
You will usually see 2 or 3 prim sides at a time as you turn in circles that radiate outward from the center point of the object link group of prims you are changing.
*** Texture Changing Linked Objects***
It is extremely important that you make sure you do this process correctly. After changing a total build to one texture after several hours or days worth of work will help make the point to you.
* Always check to see that in the Edit box that Edit Linked parts and Select Texture have been selected.
* Visually look at the hi-lighted prims as a visual check.
* Check to see that the prim count is the right amount in the Selected Objects section of the Edit Box.
Texture Tweaking:
The number one basic you must always remember when tweaking and stretching textures is to make sure that the prims are the same size and dimensions this means height, width and length.
So take the time to divide the space you need to fill with prims so you get them all the same size, yes use the calculator if you have to :).
The quickest way to get the exact size is to place out the prim needed to fill the space let one edge stick out ot over the prim that will form the angle. Then just stretch back the one prim thats hanging over and add up the total length, height or width of the total object space to be filled with prims. This may seem like a little bit of work but in the long run when you are trying to tweak your textures to fit the prims correctly this will pay off.
The next step is making sure your prims are aligned properly.
The axis X,Y,Z and the direction that the prim was placed in world will effect the texture arrangement.
Alignment at 0/360 degrees - 0/180 - 90/270 and so on are important to have correct.
A prim spun around and/or flipped on it's axis in a row of prims all laid out will texture and stretch different than the fellow prims in a row.
There seems to be a general sequence to texture stretching when using prims of 10 meter size or 5 meter and so on.
The rules of Odd Numbers seems to work best when applying a texture across a prim;
A ten meter wide by ten meter tall prim looks best when a texture is stretched to a 1.0000 x 1.0000 setting, or a 1.0000 x 3.0000 setting
If doing a 10 x 1 or .9 and smaller width prim the rule tends to follow a 3 x .0300 setting.
The larger the area to cover the greater the Odd number setting will be. When I cut a hole in a prim or need to cover the circumference of the edge of a cylinder or inner cut sphere I have found that the setting for a what ever size prim ?.???? x.5000 width prim is 15/9/7/5 3/ x 0.300 usually the larger numbers tend to look better on the stretch, especially in side edges of holes cut for openings where you are going to place in an Alpha textured prim as a window and so on.
I have also found that for some reason making the prim out of a basic shape prim - Cube, Cylinder, Sphere, Torus there are less issues if you are using it in a grouping of complicated prims that are twists and in a grouping arrangements. You tend not to get the "Alpha Bleed Effect" which can occur from a prim that has been twisted, sliced, cut and dimpled greatly. (yes a little more complicated, a future tutorial on this effect soon).
Prims also for some reason tend to take an Alpha texture better than the SL produced shapes made from these Basic Prim shapes.
Tip*
If your into a build and need to or want to change a large section of prims textures (roof, floor ,walls) do the following edit select link/select texture and edit touch the prims you want to change and change the edges only you need to change by applying the texture to the prims selected via the texture box in the edit screen.
If changing a large section of prims and the texture stretch is not lining up properly then do the following - edit select / object and edit touch the prims you want to change and hi-light them then drop the texture on to them all and tweak the edges showing as a group. Then apply the texture to the faces of the prims you will see and tweak accordingly as a group. Just using select link/select texture options for the prim faces you are working on.
So to wrap it up, it's always best to do it right the first time. Have a system - prim size - proper prim alignment - orientation of prims right - groupings correct - textures applied correct the first time - and all sides stretched correctly.
Have fun and be as creative as you can be within the concept of the design you are building. Realize its ok to make mistakes we all do and we will always have a few as we get better, But in Sl you can delete and redo oh so fast.
Also, remember that not everyone will like your build or style or textures or methods or design its ok, listen and learn from what input you get from them and use it to get better as you develop your style and methods of design, building and techniques.
These are just basic guidelines, but applying them will make you a better builder in a faster time. So as all great builders, designers and artist use the basics and let your mind free to do the fun stuff.
Good Luck and Good Building.
Nyx Breen
Prim Pushers
Building Tips 101 for Novice Builders
After finally spending a year plus learning the skills and techniques necessary to build at a consistent level in SL. I finally took the time to write down some of the techniques and standard guidelines I use when building. There not the Holy Grail of Building but they are helpful and I'm sure most good builders use many of the techniques and processes mentioned.
The most important thing for a new builder (Noob ) :) is to learn the basics of Building, I suggest you learn from the SL Wiki and Tutorials, go to the Build Schools in world, there are some great ones that take you step by step through the process. Then practice and experiment see what does what and learn as you go.
For the next level of Builders the Novice, I have made a series of Note cards that I used for the University of Western Australia, when I was approached and asked to help with the basic of Building for the Novice level Builder. It's a two part note card 101 & 102 Building and Design and addresses some fundamental building skills and techniques.
Design and Build Basics 101
This simple tutorial is designed to assist the novice builders in Second Life. A Novice Builder is an individual having a solid understanding of basic prim shaping, elementary texturing and basic application of scripts into a build format.
If you do not as of yet have these elementary skills, please look at SL Wiki for tutorials and information to assist you. Also doing a search in the SL search tab for Building class will find several good building classes you can attend in world to learn the basics.
~~~
Design is the planning that lay the basis for the making of every object or system. It means applied arts and engineering , "to design" refers to the process of originating and developing a plan for a product, structure, system, or component with intention.
The person designing is called a designer, which is also a term used for people who work professionally in one of the various design areas, designing often requires a designer to consider the aesthetic, functional, and many other aspects of an object or a process, which usually requires considerable research, thought, modeling, interactive adjustment, and re-design.
Being defined so broadly, there is no universal language or unifying institution for designers of all disciplines. This allows for many differing philosophies and approaches toward the subject.
So with this in mind remember every great designer, architectural engineer, artist or SL builder all began at the beginning with the basics.
Philosophies for guiding design
A design philosophy is a guide to help make choices when designing such as ergonomics, costs(time), economics, functionality and methods of re-design. An example of a design philosophy is “dynamic change” to achieve the elegant or stylish look you need.
Approaches to design
A design approach is a general philosophy that may or may not include a guide for specific methods. Some are to guide the overall goal of the design. Other approaches are to guide the tendencies of the designer. A combination of approaches may be used if they don't conflict.
Some popular approaches include:
KISS principle, (Keep it Simple Sweetheart, etc.), which strives to eliminate unnecessary complications.
There is more than one way to do it (TIMTOWTDI), a philosophy to allow multiple methods of doing the same thing.
Use-centered design, which focuses on the goals and tasks associated with the use of the artifact, rather than focusing on the end user.
User-centered design, which focuses on the needs, wants, and limitations of the end user of the designed artifact.
Form over function design, is one that can and is used a lot in SL. Many builders and designers go for the feel of the build at the expense of the real life applications required to have it be workable for them in SL. This can fall into two categories, 1- it is an artistic choice to build this way, 2- they just don't have the skill set yet to build in SL with RL applications.
~~~
Learn to utilize as many workable design approaches as usable and realistic for you and your abilities what ever level they are at. With this in mind there are some basic 101 rules that will help all of the builds you produce look better and work no matter what approach or design method you follow.
1- Use a build platform to make your build - It is easier to build off site when first building. A build platform above 2000 meters will get you away from the distractions that occur most often, chat, visitors, and lag from scripts close by.
2- Be prepared, have the design concept and tools needed to begin and finish the project prepared, Texture organizers loaded specific for the project at hand. A folder loaded with scripts for the build. In world concept pictures of the build you are going to use. Plus the required build tools you will be using on the project, grid covered prims, prim alignment tools if using them, texture viewers and alignment prims.
Being organized is essential in design and building in SL!!!
3- Build a section at a time and finish the basic design element and prep texturing process before going on to the next section. You don't want to as the old saying goes "paint your self in to a corner" which is easy to do in Sl with more complicated builds.
4- Align all prims as you build, checking for over lap and proper angles. Now is the time to make sure your prims are correct so later there is no - glimmer, shimmer or bleed through where textures bleed through and you have to go back into the prims and correct them. This is extremely time consuming and a real pain and not easy to do on bigger builds. Use standard prim sizes through out your build- the walls, floors , ceilings and doors are all .500 thick. The basic prims making up the build are all the same size what ever is proper for the build size 10 x 10 x .500 or 7 x 10 x.0500 what ever you have figured out based on the size of the footprint of the build.
5- Total texturing of a prim with a basic texture on all sides of the prims you rezz and link into a project. SL is not RL so you cant hide the studs of your build behind the walls, we all have X-ray vision and some of us do cam inside the walls to see how and what you have built. So bare prims and loose joints and gaps are truly not acceptable for anyone beyond a novice level as a builder. If you are going to continue and sell objects and builds in Sl you will compete against individuals who have mastered this technique.
6- Prims linked into objects procedures are a basic skill you need to learn right away. Do proper linking of prims. naming of objects and setting of permissions as you build. Keep a note card on your build objects and make the names of the objects you will be linking into groups individual and unique to the objects. This is required to use rezz boxes to deliver and rezz builds later.
7- Walk your build with your avatar as you build it, does it feel right , does it look right, can you move and see from your avatars point of view in the build space you have created. Keep in mind SL is a different point of view from RL so the perspectives will be different than RL.
8- Apply all scripting and animations effects as you move through the build. Doing this process when the build is still open and easy to view and access will help the time line of the build be faster rather than going back into a completed build and doing the task then. Also you can check while creating to make sure it works properly.
9- Does it look right, does it follow the concept and purpose of the design? If it doesn't look right or feel right its Not! Fix it make it correct, rethink the concept. Building in SL is a process that will follow a process but part of this process is it sometimes and sometimes often changes as it goes along. Don't be afraid to make corrections or change the concept design for a section of the build as you move through your building process.
10- Finally the most important lesson to learn about SL building:
Have fun and be as creative as you can be within the concept of the design you are building. Realize its ok to make mistakes we all do and we will always have a few as we get better, But in Sl you can delete and redo oh so fast.
Also, remember that not every one will like your build or style or textures or methods or design its ok, listen and learn from what input you get from them and use it to get better as you develop your style and methods of design and building.
These are just basic guidelines, but applying them will make you a better builder in a faster time. So as all great builders, designers and artist use the basics and let your mind free to do the fun stuff.
Good Luck and Good Building.
Nyx Breen
The most important thing for a new builder (Noob ) :) is to learn the basics of Building, I suggest you learn from the SL Wiki and Tutorials, go to the Build Schools in world, there are some great ones that take you step by step through the process. Then practice and experiment see what does what and learn as you go.
For the next level of Builders the Novice, I have made a series of Note cards that I used for the University of Western Australia, when I was approached and asked to help with the basic of Building for the Novice level Builder. It's a two part note card 101 & 102 Building and Design and addresses some fundamental building skills and techniques.
Design and Build Basics 101
This simple tutorial is designed to assist the novice builders in Second Life. A Novice Builder is an individual having a solid understanding of basic prim shaping, elementary texturing and basic application of scripts into a build format.
If you do not as of yet have these elementary skills, please look at SL Wiki for tutorials and information to assist you. Also doing a search in the SL search tab for Building class will find several good building classes you can attend in world to learn the basics.
~~~
Design is the planning that lay the basis for the making of every object or system. It means applied arts and engineering , "to design" refers to the process of originating and developing a plan for a product, structure, system, or component with intention.
The person designing is called a designer, which is also a term used for people who work professionally in one of the various design areas, designing often requires a designer to consider the aesthetic, functional, and many other aspects of an object or a process, which usually requires considerable research, thought, modeling, interactive adjustment, and re-design.
Being defined so broadly, there is no universal language or unifying institution for designers of all disciplines. This allows for many differing philosophies and approaches toward the subject.
So with this in mind remember every great designer, architectural engineer, artist or SL builder all began at the beginning with the basics.
Philosophies for guiding design
A design philosophy is a guide to help make choices when designing such as ergonomics, costs(time), economics, functionality and methods of re-design. An example of a design philosophy is “dynamic change” to achieve the elegant or stylish look you need.
Approaches to design
A design approach is a general philosophy that may or may not include a guide for specific methods. Some are to guide the overall goal of the design. Other approaches are to guide the tendencies of the designer. A combination of approaches may be used if they don't conflict.
Some popular approaches include:
KISS principle, (Keep it Simple Sweetheart, etc.), which strives to eliminate unnecessary complications.
There is more than one way to do it (TIMTOWTDI), a philosophy to allow multiple methods of doing the same thing.
Use-centered design, which focuses on the goals and tasks associated with the use of the artifact, rather than focusing on the end user.
User-centered design, which focuses on the needs, wants, and limitations of the end user of the designed artifact.
Form over function design, is one that can and is used a lot in SL. Many builders and designers go for the feel of the build at the expense of the real life applications required to have it be workable for them in SL. This can fall into two categories, 1- it is an artistic choice to build this way, 2- they just don't have the skill set yet to build in SL with RL applications.
~~~
Learn to utilize as many workable design approaches as usable and realistic for you and your abilities what ever level they are at. With this in mind there are some basic 101 rules that will help all of the builds you produce look better and work no matter what approach or design method you follow.
1- Use a build platform to make your build - It is easier to build off site when first building. A build platform above 2000 meters will get you away from the distractions that occur most often, chat, visitors, and lag from scripts close by.
2- Be prepared, have the design concept and tools needed to begin and finish the project prepared, Texture organizers loaded specific for the project at hand. A folder loaded with scripts for the build. In world concept pictures of the build you are going to use. Plus the required build tools you will be using on the project, grid covered prims, prim alignment tools if using them, texture viewers and alignment prims.
Being organized is essential in design and building in SL!!!
3- Build a section at a time and finish the basic design element and prep texturing process before going on to the next section. You don't want to as the old saying goes "paint your self in to a corner" which is easy to do in Sl with more complicated builds.
4- Align all prims as you build, checking for over lap and proper angles. Now is the time to make sure your prims are correct so later there is no - glimmer, shimmer or bleed through where textures bleed through and you have to go back into the prims and correct them. This is extremely time consuming and a real pain and not easy to do on bigger builds. Use standard prim sizes through out your build- the walls, floors , ceilings and doors are all .500 thick. The basic prims making up the build are all the same size what ever is proper for the build size 10 x 10 x .500 or 7 x 10 x.0500 what ever you have figured out based on the size of the footprint of the build.
5- Total texturing of a prim with a basic texture on all sides of the prims you rezz and link into a project. SL is not RL so you cant hide the studs of your build behind the walls, we all have X-ray vision and some of us do cam inside the walls to see how and what you have built. So bare prims and loose joints and gaps are truly not acceptable for anyone beyond a novice level as a builder. If you are going to continue and sell objects and builds in Sl you will compete against individuals who have mastered this technique.
6- Prims linked into objects procedures are a basic skill you need to learn right away. Do proper linking of prims. naming of objects and setting of permissions as you build. Keep a note card on your build objects and make the names of the objects you will be linking into groups individual and unique to the objects. This is required to use rezz boxes to deliver and rezz builds later.
7- Walk your build with your avatar as you build it, does it feel right , does it look right, can you move and see from your avatars point of view in the build space you have created. Keep in mind SL is a different point of view from RL so the perspectives will be different than RL.
8- Apply all scripting and animations effects as you move through the build. Doing this process when the build is still open and easy to view and access will help the time line of the build be faster rather than going back into a completed build and doing the task then. Also you can check while creating to make sure it works properly.
9- Does it look right, does it follow the concept and purpose of the design? If it doesn't look right or feel right its Not! Fix it make it correct, rethink the concept. Building in SL is a process that will follow a process but part of this process is it sometimes and sometimes often changes as it goes along. Don't be afraid to make corrections or change the concept design for a section of the build as you move through your building process.
10- Finally the most important lesson to learn about SL building:
Have fun and be as creative as you can be within the concept of the design you are building. Realize its ok to make mistakes we all do and we will always have a few as we get better, But in Sl you can delete and redo oh so fast.
Also, remember that not every one will like your build or style or textures or methods or design its ok, listen and learn from what input you get from them and use it to get better as you develop your style and methods of design and building.
These are just basic guidelines, but applying them will make you a better builder in a faster time. So as all great builders, designers and artist use the basics and let your mind free to do the fun stuff.
Good Luck and Good Building.
Nyx Breen
UWA Flagship Build pictures
3rd entry in 2/2010 Flagship
Church style build rl based
2nd place awarded to Angel in a Box open style SL style build. 2/2010
1st place awarded to AxS Gallery -earth friendly rl style build 2/2010
The three entries for 2/2010 Flagship competition
These where the UWA Flagship Challenge entries for the month of Feb, 2010.
Prim Pushers is a blog for Metraverse Architectural and SL Fantasy based Builds and Art Creations.
This is an open group and all builders and artist are welcome to interact on the site. We would like to focus on original and one of a kind style builds that are on the cutting edge and advanced technique side of the art and building skill levels.
But will also provide educational information on building techniques and design concepts for the novice to advanced builder.
Welcome all.
Please no spamin group (selling of anything)
This is an open group and all builders and artist are welcome to interact on the site. We would like to focus on original and one of a kind style builds that are on the cutting edge and advanced technique side of the art and building skill levels.
But will also provide educational information on building techniques and design concepts for the novice to advanced builder.
Welcome all.
Please no spamin group (selling of anything)
Subscribe to:
Posts (Atom)