Showing posts with label mesh. Show all posts
Showing posts with label mesh. Show all posts

23 August 2015

The Prometheus II Is here!




I know some of you have been waiting for this release quite a while - too long actually. But real-life had quite a word in that matter and while I'd have loved to see it released at a much earlier date, that was just not possible.

But the long waiting is now over and I can honestly say that the Prometheus-Class II is by far the best ship I ever built. While it shares the same basic layout the old Prometheus-Class has (including 3 decks, elevator and a segmented bridge section), the new ship makes much more use of its space and looks also much more streamlined - and yes: a little bit more aggressive too^^

I also gave it two optional engine variants. Steam engines and dieselpunk-inspired radial engines in the style of the 1930s - and I think they both look very good in it!

Oh and the best thing of all: there is a flyable version too!

Here some specifications:

Dimensions:

  • Length with landing strip retracted: 44.60 m
  • Length with landing strip extended: 68 m
  • Width: 30.10 m
  • Height: 16.50 m


Enough blablah - lets have some pictures. They say more than a thousand words anyway:


















The Prometheus-Class II is now available on the Marketplace! I decided to put it on a promotional price for the first week - so better get it as long its cheap!^^

27 October 2014

New Airship: Air Pirate Zeppelin!

While the scripting of the Prometheus was affected by RL schedules, I finished in the meanwhile the Air Pirate Zeppelin, the big brother of the miniature version I made for the Sinister Steampunk Hunt.


Steampunk Air Pirate Zeppelin!

It doesn't only looks stunning (thanks to materials effects), it is also very easy to fly, has a very reasonable prim-count and offers plenty of positions for Avatars. Take a look at the samples - the model is my lovely Emma Sunshine:



















You can find the Air Pirate Zeppelin at the Marketplace or in my in-world store. I also have it on life-size-display at Mieville Twain.

And since Halloween is coming very soon, I also made a "Flying Dutchman" Mini:


Boo! Scary! A flying Dutchman Airship!

Cute, isn' it? Here is the Marketplace-link: Halloween Mini Zeppelin.

Happy Halloween! And I hope to have soon good news about the release of a certain other pretty large project. Fingers crossed that RL cooperates!

Edit:

I like Halloween Mini Zeppelin so much that I made a full-size version of it too - scary thing!


Ghost Pirate Zeppelin!

And here is the link to it!


3 October 2014

New Date For The Sinister Steampunk Hunt: Saturday October 4!

Good news! Emedea sent a message today to the hunt merchants: The hunt can take off just as planned. With a short delay though: The hunt will start on October 4, at 8 am SL time. We also got the kit with the hunt-items and I did set up everything for the big day when the daring gift-hunters come!

Starting the hunt at a weekend is actually a pretty good idea. There are much more people online than weekdays, so what sounded like bad fortune first, might actually lead to a pretty glorious start. For further infos, just hit this sign at my store (the Sinister Steampunk Hunt-blog hasn't been updated yet)


Yes - its happening! Start: Saturday October 4!


Speaking of a glorious start: The building of the new air pirate zeppelin is now to about 90% finished. Just some fun bomb dropping features missing yet and the obligatory test-runs. It should be finished shortly and be ready to conquer the skies!


Air Pirates over Flotsam!


It already had its maiden-flight over Blake Sea, including visits at Hollywood Airport, Honah Lee, Flotsam and Crow's Nest, before landing at the New Horizons Airport. It was a perfectly smooth ride. Very pleasing, despite its massive size: its over 64 meters long! Land-impact wise the ship will be in the 50 Li region, which is a amazing number for such a huge build.


Captain Some!


Floating majestically over the rooftops.


Even the evil zombie-pirates nearby were pretty envious !


Oh and on that note: News about the Prometheus-Class! We will finish the scripting very soon (I know, I said this before, but real-life can delay things even for us ;-) ) and plan the release-date to be coming week!


20 September 2014

Starting October 1st: Sinister Steampunk Hunt 4!

My friend Zen did point me at the Sinister Steampunk Hunt not long ago. It obviously deals more with the dark side of steampunk, which seems 1) pretty suiting to my tastes and 2) in general  to be pretty fun, doesn't it?


The Sinister Steampunk Hunt 4. Definitely an event worth joining!


To have a suitng gift I decided to make a Zeppelin miniature from scratch - exclusively for the hunt.

May I introduce: the Air Pirate Zeppelin!


Of course I am not an air pirate: The picture is just promotional, really!



This one was really fun to build and happened pretty quickly too. A flyable, full-sized variant (some 60+ meters long) will follow soon!

Also visit the Sinister Steampunk Hunt website for more info!


28 August 2014

Starting Monday - The Renaissance Hunt!

To hunt, or not to hunt - thats not really a question! Especially with this little gift I made:

I was told I look "so serious" on this picture.



I am always serious.



Actually, I was Shakespeare's ghostwriter. Really! He just objected the car-chases I wanted to add.


As you might have guessed by now the theme this year is "William Shakespeare". An opportunity to make more puns than you can shake a spear at - and to work yourself through 83 destinations!

 Here some facts in short:

Start: Sept 1
End: Sept 30
Starting location: The Renaissance Faire
Renaissance Hunt Blog: Click me!
Complete list of locations: Click me too!

See you there!


Edit: Whoops - I made a little mistake regarding the date. Sept 1 is not coming Sunday, its actually Monday! Too much excitement I guess ;-)

21 August 2014

New Products And Prometheus-Status Update

Drow-DJ!

Since the Prometheus-mesh is now finished and we are working on the last few bits (real-life did slow scripting progress down, but no worries, we are working on it!) I have now some time trying to catch up with my to-do list - yes its long!

One of the things I wanted to finish quite a while ago is a improved version of my Steampunk Monoplane:


Steampunk Mesh Monoplane



And update my Da Vinci Airscrew Helicopter:


Da Vinci Airscrew Helicopter


One thing I am especially proud of is the Steampunk DJ Station - completely new designed from scratch:


Steampunk DJ Station

Dancing on the thin wire between madness and style - steampunk audio!

All new releases feature materials-effects using the advanced lighting model. It is really amazing how realistic they look now!
A Dieselpunk Variant of the DJ Station is also in the making. Despite being released as stand-alone products they will be also part of the new rezzing system of the Prometheus-Class.


As usual all these items are available on the Marketplace and soon inworld too!

21 July 2014

Tada!

The building phase on the refitted Prometheus is finished now - at least to 99%. I might change a few things and a few things want to be added, but compared to the sheer bulk of the ship its just small modifications.

So whats next? Textures! Over the last days I did some extensive testing of SL's advanced lighting model - usually creating my own material layers from the textures. You can see how nicely metallic the ship's hull reflects light now. Since the ship will have various texture-options it is of course important to make sure that every variant will meet the standards, without looking too polishes or too bumpy.








After texturing is finished, scripts will follow. The aim there is allowing the user to operate the ship's many functions by a logic and intuitive menu without a Doctor's degree or having studied the manual.

















Yes, thats me dancing on its roof! A special thank you to my friends (too many to name them all really) who gave me lots of input during the whole process of building - your support is highly apprechiated!

14 July 2014

Almost There...



While the Germans were playing for the world cup I was doing something productive (ok, and watched the game a bit too - quite a thriller!) and did some more work on the refitted Prometheus. The progress looks massive over the last days, but the actual work was done over weeks (and weeks and more weeks). Now its just uploading, assembling, texturing, testing and fixing and uploading again.






Germany may have became world champion, but the really important thing for me that night was seeing the Prometheus getting shape. Its a champion by its own!





As mentioned in my previous post the ship is docked at the Shoregate-harbor which makes finally its debut as airship-port. During its construction ship is open for exploration - and afterwards too!

Taxi to Shoregate Harbor.

25 June 2014

The End Of the World As We Know It?

My doomsday outfit!


The news about LL working on a successor to Second Life are now a few days old and yes, they caused quite the waves in the community, like in the SL forum.

I admit I was a bit upset too. This feel of impending Armageddon - Antony caught it pretty well btw. - isn't a too nice thing really. But now, since I did reflect a little over the issue, I see it quite relaxed. And I will tell you why:

Firstly I think LL just had what they often have - bad timing. Likely somebody did leak the news and the LL CEO Ebbe Altberg had to jump in and confirm the rumour before it gets a unhealthy dynamic on its own.
So they were unprepared to announce it at such a soon date. And that didn't made communicating easier. In fact it stirred quite the fears of many SL-user about losing their inventories, their lands and all the money and effort they put into it over the time.
Well, according to Ebbe's posts (starting here) "SL2" will not be totally backwards compatible and hence they don't guarantee that everything will be transferable.
I think thats a realistic approach. SL's technology is still widely based on the standards of 2003 (and lets be frank: it looked already back then rather poor for its time), so its unlikely that everything what works in SL will work in SL2. It would mean to carry over a lot of the dated technology SL is based on.
However "everything" doen't means "anything". I actually think they will try to get a lot transferred. Simply because its 1) technical doable and 2) people losing large amounts of the virtual property are unlikely to invest in it again. Once bitten, twice shy.

What do we can expect to be transferable? Of course I am not a LL developer, so I don't know their agenda. But I will try to do my best to give you an educated guess of the technical possibilities by a experienced SL user and content creator:

  • Static meshes, sounds, notecards and textures are the most likely to be easy transferable. There is nothing specific to SL with them which prevents conversion to another platform. 
  • Prims will be a bit trickier, but since you can - thanks to the Singularity viewer - export them already now to collada-files (*.dae, one of the standard file types 3D-build programs like Blender or Lightwave use), and convert them pretty easily into meshes, I don't really see a reason why there can't be an automatic  prim-to-mesh converter which does this job for you.
  • Same applies for sculpts - at least on paper. I don't expect them to be in SL2 though, since they are simply hellish unefficient. But technically it is possible to convert them to meshes just like prims.
  • Rigged meshes (or to make it simple: most mesh clothes) are going to be difficult though. Rigging means that you link the mesh to the avatar's bones, so that they move and bend with at the avatar's knees, elbows etc. like real clothes do. I strongly assume that LL will make new avatar models with a much higher level of detail and more skeletal bones. So the "old" way of rigging won't work there. Perhaps they can be converted too. That depends though. For example if LL uses again one standard skeleton for all avs or if content creators will be able to make their own custom skeletons  but thats sheer speculation now. I won't hold my breath, but there can be always a surprise.
  • Animations/poses will likely have the same issues as mesh clothing, since they also use the avatar's skeletal bones.
  • Avatar shapes and skins are going to be tricky too. Especially since we don't know if LL will use a standard avatar at all. I think IF there is going to be a standard av, there should be a way to convert the values of the Av-shape from the SL to the SL2 model. Skins though are likely not to be compatible, due to the different texture mapping.
  • Scripts are also a tricky thing. If they are going to be usable in SL2, or if they can be converted depends on several factors: If LL will use the old scripting language or making a completely new one, or using an existing one. If we assume that LL will get rid of the shortcomings of the current LSL and abandon it, the old scripts wont work of course. Hard to say though if its going to be possible to convert the scripts to the new language. As you see there are a lot of "if"s. We just don't have enough information yet to give a definite answer.
  • Cloth-layers and alphas also seem to me to be almost impossible to convert. Like skins they rely on the texture-mapping of the standard-avatar and its doubtful it will be the same. Also since mesh-clothes are now quite the standard for avatar-apparel, I don't see LL being willing to spend too many ressources in an outdated technology. I also have hopes that there will be ways to replace the manual attaching of alpha-layers to hide your feet (or other bodyparts which would peek through your clothes) with a more efficient, less bothersome way. Fingers crossed.

But apart from these technological issues are the legal implications too: Do content creators need to give their agreement if LL wants to convert their content to the new platform? If so - how will the procedure look like? The infamous TOS-changes certainly appear in a different light now.
Also what about the products which don't work in SL2 anymore? I'm sure many content creators who migrate will offer a free updated SL2-compatible version sooner or later. Others might speculate on their customers buying things twice.

If you are in SL for a few years like I am, It is like a nicely worn pair of shoes. You slip in and its just right. We became used to the way it works and also used to things which don't work (lets be honest: SL has huge technical shortcomings). And now becoming aware that this little digital universe we spend quite some time in has a limited lifespan, leaves an odd feeling.
Of course we know all things come to an end, but knowing and realising are two different things. Changing to SL2 means leaving your comfort-zone and start over again. Thinking rational we knew this would sooner or later happen. But it always comes too soon, doesn't it?

Right now I can understand the feeling some friends of me did express about their possessions in SL and their land holdings becoming "worthless". Many people put a lot of passion into SL. What you see day-by-day is after all not a LL product. They just offer the framework, the blank canvas. Countless people filled it with incredible creativity and energy. No surprise they are afraid it might all disappear.

I think though the change won't be as bad as people fear after all. As long LL provides a still stable economy (with a stable L$ of course) and makes the accounts and as many inventory items as possible transferable. After all we rely on their promise that this virtual world will be around next time we login since we registered our accounts, made inworld-friends and spent the first money there.

This doesn't means however that we should give LL a "carte blanche". We are all investors in their virtual worlds, if its SL or SL2, or whatever its going to be called. Without us SL is just a bunch of servers creating no profits for their hosts. What LL needs to do as soon as possible is to give a clear statement about user-created and user-owned content: A whitelist of categories of items which will make it to SL2 and further specifications of their new world.

I hope my words were of some use for you. I tried my best to put events and my thoughts on them into order. I'm not a friend of panicing. LL has some homework to do now to calm the waves. I think in the end their instinct of self-preservation will prevail.

30 May 2014

Drow Science @ The Science Fiction Convention!

Attending events in SL is always something I enjoy. The Science Fiction Alliance's SL Convention is no exception. Indeed it is a real honour for me to be invited there!






I admit I didn't had much of a plan other than rezzing my flying and non-flying things, but as usual I could rely on my talent to mcgyver a nice exhibition pavillion together. And actually I like it that much that I consider using it for my mainstore too!












A nifty little gadget is the Airscrew-Taxi Emma did develop. It is transporting visitors up to the outdoor part of my exhibition where the Daedalus waits as comfortable floating lounge, where you can - lounge while floating, yeah!



















Oh and I am also participating at the Mini Viper hunt. Yes the Viper from Battlestar Galactica!
The hint is "Shine a light on me!". Shouldn't be too hard if you look around a little!
Here you can find a complete list with hunt-hints (sounds funny, doesn't it?).



Drow Science Exhibit

Science Fiction Alliance Blog

5 April 2014

Prometheus WIP, Catznip and SL Go News

Prometheus Class WIP


As regular readers may know, less posts here means lots of activity on other SL-related projects. Well, currently it is exactly one project: Meshing the Prometheus-Class Aircraft carrier. It is likely the most complex mesh I did so far and I'm making good progress on it lately. Of course there is still a lot to do on it - but its certainly going ahead.

I did lots of detail work on it (needless to say the basic layout of the Prim-version, didn't change!) Especially fine-tuning the layout and ensuring the modifications fit well to the overall appearance of the ship. There have been some things which didn't work out as initially planned - but thats part of it: You learn, adapt your plans and find an elegant sollution.

Design-wise the ship will - due to the use of radial engines - slightly tend more into the dieselpunk-direction. Though I'm considering of including a "classical" variant with steam-engines too. Its a pretty adaptable build after all!


Catznip R9 Beta


The next release of the Catznip Second Life Viewer (R9) is now in its beta-status - yay! The Catznip-team is currently looking for beta-tester. So if you are interested and have some beta-testing experience (some OCD is helpful, according to their site), check out their Beta-Test Website.
I switched from Firestorm to Catznip already over a year ago after being disappointed with the low FPS Firestorm has. Catznip is - at least on my PC - significantly faster with the same graphics-settings. I tried the latest Firestorm release a few weeks ago, hoping they would have fixed that issue, but still: the difference in performance was huge.
Catznip R9 will include advanced lighting (the materials-stuff) and fitted mesh. So hopefully no way-too-huge butts anymore. I can't wait till the release!

Catznip Viewer Website


SL Go


Linden Labs did introduce this new service for mobile devices already in March and the idea is really good: Unlike other mobile clients which calculate the 3D environment on your tablet or phone (with the usual result of rather basic and slow graphics and high power consume) SL Go sends the already pre-caculated graphics in a quality you only would get on a desktop PC.

A real show-stopper however was the ridiculously high fee of 3 US$ per hour (!) Now they reduced the pricing to realistic 9,95 US$ per month. Definitely a step into the right direction.
SL Go is available in the USA and most European countries (notably exception is Germany - for what reason ever).

SL Go Website




20 March 2014

A Quick Project Update: Prometheus-Class Refit

I am currently deep in the redesign of the general appearance of our favourite flying aircraft carrier. It will certainly be a elegant vessel. With a more streamlined shape and some clever improvements in the room layout, resulting in a significantly increased usable space.
But no worries: Its overall look will not step away from the original Prometheus-Class. I simply can do now all the things I had in my mind for it all the time. So it will be a better ship than ever before!

Preview-time! The current status of my remodelling-project. Human Avs for scale of course.


It is not simply a mesh-version of the old one. The new ship is built completely from scratch, and in the following days and weeks I will be evaluating and improving and redesigning (if neccessary) every aspect of it to achieve the best possible result.

Again I won't and can't announce a release-date. But the project is progressing nicely and I'm looking forward to see it taking the skies :-)



10 March 2014

More Boots!

Today I released the second batch of my boots-series. Its a more diverse selection this time, featuring fur, metals and even scaly desings. I might went perhaps a bit crazy with designing, but hey - they look good, don't they? ;-)


Wild Catz!


Wild Catz! - 3 pairs of feline boots, for a high rawr-factor! Of course fake fur!

Metallic


Metallic: I find the liquid-metal look of the left one very appealing. The right one is a more conventional but nevertheless adorable looking etched silver.


Floral


Last but not least two very elegant and romantic velvet flower patterns in red and light grey.


All sets are available at the Drow Science Marketplace Store... now!