It have been a busy week and I managed to make just one single and lonely tree, I wished to do more but it’s a start. To use it you have to get the bark texture from CGTextures here, get my files at the bottom of this post, and upload the mesh and the two textures in realxtend. Textures from cgtextures.comwhere used also to make the foliage.
Once uploaded in realxtend, on the building panel the first texture to apply is the bark, the second are the leaves (they come with two sizes, pick the one that suits your needs better), you will need also to scale the tree in all the 3 dimension up to 10,00.
This week I will try to devote some more time to building, making some grass and plantlife related stuff, hopefully!
Note: LINK REMOVED. I got malware warning from Google about the original source at www.nefe.it – so I removed the direct link, visit if you dare…
Clothing must be the biggest market in the metaverse, and it’s easy to understand why: Everyone needs them. Not everyone needs houses, or furniture, or whatever else there is to be had, but everyone would want to be dressed. There are two approaches to make clothes: Layers and attachments. Nowadays, most clothes are a mixture of the two, but using sculpt meshes for clothing makes for a more ‘natural’ approach, as they won’t look as flat as layers. Thus, I made my first experiments with sculpted clothes this week, and for you good people, here’s a rexxed denim version of them. Enjoy.
P.S.: Anyone who doesn’t like the rexxed print on the bra can just change its texture to the one of the panties (or even edit that to make their own print on them). As usual, please refer to the tutorial on how to import these exports.
Well, then – I rambled a little about windows and doors this week, and so I guess it’s only fair to provide some solution here. Whenever I came back to SL, I found a real nice house then, which I liked a lot. The architecture was very good, the size was just right, and the textures were decent. It only sucked for the doors, so I created a set of sculpted doors and windows to fit.
Back in the days when game covers were no screenshots, Transarctica by Silmarils was one of the games that occupied my mind even though I never played it, just for it’s cover. I love trains, and the most memorable building in SL to me will always be a train station. And thus, I finally finished exporting some earlier builds of mine out of SL, among them a complete train with station. For Rexxed, however, I’ve got this little attempt of mine at rebuilding the transarctica train, which, of course, I couldn’t match both in scale and detail. So, for anyone who wants to use this as a base for their own builds, here’s my Transarctica Train model: Transarctica.zip (See the tutorial on how to import this creation.)
I’m late today, and I’m sorry about that, but I was working on a real treat today, and wanted to finish it first. We all know what avatars like to do best, besides crashing sims: Dance. Thus, I updated the textures of a dancing platform, which I made a long time ago, and exported it, so you can upload it yourself. And what good would a dancefloor be without dances? Right: No good. Thus, along comes a freshly squeezed couples slow dance animation for you. You can find additional builds and animations on TGIB.
On how to upload the build, please see my instructions. To use the animations, upload them into your inventory, then put them into poseballs. I would recommend Adelle’s sync poseball script for best performance.
The first thing I created in Second Life were shapes. I’m probably not alone with that, it seems the shape editor is the most commonly and easily used inworld-tool. When I left SL for OpenSim, the first thing I made were skins. As with all things, there was a shortage on skins for OpenSim grids, and since Eloh Eliot offers her skin templates as open source files, I started playing with them, and found that it wasn’t all that hard to make my own makeups and skins. Actually, it was her approach that made me rethink my opinions about sharing creations and making business, and which led me to also give my creations away for free.
Now, recently, I finished skin bases for many different skin tones, to wich I will add makeups and modifications on a somewhat irregular basis, and also finally got to export my early shapes, using the Imprudence Viewer. Thus, exculsively on Rexxed, here’s a skin experiment I once made my region Ever 01 on OSGrid, both for males and females:
The Second Life default avatar mesh is a rather crude one, and while the good people at RealXtend are working hard on bringing good avatar meshes to you, many OpenSim grids just support the default avatars. Thus, over time, several sculpted additions have been made to enhance the realism of your avatar. Sculpted toes come to mind, and so do fingernails. Due to female pressure I recently created a set of prim nails for import, and wrote a tutorial on how to make your own custom nail designs.
In addition to that, and exclusively to Rexxed, I’ve got something special for you: A set of sculpted prim claws for all your neko needs.
When I was small, there was a game I used to play with myself. I think I got the idea from some book I was reading. It was quite simple, you just took a picture, preferably a landscape scenery or something the like, and imagined being in it, walking around, and imagining what would be beyond the things visible on the picture. It was quite some Alice-in-wonderlandish experience, and one that stayed with me.
Much later, I discovered the same fascination when I was playing with Terragen. Terragen was actually my entry into the fabulous world of 3D creation software, and I still have my first Terragen render around. It was simple, but evocative, in my eyes. I was curious about what was beyond these hills. I wanted to step right inside the scene and wander there.
Terrain in Second Life was very limited. For those lucky enough to afford their own private region, the world ended at 256 meters length and width. Not a lot of room to wander around, though I saw people do amazing things even with that little space. Yet now, with OpenSim around, we finally have the capabilities, each of us, to easily and cheaply make our world as big as we would like it to be. Megaregions being just the next logical step in that direction.
And so, I’ve been playing with Terragen again lately, and wrote a few tutorials on how to create single region and megaregion files for OpenSim with it. And for those, who don’t like making their own, here are some terrain files for a 9-region and 4-region square (more can be found at TGIB):
Anyone here remember Syndicate? It’s been a really fabulous game by Bullfrog (a fabulous game studio in their own right) back in the day when a 486 DX 2 was manna from heaven. For some reason, a certain scene from the intro stuck with me.
So this is your chance to get your own Leonardo Device, or “Da Vinci Machine” as I call it. It requires a simple tube, which you can either make and decorate yourself, or use my pre-made mythically engraved stone circle. (Imprudence export file. See instructions on how to upload it.) Also, you will need a circular texture for use when the circle is activated. Please upload it first to the grid you want to use it on. Then create a new script inside your tube, and replace it with this code:
Additionally, you need a posing animation for use when someone sits on the circle. You can use either one of the two da vinci animations I made. Upload them to the grid as well, and make sure the priority is set to 4 and the ‘loop’ box is checked. (Also, for nicer results, ease in and ease out should be set to about 2 seconds.)
Finally, drag and drop one of the animations to the contents of the circle and then replace the UUID of the texture in the above script (the long number from the line PSYS_SRC_TEXTURE, “52783ffa-7d1c-4976-8dc6-f08e6475e504″,) with the UUID from the circle texture you uploaded. (In Imprudence, right-click the texture in your inventory and select ‘copy UUID’).
Done. Now every time you sit on your Da Vinci Machine, it will keep your avatar firmly in its grip, allowing you to edit parts on its body more easily. Also, the stone circle will disappear and be replaced with a glowing circle around it.
I’ve been playing with Blender recently, discovering some really neat stuff to do with it. While I’m still a newbie at blendering, I’m slowly starting to get comfortable with the interface and start finding my way around. But first, something completely different.
One thing I found people are looking for on the web are sculpt maps. Not really complicated stuff, just sculpt maps for very simple things, like stairs. Sculpts are perfect for these purposes, as you can save quite a lot of prims that way, and so I have made a set of sculpted stairs with some instructions on how to use them.
And now, to bring back in blender, another nice thing with sculpts is to give some ‘natural’ look to things, something that can’t easily be achieved with using regular SL prims. How, where and why do we need natural looking things? Well, with everything organic, everything soft, and everything… wavy. In short, cloth.
So here, for your enjoyment, I’m sharing my first blender experiments on soft sculpties with you. Have a pack of table cloth.
You should follow the instructions on my stairs entry about how to use these sculpts. Especially remember to set stitching to plane, otherwise they’ll look odd. You will find that only one ‘side’ of the cloth is visible, while it seems to be transparent from underneath. This is due to the nature of the plane stitch. To make a ‘two-sided’ cloth, shift-drag the cloth slightly downwards to make a copy of it, then select ‘inside-out’ underneath the sculpt texture in Edit. You will now have a matching underbelly for your cloth.
This means two things: First, I am new here. I hail from TGIB, where I have been offering my creations for download and use in any grid for a while now. Second, I have contacted rexxed and got the nice invitation to post my creations here as well, so I aim to add something every Friday, starting now.
Before we get to these, let me start off on a tangent first. I’ve been a SL user for more than three years, and have been very excited about it right from the start. I had good times, and bad times, I met my partner there and had been running a small shop, but mainly was minding my own business and built blissfully away at odd things that caught my interest.
There have been a series of events – far too numerous to mention here – that, step by step, drove me away from SL, and made me look for alternatives. It was not before long that I discovered the OpenSim project, and the possibilities that it offered made me overthink some of my convictions. I spent too much time, thinking about business, licenses, fees, copyright and related issues, and in the end, I figured that it really didn’t matter to me. I didn’t want to make a business out of this. I just wanted to create things, and share them with others.
Thus, I settled with Creative Commons. All creations I publish – here, at TGIB, or anywhere else – are licensed under a Creative Commons Attribution 3.0 unported license. This basically means, you can do anyting with them, especially copy, share, distribute, change and use them on any grid, for any purpose, as long as you state me as the original creator if you pass them along. (“by V of tgib.co.uk” is entirely sufficient). I don’t expect anything in return, even though you can flattr me, if you like. Most of all, though, I want you to have fun with what I make.
So, for a start, I have something exclusive for rexxed readers: My very first clothes, which I made for my opening party on OSGrid. They have been available at that single event only, and are now here for you to download:
Please note that the female dress requires a pseudo-skirt (a cylinder or similar prim attached to the pelvis) that needs the source dress texture (or simply use the xml file for import) to make the dress look more ‘natural’.
realXtend has provided free hosting for your avatar for some time now, but it may not be very widely known. You can host your avatar shape, clothes, textures for free at realXtend project’s servers.
Use Avatar creation tool from the realXtend client software to save your stuff there. You can then use the account to access any realXtend world. This means that your avatar will travel with you from world to world, unchanged. Note: World server admins can override your avatar – this feature is meant to preserve world theme – for example in Ants world all the avatars may need to be ants.
Service provider: realXtend
Click the picture above to download also the Jaana Avatar model – you can use it with the free account! If you want to generate your avatar from a photo, follow the instructions in the Maxping article where Sylvester Stallone avatar was created as an example.
I just spent whole evening building a new avatar look. Clothing looks like the most problematic part for me, but hey, it is no different in real life… Now it is possible to export the new avatar into a gif animation. For free at Evolver! Here’s a sample what I got out of it:
Textures for all seasons and all uses. Find fabric, fashion, floor tiles, glass, stone and more. Replace your worn out and tired textures or discover new patterns here. Suitable for realXtend, Second Life and Opensim – at least. Found this excellent package from the Second Life community pages.
This is already an old package from Torley, but still very much valid. Contains over 600 awesome textures – and the best thing here is that you are free to use them on your commercial products. Torley wishes you don’t sell them to anyone as is. Here’s the original blog entry link.
Need a reliable, unlimited traffic and unlimited disk space web hosting? I have found it. Rexxed.com and all my other web sites run on it and I never got a single complain from them for using sometimes massive amounts of resources. You will also get a free domain name of your selection.