Saturday, October 12, 2013

Finally, our Nautilus

It's finished!

our DFS Nautilus

Our version :-)

It took a long time for a ton of reasons. Even though I've been dealing with 3D since long time ago, learning to manage (well, at least model and texturing!) Blender was a great task.  I still have to deal with rendering, but I honestly think that I am halfway through. 

The Nautilus was started at least three times, because in the middle of all of this, uploading meshes was enhanced in Second Life (you how's that, you have to restart!), adopted a system to display materials, instead of simple textures, plus the ups and downs of every day.

Modeling and uv-mapping correctly, takes time. And then, those constraints imposed by the physics engine, (Havoc) almost drive you crazy. For an object to be physical, such object cannot have more than 32 prim units. So learning about that was also in the menu. 
A beautiful area, the Chart Room. Under the Helm, and separated from the Main Saloon. I really love my spiral stairs 

Already as an object, scripting comes in your way. How to make it advance, go underwater, stop...how to rotate a simple propeller without making everything dance :-) Adjusting, finishing and setting everything up was the labor of Shark Saenz.

In all, it has been a rewarding task, one that makes me feel very proud :-) A great experience. I will include some links if you so decide to take a look in SL, to grab the pdf at the marketplace, or have an idea of what our Nautilus is, at my website. 

If you have an account in SL, you can teleport to Tharu, and inspect it. Since it's physical, the ability to drive it has been disabled. So you can take your time in there if you wish.

There is a somehow detailed reference and specifications at MDesigns for Builders website

And finally, the Nautilus at the SLMarketplace (you can grab the pdf document).  The Nautilus is a "partial mesh". That means that it is composed of meshes AND regular SL prims. For now, it's only for SL usage.


Note. DFS stands for Dynamic Flight and Structures

Friday, September 6, 2013

A Retrospective...

...started with the first post. This is the Nap.  In many towns near   or facing the Caribbean, noon is a tough time. Sometimes the heat is unbearable (unless you are at the beach, but then it's NOT your town), and after lunch -our main meal during the day-, what you really want to do is to take a nap. The image reflects that moment, where everything was left in there to rest for a while. In those towns, that time is called something similar to the "hour of the donkey', hence the title in Spanish. The atmosphere is just that...blurred!  Modeled and rendered in Carrara.

Spanish
Una retrospectiva que comenzó con el post anterior o primero. En Inglés llamé a esta imagen "La siesta". En español es simplemente "La hora del Burro", la hora del mediodía, la hora "nona". Siendo el almuerzo nuestra principal comida del día, después de comer lo que da es un sueño descomunal. Mientras más caluroso el pueblo, peor el sueño y más sabroso "el camarón". Y el ambiente es así mismo, brumoso. Uno no sabe si por el aire o por el sueño :-)  Modelada y renderizada en Carrara. 



Monday, September 2, 2013

A foreword...


In 2008 I was asked to make a presentation about what I loved to do. This is it ! I think it's a good intro to what this blog is about. A way to show certain 'retrospective' of some of my artworks and to let people know some hidden aspects of them. After all, you'd never appreciate a phone nowadays with the same criteria you used with those funny ones with wheels :-)
It's also the best way to explain why I enjoy Second Life as a virtual world. It's not only to create one - as you'll see in the video. It's to live and interact inside one :-)

 So here we go.

To my dear Spanish speaking friends, here's the translation.

Some of my artworks are available for printing at Zazzle. They will appear -as this blog develops- to the right column. Thank you for watching!