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.
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| 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

