Ground level buildings - final polish and design
Started by: lordfly digeridoolordfly digeridoo
On: 1232129462|%e %b %Y, %H:%M %Z|agohover
Number of posts: 2
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Ground level buildings - final polish and design
lordfly digeridoolordfly digeridoo 1232129462|%e %b %Y, %H:%M %Z|agohover

Hello :)

Keystone suggested that I take a look at the design and lend some spit-shine to it… I'm a SL user with about 5 years of building experience. I generally know how to make a good build great as far as polishing goes.

The design as is is pretty good, I'd say, there's just some minor corrections I'd make… I'll make a new copy and show/submit it once I've finished.

Basically, if we're going to be designing in SL, certain things need to be done to make it really wow any passerby/users…

1) Shadowing. Most users in SL don't notice this until it's shown in a really nice build. The eye prefers seeing shading in order to really know the depth of an object… SL's no different. Shadows and edge darkening of textures need to be applied to make the build appear more realistic.
2) Prim alignment - this is a biggie. Mis-aligned prims break the immersion and make the build look thrown together. Building to a grid and using rounded numbers for prims help with this immensely.
3) Texture-flicker - this is a bit of a technical term… basically when two prims are overlapping exactly, the two textures will "fight" for rendering. The result is a lot of flickering noise on the build. I saw a few areas where this was happening.

Basic misc. stuff, really. Just needs polish. I really like the axis of movement you guys have designed between the two structures.

I'll be ripping the build apart and putting together a polished versino very soon to help out :)

Re: Ground level buildings - final polish and design
azwaldoazwaldo 1232963526|%e %b %Y, %H:%M %Z|agohover

Added Hand Raise animation system and Parcel Media Display - from the Interactive Classroom - to the most recent, complete model of the ground level design. (New leaf: 1232958901)

  • The stage seating, podium, and red-fade backdrop have been returned.
  • The missing pieces of the large molecular model have been restored (thank you, Omei).
  • Seats now have sit target scripts.
  • Seats have been raised away from their shadow textures (previously, sitting on seat bottom resulted in buried feet).
  • Seat-back position was adjusted to be square with seat bottom.

(First image submitted shows position of this leaf on Wiki-Tree.)

unfold Re: Ground level buildings - final polish and design by azwaldoazwaldo, 1232963526|%e %b %Y, %H:%M %Z|agohover
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