Showing posts with label textures. Show all posts
Showing posts with label textures. Show all posts

Friday, August 30, 2013

Brandi Streusel’s Custom Painting and Underwear Shops


By Grease Coakes

Brandi Streusel, the partner of Nydia Tungsten, owns two shops at Angels Haven (4/169/23). The first shop I looked around at was her custom skin shop for bikes and cars. Brandi told me that custom texturing and building was something she enjoyed, "I started out playing with logos and that was my first one, but I’ve moved on from there."

I took a look at her bike designs and she had a small showroom with many different bike colors and textures. If you don’t see what you like you can always contact her and ask for a custom job. In fact one of her bike designs was given out for RFL.

Brandi Streusel: "Nydia had me create the texture for the RFL motorcycle."

I told Brandi that probably raised a lot of money for RFL. She didn’t know how much but it was probably a lot of money.

Icebear a friend of Brandi’s stopped by to hang out. I asked him was he getting a custom job from Brandi and he said he was thinking on it. I asked Brandi if I wanted a custom job how much would that cost? She had this to say, "Well, that depends. Cost start out at L$500 for the first 5 textures and L$100 per texture after that. That even includes updates as required till the design is accepted. "

She said one of her customers was so happy with the results, that he paid 2,000L on top of the 500L that was already paid for the custom job.

Grease Coakes: "Oh I see they paid 2,000L on top of the 500L. He must of been very happy with your custom job."

Brandi Streusel: "(giggle) That is what they tell me."


Brandi showed me some pictures of custom jobs in her bike shop. She had this to say about one of her custom works, "But if you look at the photo of Legend Leeeroy - S10. Notice the front end? that was all flat but I textured it to look like the lights and grill were real."

After Brandi showed me the bike shop. She showed me her panties store. She mentioned her shop is part of SL wide treasure hunts which feature over 100 stores. She said it’s a good way for people to build up their inventory. There was also a lucky chair and midnight maddess at her panties shop. So you may get lucky if you happen to visit. Don’t worry she doesn’t leave guys hanging as she makes custom underwear for men too. She gave me some free briefs for men. We both agreed that it’s good business to make giveaways to promote yourself.

She showed me her private workshop. When I asked could I take a picture of her desk Brandi told me no. So her private workshop shall stay a secret to the public eye. If you want to view her work go to her shop on the SL marketplace at http://www.facebook.com/pages/Brandis-Shop-in-Second-Life/113420045338613 .

Also Brandi is on Facebook with https://www.facebook.com/pages/Brandis-Shop-in-Second-Life/113420045338613 .

Whether you’re looking for something to make your bike or car look extra special. Or maybe you want some custom underwear for men and women. Brandi’s shops are right for you. Don’t be shy when I was talking with Brandi she was easy to get along with as I was interviewing her. So if you are looking for one of her  custom jobs just ask. And she can work her custom magic for you.

Grease Coakes

Friday, September 30, 2011

Reader Submitted: A Few Notes on Mesh

10 Gooson sent Second Life Newser a few notes about her experience with Mesh, "I've tried to explain what meshes are, what is still unknown, the in's and out's for 'almost-noobs' to explain some more about meshes."

*Addition* 10's original article had been delayed, so she sent over an updated one which reflected her more recent experiences.

* * * * * * * * * * * * * * *
* There are prims, sculpted prims and mesh-prims, well known as the avatars as we all are inworld. yes, an avatar is called a mesh. A 1 non-linked object that can move, you can bump into and walk over! that has flexible (mesh)clothes and can be textured with a Template or officially called uv-Map.

* Till this summer the avatars are the only existing Meshes in SL, but that has changed forever! by the implementation of meshes in SL.

* A mesh is a 3D object that can not be created or build in SL itself like ordinary prim builds as we're all used to.

* Like Sculpted prims they need to be created outside SL with 3D-software programs. Unlike sculpties, meshes can move with the avatar's body if they are 'rigged' (= attached to) properly to the bone-structure of an avatar. So 'flexible clothes' is possible, because they are made out of meshes instead of sculpties, which can not be made flexible or attached to a bone-structure of avatars.

* Mesh objects/3D-objects can be of any kind, a complete house or castle, avatars in any shape you can think of, trees, you name it. You can walk through them, on top of them etc, what can not be done by sculpted objects. (Sculpted prims are impossible to walk on or through if not made phantom guided by invisible helping prims, can not be made flexible, even if attached.)

* Mesh objects can be downloaded from the internet and be uploaded in SL gridwide. This will cause lots of copyright infrignements. Real life 3D designers will feel the effect of ignorant SL-residents who upload these mesh-3D-objects they've found on the internet, without paying any respect to license-agreements etcetera!!!

* Meshes can only be textured by using the UV-maps or Templates made available by the designer of the meshes and are not easy (impossible) to texture without any knowledge of graphic programs.

* Till now (end of september 2011) meshes imported to SL for the use of avatar-attachement (clothes and accessories) can not be resized and have to be sold in a few default sizes as Small, Medium, Large and extra Large. An extra big bum will be impossible to use with a mesh-skirt worn!! So for mesh-clothes residents will need to resize their shape and not much residents will be willing to. Their biggest complaint about meshes so far!!!!

* The forout spoken advantage of meshes primcount is unsure and still a big mystery (time of writing end of june 2011) while LL has tried to bring the implementation of meshes as being a prim count advantage. As a sculpted prim object, the shape can be 2 prims, imported as mesh-prim it can be 4, 6, 8 or 2 prims as well, even less as just 1 mesh object having a Prim Equivalent of 1!! So the only advantage till now is the incredible Level of Details for every 1 prim Mesh Object and for each 1 prim Mesh Object 8 texture faces. (A default prim Box has 6 texture-faces)
If a mesh-object is resized as a huge prim, it will be multiplied in primcount and still the primcount calculation isn't sure. If you add a script, the prim count will go up!! To script and or animate a mesh object, it is best to delink the scripted(mesh) prim and add it separately and use it as unlinked (coalesced) object. What will be difficult for mesh-clothes (again) and for the average user of SecondLife.

* Upload existing meshes not specifically build for SL means the following; LOD factor (Level Of Detail) needs to be adapted for the use in SL. The creator of the mesh needs to have adapted his mesh for the use in SL, this means the creator has to create 3 or 4 different meshes to establish 1 good mesh object inworld. From every distance such good meshes will be loaded properly by SL itself. If not, the object will look terrible from a small distance even if the standard LOD-factor is set to 4 or higher in your viewer's preferences. This is NOT known by the average user of meshes, creators of meshes or people who upload good looking meshes not specifically made for the use in SL. Only the 'happy' few are aware of this fact and it takes a lot of time and skills to create meshes with the good LOD-factors for the use in SL.

* The problem is and will be the coming months, is that, even in the Beta grid, nothing is sure, no conclusions can be drawn and it is all 'wishful thinking' for LL, skilled designers, business owners and residents who hope for good improvements...

*****Current experience:
Mesh-clothes are a huge disappointment for most creators and users! The resize-issue is an important part of the disappointment.

Big mesh-objects as rocks, caves, complete islands, trees etc have a prim-count problem. Even when the mesh is 'low-poly' (less tris as they call it) LL has decided to keep this stupid bug-like mistake and gives such bigger objects a primcount of a few hundred!!! or more. So the advantage of walking on or in such bigger builds without helping prims being 1 mesh object is gone and a huge disappointment for landscapers (ask Luna Bliss or Lilith Heart, Jubjub Forder). They look smashing but unable to use!!

So what's left?? Normal mesh-avatar-attatchements that don't need to move with the body of avatars, for example belts, helmets, armory, bags, etc etc. They behave the same as sculpted attachments, but again; much more room for details in the shapes themselves AND the multiplied texture-face-space meshes have compared to sculpties that have only 1 texture-face!!

For us, my hubby, it means we focus on furniture. Already awesome sculpted furniture, mesh furniture is 'fantastic', very very very good in quality and my experience; much more easy to texture because of the extended texture faces per mesh-part of a build!
I'll send you some of our own.

VIEWERS!!!!
Only the SL-viewer 3.0 and higher and the Phoenix-Beta viewer Firestorm V3 are supporting meshes. (last is extremely slow)
That means the 90% of SL-residents who use Phoenix or other third party viewers don't even see meshes as they are. Here some examples:



(pick taken with SL Viewer 1.23)





(pick taken with SL Viewer 3.0.3)

Well known is; Phoenix is working hard to support meshes, i assume (dangerous) that other viewers do the same.








The crow is a sculpted avatar, the cat is Sparky-me AND a mesh avatar!


*All stated above is written by mesh-noob herself, involved by an average 3D designer who is trying to involve himself into mesh-for-SL-use for 2 years. That the SL-mesh-forum is filled with questions, complaints, frustrations and unanswered questions will be confirmed if you visit all SL-mesh information sites available. It is all very technical, but even for the designers themselves no clarity is given or available.





http://wiki.secondlife.com/wiki/Mesh
http://wiki.secondlife.com/wiki/Mesh/What_is_mesh%3F
http://wiki.secondlife.com/wiki/Mesh/Costs_and_fees

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