Tuesday, January 31, 2017

All for the love of creating.

So I've long known that most creators in SL don't make their own mesh for SL, that most just buy prefabs (I guess which are mostly made by pro art teams) and retexture those to sell.

As an lone artist, I admit I've thought about doing this a few times over the years just for expediency's sake...but something about that strategy always rankled.  Rankled a LOT.  

I think it has to do with the fact that, before the ability to upload models was introduced to SL, we all worked with prims.  The geometry was something that was right there, in-world, directly in OUR (the users) hands.  We made things out of these prims (and later, sculpties); we shaped them, textured them, programmed them, sold them.  They were accessible to every user, with only a fairly small learning curve and no need to be outside the virtual except for when we had to create our textures.

When mesh came along, prims and sculpties were relegated to the trash-heap, and for good reason -- they were limited, ugly, inefficient, slow, kludgy.  The bar for creating content shot up ridiculously (and possibly needlessly) high, and with this mesh capability came the severely unfortunate obligation to spend more time OUTSIDE Second Life than inside in order to create.  

At the time, I was making lots of stuff for SL, but had nearly zero experience with modeling.  I rejoiced at the "new" mesh technology, but it didn't take long to understand that I would no longer be able to make desirable items because of my own skill limits.  

I could have just given up there, and I think many people did.  Lots of creators became strictly texture artists after that point.  Turns out I was just Not Okay with being effectively shut-out of creating original objects, so I did what I had to do: I downloaded Blender and started learning with the intent that I would make my own things again...but it turns out most people didn't.

Why didn't they, I wonder?  Maybe it was just too daunting of a prospect to commit to self-teaching a new and actually really technical skillset.  Realizing this, it's clear that Linden Lab really dropped the ball as far as empowering their non-professional community.  There were things LL could have done to bring mesh creation in-world, but they didn't and I think that irreparably damaged SL as a whole and changed its landscape from being collaborative & community-driven to just a platform for professional art houses to sell their slickly-made assets to consumers.  It's very sad that independent small-time artists, they who initially shaped this virtual world we still love, are now nearly unheard of.


~EC

Monday, January 30, 2017

No progress without process.

So, making buildings in mesh.  It's...more involved than I expected.  There is so much I don't know, but every day that I work in Blender, or in any other 3D modeling program, shrinks that mountain by a little bit.

I've been working on a church intended on being a livable space for Second Life.  The mesh, turns out, is larger than I realized (because scale is tricky, even when I took initial steps to try to make it reasonable within SL's scale).  The structure is quite formidable, and this makes getting nice final textures (after baking, I mean) very challenging.  All of today has been experimenting with bake settings, sample settings, settings settings settings, changing texture resolutions, and so on and so forth.  This has produced exactly zero acceptable results, except at insanely high resolutions -- which reduce in Photoshop down to an unacceptable degree of blur, pre-upload, for SL.

It's maddening.

After today's battery of educational failures, I meditated some more upon my problematic mesh, and have now concluded that I need to break up the sections (it's not all one mesh) into even smaller sections, so I don't have to jam so much detail into one 1024x1024 UV texture space.  This goddamn floor alone has been giving me the middle finger, even at 4096x4096.

I mean yeah, it's common sense, right?  Get smaller.  You'd think I'd deduce that sort of thing right away, but for all my fooling with Blender over the years (most of that time being legally blind which made things very hard to focus on, figuratively and literally), I'm still a relative noob when it comes to modeling and texturing models.  I'm in the catch-up phase now and it can be brutal.

I'm sure I'm missing something obvious that the pros know, but I'm my own teacher, and for me, there is no progress without process.

Stopping for tonight, though.  I've had enough of waiting for bakes, and tomorrow is another day.


~EC