When the game first went into closed beta in 2002, the game used standard “primitives” and textures. Primitives are your basic “3D modeling” shapes (like cubes, cylinders, spheres, and cones), that you can move, rotate, scale, cut, and skew to your hearts desire to create your target idea. Some of the first things made included buildings, hair, and other types of clothing bits! Shortly following this, in 2003 when the game opened to the public, LL updated their creation system to include vehicle API (scripts), new terrain textures, animated hair and clothes, bump mapping, and shininess. (Nino, 2010) This allowed creators a slew of new options to further enhance their ideas and already made creations.
| Basic primitive shapes and options |
| Basic Sculpted Prim and Texture File |
| Sculpted jeans and shoes |
| Mesh Hoodie |
| Mesh creation import and options |
| Complete Mesh used as an Avatar |
| Shoryuken! |
| Creation company who's looking to hire! |
References
MacMillan, D. (2007, April 04). Virtual world rich list. Retrieved from http://images.businessweek.com/ss/07/04/0416_richlist/index_01.htm?chan=technology_special report -- virtual life_virtual life
Nino, T. (2010, June 26). The virtual whirl: A brief history of second life (2002-2003). Retrieved from http://massively.joystiq.com/2010/06/26/the-virtual-whirl-a-brief-history-of-second-life-2002-2003/
Linden, Q. (Producer). (2007). Sculpted prims in second life. [Web Video]. Retrieved from www.youtube.com/watch?v=LlfpACg_lww
LindenLabs, L. (Producer). (2010). A brief look at second life mesh support. [Web Video]. Retrieved from http://youtu.be/TlIn35BuNfU
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