Mesh development is shaking down into some common methods. This tutorial covers how to make Slink Nails using 2017 information. Section headings will give you an idea of what you can skip and what you need to read based on your experience level.
If you are totally new to Second Life™ there is a lot to learn. I am only touching on the parts needed to make nails for Slink Hands. Other brands of hands are similar.
Make Your Own Slink Finger Nails – 2017
Classic verses Slink Mesh
In 2013 Linden Lab, owner of Second Life (SL), added a feature we call ‘mesh’. Prior to that all things in SL were made of primitives, shortened to ‘prims’. Technically everything in SL is a primitive and made of mesh.
What we call mesh is a particular type of primitive just as a cube or sphere is a specific kind of primitive. While everything in SL is made of mesh (press Ctrl-Shift-R to see it), we only refer to things made in Blender, 3D Max, Maya, and other modeling programs and then imported to SL as ‘mesh’, more convenient than rational. Linden Lab® added the mesh prim in 2013. Continue reading →
I wish you a HappyNewYear!
The no change window has closed. The Lindens are coming back to work. Servers are being restarted and user groups are meeting. New users are erect and desperately or hopefully… let’s say gleefully shouting, “Wanna have some fun?” Shoppers are crowding the malls, combatants are stressing the sims with 12-rounds-per-second weapons, all while old timers snuggle in their skyboxes and merchants dream of L$.
I expect 2017 will see steady improvement of Second Life™ servers and viewers. There are no rumors of big changes or marvelous new features. Only rumors of… something… So, we will find out only as the year passes.
I suspect many of us will be distracted, for a time, by Sansar, as it opens to a larger and larger audience throughout 2017. The unknown is scary. Chicken Little will tell us again that Second Life is falling. I expect Sansar to repeat the SL development story. SL started out as a platform form for developing 3D web content. Hopefully the Lab has learned from the problems SL ran into and will avoid the big mistakes. Expect new ones. Only rime will allow us to see how it works out for Sansar and SL. Continue reading →
SexWe all have our thoughts and beliefs about sex. In Second Life™ we can push the envelope on our thinking. Plus, we encounter people from all over the world that have very different ideas about sex and the roles of male and female.
In SL I continue to find aspects of life I hadn’t thought of before. For instance, bloggers tend to write reviews of the previous year about now. It is interesting to be reminded of what changed this year. Caroline, of Second Life Adventures blog (NSFW), did a review of the 2016 events and happenings that affected her the most. There is a new meme. See: My Second Life Story in 2016 (NSFW XXX). Continue reading →
LoD = Level of Detail. In 3D modeling LoD is a basic optimization technique used to increase performance. If you are making things, avatars, or clothes it is something to know about. Medhue explains what LoD is and shows how it affects your render and how to and how NOT to adjust for bad LoD design as a user.
Gaia has a new post up on Machinimatrix.org. According to the announcement they have reached the end of design and are going into a user-testing phase. Those that have filed trouble tickets on the Machinimatrix bug reporter will get their copies of 2.0-24 first. The rest of us, later.
There is a load of documentation in this announcement. So, check it out.
There are people using a 2.0 version for their main production tool. However, others are having problems. I think many of the problems are from a lack of documentation. It is hard to keep the docs up to date with an in-development product. Much less make the video tutorials.
If AvaStar 2.0 finalizes we will start to see more tutorials arriving.
Finding romantic places in Second Life™ requires considerable time to explore the various places. Most ‘SL travel sites’ tell us how pretty a place is and give a few nice still images. Pictures of pretty places are for photo albums. We treasure them but seldom look at them. Once you have seen it, you’ve seen it. Then we are on to new stuff.
So, what keeps us coming back to a place? And what do we want to know about a region before we go there? What is going to get us there? Will we land mark it? Continue reading →
Today Slink has released an update to their release of last week. Apparently, somebody found a bug… or two. Probably Whirly… Whatever, Siddeon released the fix and a bit of an upgrade. I got mine today. So, I have a new body for the new year.
The upgrade is the addition of a magnifying glass to make setting the upper body alphas easier.
Slink HUD Version 3.01 – New magnifier open
Visit the Slink store (URL) and click the update kiosk to get your new update.
Obviously, the HUD updates. Many of the parts of the package have new version numbers. So, I’m replacing everything. I updated my nude body outfit using the new stuff. I think I had only made one outfit using the 3.00 version. But, I have a ton of outfits made using v2.8. Continue reading →
According to SuperData Research people spent US$91,000,000,000 on games. Billion… This is an all-time record. But, they are hyping things a bit. In 2015 Statistica shows $91.5 billion spent and $99.6 billion in 2016. I suppose it depends on where one gets their numbers and categorizes them. Game revenue is notoriously flaky as companies like to hype their increasing sales and keep decreases secret.
Still that is about a 10% increase year-to-year. Eight billion isn’t chump change, unless your spending $10 trillion on credit, like some governments…
They break the revenue down into subcategories. Handheld games are dying. Smartphone games are the hot item. They show the largest growth from 2015 to 2016 and that is expected to continue, which seems reasonable as smartphones are selling well.
In 2005 smartphones sales were just $3.8 billion. Eleven years later in 2016 sales of smart phones was $55 billion, a 1,447% increase. So, as more people get smartphones there are more possible users of smartphone games. According to Statistica a little less than half of the 2016 game revenue was from smartphone gaming. Continue reading →