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Impossible with in-world tools?

Jackline Hugo
Registered User
Join date: 5 Oct 2006
Posts: 28
10-16-2006 06:19
Is the precision in this model (sans texture) achievable from in-world tools?

http://www.slboutique.com/index.php?p=buy&itemid=117256&user_avatar_id=6318&nh=1
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
10-16-2006 06:46
From the ad: Piano 76 prims, Bench 10 prims.

Looking at that piano as an experienced SL builder, that would be roughly what I would have guessed as a prim count. So I would say that yes, it could be achieved in-world. In fact, I could probably duplicate it myself, from looking at that picture - except for the textures, which I'd need a better source for. Personally, it's a bit prim heavy for my liking, but the detailing is superb.

I know you've been trying to create a similar item, Jackline, and that you have made good progress in that direction. It may be worth the time and effort for you to go to that person's store and take a good look at how they put theirs together. I'm not saying you should seek to copy their item prim for prim, but rather that by examining this one, you'll likely learn a lot about how such complex items are built.
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Jesseaitui Petion
king of polynesia :P
Join date: 2 Jan 2006
Posts: 2,175
10-16-2006 06:55
Wow! thats a nice piano.
Looks like sue has some competition now
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
10-16-2006 07:43
It's certainly achievable, and as Ceera said, the prim count seems pretty reasonable for the level of detail. Like all good builds, it looks like it's constructed from very basic shapes with good use of cuts to mimic the appearance of flowing, organic curves. From the picture, it looks like the whole thing is just cubes and cylinders.

Just so you know, there's absolutely nothing that can't be modeled in SL. It's just a question of learning how to cut, twist, skew, and taper the primitives to form the various sections of complex shapes.

It's rather like RL sculpting in that way. You don't start out with the fine details. You start with a lump of clay, then you form it into the rough shapes you need (the primitives), and then you hone those shapes to produce the details.
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