Black Rose Cutting Board

Here is my latest! Created with the medieval kitchen in mind, this board would fit into any kitchen of any period. Touch the board and a dialog box gives you a choice of bread dough to knead or vegetables to chop. Both animate your avatar to knead or chop, and the veggies give you a knife to “add” to your hand. The veggie board also plays a chopping sound when an avatar is chopping vegetables.

The board and contents are made of 100% mesh. The board alone is 1 prim. The bread dough consists of 7 prims and the veggies 11 prims. After 30 minutes of non-use, the board clears itself to assist with prim management on your land.

You can get it in the marketplace.

Black Rose Medieval Kitchen

It is finally completed and released for sale! Land impact as shown, 105 prims total.

Link to Black Rose Kitchen in the Marketplace

Link to Black Rose Medieval Lighting in the Marketplace

Link to Black Rose Medieval Cooking Hearth in the Marketplace

Link to Black Rose Medieval Sink in the Marketplace

Link to Black Rose Medieval Cupboard in the Marketplace

Link to Black Rose Medieval Plate Rack in the Marketplace

Link to Black Rose Medieval Table and Bench in the Marketplace

Link to Black Rose Medieval Pot Rack in the Marketplace

Link to Black Rose Medieval Buckets in the Marketplace

Link to Black Rose Split Firewood in the Marketplace

New Christmas Items

To help you decorate your home in Second Life, or to give as gifts to friends, we have two new Christmas releases this year.

Get it at the Marketplace.

You get a lovely turkey, roasted to perfection, served on a bed of lettuce on our very best china platter. It will look lovely on your table and as part of the setting for your Christmas photos.

If you (or your guest) touch the turkey, it gives you a serving turkey. You “wear” the turkey to serve it. Logic would suggest that you would be animated to carry the tray. Well, you can’t always count on logic with things I make. You wear the turkey, and an uncooked version of it attaches itself to your head. You stumble about blindly, waving your arms. You can “serve” it yourself for comedic effect, or if you wish to play a prank on a friend, ask him or her to touch the turkey to get the serving turkey and serve it.

Get it at the Marketplace.

This is a carefully sculpted and textured sprig of mistletoe tied up with a red ribbon to hang in your home. Once a minute a sensor checks to see if anyone is standing beneath it. If an avatar is found, the mistletoe announces that he or she is beneath the mistletoe and needs to be kissed.

I wish all of my friends, family, customers, followers and well wishers a Merry Christmas and Happy New Year.

Peasant Tunic & Dress

I finally got this mesh outfit adjusted to fit three sizes and have put it up for sale! Try the free demo to see if one of the three sizes will fit your avatar to your satisfaction before buying. Included are mesh boots.

This is definitely a working woman’s outfit. It could be the best dress owned by a peasant, or a working dress for a lady of position. Even the highest born lady would not wear a ball gown every day, or travel about the dusty streets in fine silks, just inviting pickpockets and robbers to follow her.

Available in six colours: black, blue, brown, gold, green and red.

Get the demo on the marketplace!

Wagon Master

Here is my first mesh outfit for men, made in three sizes. Grab the demo and try it on!

I had some fun making different sized avatars, from dwarf to orc, to show the size customization that is possible with mesh. Mesh will adjust with many sliders, those associated with bone length, and shoulder and hip width. This does permit one outfit to fit a dwarf, child, man, and orc.

Unfortunately mesh does not adjust with sliders for breast and chest size, butt size, or muscularity. For that reason I have provided three sizes to accommodate the most common range of variation in these. The included alpha will hide bits of your avatar that may poke through. With these you should be able to come close to your preferred avatar shape and size, unless your avatar goes to an extreme in slider settings.

The best advice I can offer is to take the free demo and try it before buying!

https://marketplace.secondlife.com/p/Black-Rose-Wagon-Master-Demo/2852109

Lady of the Towers

My first mesh clothing is now up for sale! More soon to follow.

This medieval styled rigged mesh dress moves with the body. In the demo package you can try on the three dress sizes and the two alpha sizes to determine if one will fit your avatar as you prefer.

There are two kinds of mesh clothing: rigged and un-rigged.

The rigged dress will move with avatar customization sliders for bone length and width (shoulders, hips, tallness, arm and leg length), but not with morph sliders that control things like breast size, belly size, butt size, love handles, and general muscularity settings. That is why three different sized dresses are provided so that you can find one that should come close to your avatar. The alphas hide any parts that might poke through.

Un-rigged mesh is much easier to fit to your avatar than sculpties or prim attachments made of multiple pieces. The un-rigged shoes are designed for a shoe size setting of 0. Unlike prim or sculpty shoes, they are one piece each, so you can make them wider or more narrow, shorter or longer, by only making one adjustment! There are no parts to the shoes that you must adjust individually!

In general you will find that most mesh clothing will have a lower prim equivalent than would be needed to make it out of sculpties, flex prims, and normal prims, and will cause less lag for yourself and those around you.

Medieval Kitchen

I have not posted anything for a while, but I have continued working in mesh on the beta grid. I have been working on a medieval kitchen. Prim counts may not yet be final, so all I will say on that count is that I am getting a lot of detail for a very reasonable prim count.

Here are some pictures, a sneak peek.

Hopefully, coming to you soon on the main grid!

Lady of the Towers

I have completed another mesh outfit for women. It is a medieval styled dress with a pair of heeled slippers.

The dress is one piece of mesh, and it was much, much easier to rig and weight paint than multiple mesh outfits. I have taken a lesson from that!

The shoes are also one piece of mesh, made of two submeshes. They are not rigged and attach to the right and left foot as regular shoes do. They make use of the alpha layer of clothing instead of using an invisiprim.

For those interested, here is a series of pictures taken along the way to show some of my process, from Blender to ZBrush.

Rigged Mesh Ensemble for Men

I have previously made a role play peasant dress and boots for women. The dress was fairly simple, consisting of two pieces of mesh, and it was my first experiment with weighted or rigged mesh clothing, clothing prims that will move with your avatar.

For the past while I have been working on a more complex outfit for men, consisting of bracers, boots, pants, shirt, vest and belt. The vest, belt and boots also had smaller detailed parts making up buckles and straps. It was a learning experience which further honed my mesh sculpting skills.

Below is a composite picture showing progress from a sketch made in photoshop over a picture of my male model avatar, to base mesh, and the final detailed and textured product. I use Blender, ZBrush and Photoshop CS5.

This is a learning process for me, and I am so glad that they opened the mesh beta to everyone so that I can take advantage of this time to improve my mesh making skills before mesh hits the main grid.

The major thing that I learned from this ensemble is that it is very difficult to rig layered mesh clothing so that bits and pieces of the layers do not poke through as the model moves and deforms. In future I will try to make it as one or two pieces of mesh with details sculpted in rather than attached as separate pieces. The boots are separate, and I will make footwear separate so that I can sell them apart from the outfit.

The bracers are not rigged, as it was not necessary since they do not need to deform with any joint movement. The nice thing about the unrigged bracers is that although there are small pieces of submesh making up the buckles and straps, you can adjust their size all as one, so if you make it bigger to fit your avatar you do not then have to move the buckle parts.

Below are pictures in different poses so you can see how the clothing moves with the avatar. In most poses the movement is good. In some extreme poses, pieces of mesh will poke through.

Prim equivalencies keep changing while mesh is in beta. They have yet to arrive at the final formula. As it is, rezzed on the ground it is 110 prims for the whole outfit, which given the level of detail is not bad.

The outfit will adjust with bone length and position sliders, but not with morph sliders. What this means that if you make your avatar taller, your arms longer, your shoulders or hips wider, or your torso longer, the outfit will adjust and follow those sliders. Things that are morphs do not move with the bones of your avatar skeleton, like the sliders for breasts, belly size, butt size and muscularity. The outfit will not move to accommodate those sliders. To get around this, an alpha is provided that must be worn with the outfit to hide your avatar body so that it does not poke through.

The outfit will fit most avatars, but those with sliders set to extremes may need to make a copy of their shape and adjust it to the outfit and keep that shape in the folder with the outfit. I acknowledge that many people will not want to do this, but for some outfits, such as a hallowe’en costume or a dress they love, people may be willing to do this.

I plan to do another blog post soon with pictures to show mesh clothing with different avatar slider positions, so you can get some idea of how things will fit avatars of different sizes.

There are good things to come! Bring on the mesh!

The Status of Mesh

I have been attending mesh office hours on the beta grid for some time now. There are usually four or five Lindens in attendance. Nyx Linden, Vir Linden, Runitai Linden, and Prep Linden are the regulars. I have seen a “Tester” (the last name of Tester also indicates a Linden Lab employee) who identified himself as Dan Linden. Today there was a new Linden make an appearance: Charlar Linden. Nyx introduced Charlar as the new product owner of mesh.

There has been a lot of optimism with the coming of a new CEO, Rod Humble, who has a strong gaming background. I don’t know if that is why there is a new product owner for mesh or not. There could be a multitude of reasons why mesh was assigned to a new product owner. However the fact that it was at least indicates that the coming of a new CEO has not changed mesh as a priority. The number of lindens involved would suggest the large team is active in bringing mesh to the main grid and that it remains a priority for Linden Labs.

To the frustration of many residents, Lindens at these office hours adamantly refuse to estimate a date or even rough time frame for release of mesh to the main grid. Content creators and Second Life business people need to plan the release of new products on a continuous basis. Some are wondering if they should be preparing new products using mesh on the test grid to have them ready for release with the coming of mesh to the main grid, or if they should continue to work using normal prims and sculpties. If mesh might come to the grid within a couple of months then it is reasonable for them to hold new releases for that time. But if mesh might not come for 3 to 6 months, then it would be in their best interest to continue using existing tools; no one wishes to go more than three months without a new product release. I do understand the hesitation of Linden Labs to estimate a date given the disappointment and angry backlash when the target date is missed. However that must be balanced against the needs of Second Life content creators and business people.

With that in mind I decided to attend the office hours to try to get a feel for where things are and to be able to make some kind of guess as to when mesh might come to the main grid. The first thing to look at is what is being worked on right now. There is a viewer 2.5 beta that you can download to use on the main grid with many new features. One of the new features addresses the problem of prim encroachment, large prims sticking out over property borders onto that of another person. Previously there was not much you could do about that. This new feature will enable you to return encroaching prims. With the coming of mesh they are increasing maximum sizes from 10 m to 64 m, and this will apply not just to mesh but to all types of prims. This is a welcome development, but one sees the need for a method to return large items across the property line onto your property. There have been some difficulties with the implementation of this, but it appears to me that this feature is nearing completion and is almost ready for the main grid.

Many people have asked at the office hours about new features, but the response has very firmly been that there will be no new features added to mesh before first release to the main grid. Current work is focused on fixing bugs and hammering out details to bring mesh to the grid pretty much as we see it now on the beta grid. They are working on things such as optimization of the rendering pipeline for mesh and textures, making the mesh import wizard and interface easier to use, and bugs that crop up such as mesh sometimes not appearing. This is what a beta test is for, to find problems and work them out.

There are also some decisions to be made about the calculation of prim equivalencies for mesh. With sculpties, it is simple: one sculptie equals one prim. Mesh is not like that. One mesh might equal one prim, or four prims, or 322 prims, or any number depending on several factors. The factors are the number of triangles in the mesh, the physics shape of the mesh, and the levels of detail (LOD) provided by the maker or calculated by the importer. There is a formula for calculation of the physics cost posted on the mesh wiki, but you need to be up to date on your calculus to even begin to understand the formula. Runitai Linden has indicated that they are tweaking that formula to reward good mesh and good LOD creation, and discourage poor mesh and poor LOD creation.

Linden Labs is exploring methods to discourage the import of 3-D content ripped from other games and content available at no cost or at cost from being brought into Second Life and resold without proper licensing permission. Linden Labs has had a DMCA process for some time to deal with theft of content in the world made by residents. Something more is needed to deal with the mass of 3-D content available on the web. Popular games such as World of Warcraft have had much of their content ripped. Should that content show up in Second Life, the developers of these games would have the financial resources available to pursue costly legal action against Linden Labs and good motivation to protect their product. They would no doubt be vigilant and quick to take legal action. From what I understand they are exploring options such as decreasing the anonymity of mesh importers, perhaps creating developer accounts or limiting mesh import to premium accounts or accounts with payment information on file. These things are being considered, but no decisions have been released.

I am sure that there are many more issues to be resolved before mesh can be released to the main grid that I am unaware of. I have been able to glean this much from attending the office hours.

I do not have an inner source of information. What I give you now is just my personal opinion. Given all of the above, I do not think that mesh will come to the main grid before March 2011. I don’t know if it will come to the main grid in March, and suspect that it may be April or May. It is clear that there is still much work to be done. I would certainly hope to see it on the main grid by June.

My advice to content creators is to experiment on the beta grid to learn the ins and outs of mesh creation and import so you are ready for mesh when it comes, but to continue to work with existing tools on the main grid to keep a steady stream of new products coming.