tex-tour 2

Texturing in Second Life is quite intuitive relative to a number of offline 3D modeling packages that I’ve had experience with, but that doesn’t mean it is any easier to get the materials to map on properly, especially at the junctions between faces. Luckily there are a few tutorials and other resources out there […]

tex-tour

Since the last update texturing has begun in earnest, starting with the Welcome Area. It seemed as good a place as any to start, as there are a number of decisions to be made here about the logic and use of materials that will carry through to the rest of the structures on the […]

fin-yard.

As in finished all the vine rows. Pretty much.
Next up: textures, additional props and structures, including adjustments to the ground textures.
As it relates to the vine rows the default ground texture set for the sim renders the highest elevations like stone. In spite of comments made in the previous post, pinot vines […]

vi(r)ticulture

With new textures in tow, the process of replacing the sketchy vine rows has begun. ‘Planting’ each section of vines and ensuring that they are rooted in the landscape has given an added sense of respect for the labor of the people who pick the grapes come harvest time, or indeed anyone who works in […]

hitting the bottle(r)

…in attempt to reduce an angry snarl of pipes, tubes, and rollers to its illustrative essentials.  Josh reports that rather than sink significant amounts of money into equipment that is only used but a few days of the year, many wineries are opting for the services of mobile bottling units that come to the site, […]

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