Prim Disease
May 29, 2008I’ve been having it bad lately. I can’t see a car on the street without at least considering for a moment how to cut, shape, bend and otherwise torture prims to make a Second Life representation of it. I call it prim disease. Take for example this ugly, rusty Fiat 126, parked on a street corner in Cosenza.
(The Fiat 126 was produced in Italy and a host of Communist countries. It is all of three meters long, 1.30 meters wide and about that high as well. It’s noisy two cylinder engine can still be heard everywhere on Italian streets. The thing gained popularity in Communist Poland as locally produced Polski Fiat. But I digress.)
I already see, in this picture, that the sides would have to be path cut, hollowed out cylinders, and the hood as well. The front windshield would also be made like that, slightly tapered towards the roof. Connecting it all would be path cut spheres on the corners. But to make it really look good, I’d have to cross the prim limit of 31 per vehicle - including driver and passengers; they each count for one prim. Or enter the world of the sculpty, for which I really have no time.
But suppose I would give it a try - I’d love to be the one in a rattling, rusty 126 between all the invariably
posh cars churned out by the rest of the SL car industry anyway. I’d go to Google Advanced Image Search and get a load of pictures of the thing from different angles. Bust most of all I’d look for a line drawing to upload into SL and stick on a prim, which I then upscale until the drawing is life size (and you’ll be surprised how many things start looking decidedly small when you make them true to life size in SL).
With that prim as my backdrop (some use it as the floor) I start the path-cutting, the twisting, the tapering and the shaping. And when all of that is done it’s time for texturing. And the important thing for textures is to never use one monotonous colour. Add some dirt, some light smearing, anything to liven it up a bit. And use a block texture - I use ten by ten numbered blocks, each in itself divided into ten by ten pixels. You apply it to your vehicle and make screenshots from every angle. Then you take your block texture into Photoshop - now you can see exactly where the elements of your final texture need to go, and how the texture gets distorted on the surface of your prim.
With a car like this I’d use a combination of pictures and Photoshop-generated elements. Just using pictures gives weird effects with the shading and makes your work look like a box with pictures stuck on it. And I use a texture for every part of the car - combining textures with SL-generated colour picker surfaces really looks quite awful.
But I digress again - the problem with prim disease is that it won’t stop and pretty soon you’ll have a head full of ideas and no time to work them out. Welcome to my world…
(Picture taken by myself; line drawing sourced from Car Blueprints.)
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Posted by RvK/LC

