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| | #51 (permalink) | |
| Senior Member ![]() ![]() ![]() ![]() Join Date: Apr 2008 Location: England
Posts: 2,152
My Mood: SLShopper Ads: 3 SL Join Date: 25 July 2004 | Quote:
![]() Yeah you've pretty much got where my thoughts are on this. I do obviously make an effort to reduce prims where I can, but I don't like doing it to the extent that the result is something completely different to what I want to achieve. Believe it or not, I already have reduced the prim count (from about 2850), mostly with use of scultpies, but I also did make a couple of compromises. I could have reduced the prim count further by using megaprims, but then the limited texturing options would have meant it would not look the same. I could have also used textures in place of prims for certain parts of the build - doors, etc, but I just don't think it would look quite as good. I think the only easy way you could make a substantial reduction in prims on this building without making a huge dent in the overall look would be to lose the fitted kitchen - that would probably drop it by about 300 prims or so. And of course those customers that are happy to do so can always remove it themselves. Other than that, I really don't think it is possible to drop the prim count substantially without losing something. As you say, it really is a niche market. Most people would rather go with something a little more economical with prims - sometimes because they have very little choice, sometimes because they would rather spend the prims on other stuff, and sometimes because they just don't enjoy a prim-heavy build the way I do. I just hope that there are some people out there who do! The next buildings I create will have less prims, but only because they will be smaller. I really can't see me making huge compromises on those, either. | |
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| | #52 (permalink) |
| Senior Member ![]() ![]()
Refugee
Join Date: Sep 2009
Posts: 296
My Mood: SLShopper Ads: 1 SL Join Date: 11-12-2007
Business: La Galleria
| Really gorgeous work! And yes, there is a market for the best -- of anything -- even if it costs prims -- after all, prims are just money. And those with money will pay for the best if you offer it.
__________________ Have a dinner party! Cook it in your kitchen and serve it in your dining room! LA GALLERIA |
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| | #53 (permalink) |
| Cell Soul ![]() Join Date: Jul 2007 Location: seattle
Posts: 91
My Mood: SLShopper Ads: 5 SL Join Date: 4-27-06
Business: Texture Arts
| Excellent work Quantum! And an amazing result for a first build. Great job on the textures as well. Do you mind if I ask how long it took you? You also have a very cool name. |
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| | #54 (permalink) | |
| Senior Member ![]() ![]() ![]() ![]() Join Date: Apr 2008 Location: England
Posts: 2,152
My Mood: SLShopper Ads: 3 SL Join Date: 25 July 2004 | Quote:
Well I should first make clear that this is not my first ever build in SL - I have created several things in the past, but those previous builds have been either sci-fi or 'historical' in style. Also, I have never sold any of my builds before - my previous builds were all created 'for fun'. So I was already fairly comfy with the basic build tools, but this was still a major challenge for me for a few reasons: 1. I struggled to get to grips with creating contemporary style. I find building in a historical style easy because you can achieve excellent realistic results without using too many textures. Because contemporary textures are usually more 'plain', I find I need to use more local (subtle) lighting effects to break up that 'plainness' and prevent the build from looking like it is made from lego. I find building in a Sci-fi/futuristic style easy because I can really let the creativity flow without worrying where it will end up. I don't have that luxury when building in a contemporary style. 2. I think the fact that I started this build knowing that I was going to sell it as a prefab added a little stress to - and took a little fun out of - this project. I have learned a lot from this, and hope and expect I can use that to enjoy creating the next prefab a little more. As for how long I took: Its creation has been spread over a long time because I have had two periods where I had to drop it for several months due to rl commitments (mainly study). As to how much time I have actually spent on it, well, I dread working it out - I don't think I want to know. But it's a lot, and probably way too much, but then I was learning as I went. For example, I pretty much learned to use Photoshop as I worked on this building. The textures definitely took up the most time - it's probably not immediately obvious how many have been used, but there are a lot. | |
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| | #56 (permalink) |
| Senior Member ![]() ![]() ![]() ![]() Join Date: Apr 2008 Location: England
Posts: 2,152
My Mood: SLShopper Ads: 3 SL Join Date: 25 July 2004 | I've now added a second version in which the kitchen units and kitchen appliances have been removed for a new total of 2179 prims. The floor and wall textures in the kitchen have also been altered to remove shadows that were cast by those items. |
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| | #57 (permalink) |
| Uppity Alt ![]() ![]() ![]() ![]() ![]() ![]() SLU Supporter ![]() ![]() ![]() ![]()
I'm the woman your mother
warned you about.
Join Date: Jul 2007
Posts: 4,877
My Mood: SLShopper Ads: 19 SL Join Date: October 2006
Business: Brazen Women Shapes and Skins | I think that's an excellent option. I know some people enjoy that level of versimilitude, but quite a few others (such as myself) consider it a waste of prims and space. Of all the options, the ability to remove kitchen (and bathroom) fittings would be foremost on my mind with a build that I otherwise liked. |
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| | #58 (permalink) | |
| Senior Member ![]() ![]() ![]() ![]() Join Date: Apr 2008 Location: England
Posts: 2,152
My Mood: SLShopper Ads: 3 SL Join Date: 25 July 2004 | Quote:
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| | #59 (permalink) |
| Uppity Alt ![]() ![]() ![]() ![]() ![]() ![]() SLU Supporter ![]() ![]() ![]() ![]()
I'm the woman your mother
warned you about.
Join Date: Jul 2007
Posts: 4,877
My Mood: SLShopper Ads: 19 SL Join Date: October 2006
Business: Brazen Women Shapes and Skins | |
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