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Found 78 results

  1. Jeremy Linden

    Bakes on Mesh

    tr:nth-child(even) {background-color: #f9f9f9;} What is a baked texture and why would I want it on mesh? Major Features Benefits How it Works Wearable and Bake Channels Universal Wearables Setting a mesh to use baked textures Working with Animesh Step-By-Step Example Bakes on Mesh is a feature to allow system avatar baked textures to be shown on mesh attachments. What is a baked texture and why would I want it on mesh? If you use a standard system avatar, you can wear several texture layers to customize your skin and add tattoos and clothing layers. To save processing time and provide everyone on any system the same view of your appearance, those textures are "baked" by a server into a single combined texture. Previously if you wanted to use a custom mesh body part and do the same kind of customization, it would need its own texturing system to allow that. In addition, you would usually need to apply an "alpha" texture to the underlying standard avatar body part to hide it so that it doesn't interfere with your custom part. With bakes on mesh, you can apply any system skins and other layers to your avatar (you don't need or want the alpha layer), and then tell the viewer to apply the resulting baked texture to your mesh body part. The underlying system avatar part is hidden for you automatically. Major Features Any face of a mesh object can be textured using one of the server baked textures. The corresponding region of the system avatar is hidden if any attached mesh is using a baked texture. Additional texture bake channels have been introduced to give more control over how meshes get textures. A new “universal wearable” is now supported to allow setting of the new texture channels. Benefits Avoid the need for appliers, leading to an easier customization workflow. Avoid the need for onion avatars, leading to fewer meshes and fewer textures at display time. Avoid the need to sell full-perm meshes. The user can customize any mesh that’s set to use Bakes on Mesh by simply equipping the appropriate wearables, without needing to modify the mesh itself. How it Works Wearable and Bake Channels Avatar wearables have traditionally been baked into six different textures (BAKE_HEAD, BAKE_UPPER, BAKE_LOWER, BAKE_EYES, BAKE_SKIRT, BAKE_HAIR) by the baking service. These textures are derived by compositing the corresponding textures in the various wearable items on your avatar. For example, a shirt sets the UPPER texture, and multiple shirts layered together would contribute to the resulting BAKE_UPPER texture. The Bakes on Mesh project added five new bake channels as well: LEFT_ARM_BAKED, LEFT_LEG_BAKED, AUX1_BAKED, AUX2_BAKED, AUX3_BAKED. Unlike the original textures, the system avatar does not use any of these textures. They are purely extensions to allow more control over mesh appearance. LEFT_ARM_BAKED and LEFT_LEG_BAKED are intended to help with making mesh avatars where the left and right limbs have different textures. The AUX channels are general purpose, and could be used for body regions not possessed by system avatars (such as wings) or for other purposes. Altogether this gives 11 possible channels for wearables to use for textures, and for the baking service to produce. Universal Wearables New channels aren’t useful unless there is some way to wear items that use those channels To meet this need, a new wearable type called Universal has been added. The Universal wearable has slots corresponding to all 11 of the new and old bake channels. In layering order, universal wearables go between the tattoo and body layers. Setting a mesh to use baked textures You can now apply these textures to the diffuse textures of your avatar’s attachments: Right click on the attachment, and click edit and from the edit face menu select textures. Click the diffuse texture icon to open up the texture picker. The texture picker has an extra radio button mode called 'bake' for selecting server bakes. The 'bake' radio button mode has a dropdown for selecting server bake textures. When an attachment is using a baked texture, the corresponding base mesh region of the system avatar is hidden. If a mesh face is set to show a baked texture but is not attached to an avatar, you will see a default baked texture. If you are using an older viewer without bakes on mesh support, then faces set to show baked textures will also display as the default baked texture, and base mesh regions will not be hidden. The “fallback” textures for the original bake channels. Viewers that don’t support Bakes on Mesh will show these images in place of the baked textures. You will also see these on any non-attachment objects that are set to use Bakes on Mesh. The new bake channels have similar fallback textures. Working with Animesh Animesh objects are treated somewhat differently when attached. Because they have their own skeletons, they are textured independently of the avatar they are attached to. An attached animesh object does not support Bakes on Mesh, and will display any Bakes on Mesh textures using the placeholder textures described above. Step-By-Step Example Here we will convert a system avatar into a simple mesh avatar that uses bakes on mesh: 1. Log in using a Bakes on Mesh enabled viewer. 2. Enable the Develop menu. If not present, go to Me > Preferences, and in the Advanced tab click Show Develop Menu. 3. In the Develop menu, choose Develop > Avatar > Character Tests > Test Male. You will now see a standard system avatar. 4. You will need a mesh avatar to replace this system avatar. In a web browser, bring up https://jira.secondlife.com/browse/BUG-139234 and download the attached file "aditya_90.dae". 5. In the Second Life Viewer, choose Build > Upload > Model and choose the file "aditya_90.dae". In the upload options, check Include skin weight. Set the model name to "aditya_90". 6. Click calculate weights and fee, then upload. You should now have a mesh model in your inventory called "aditya_90". Attach this to yourself by double clicking it in your inventory. 7. At this point you have a mesh, shown with the white default texture, superimposed on your system avatar. Now we need to convert the mesh to use Bakes on Mesh. This will also hide the system avatar as we go. 8. Right click your avatar and pick edit. In the edit dialog, pick “Select Face”. Click the avatar’s chest to select the upper body. 9. In the Texture tab, click the white texture area. 10. Pick the “Bake” texture option and the “BAKED_UPPER” value in the pulldown. Then click OK. 11. Your avatar should now show the upper body correctly textured without excess white material. What you are seeing is the mesh surface textured with the upper body baked texture. The system avatar for the upper body is hidden. 12. Now repeat the process for the other body regions. Select face on the head area and set it to used BAKED_HEAD Select face for each of the eyes and set them to use BAKED_EYES Select face for the lower body and set it to use BAKED_LOWER 13. Getting all the faces selected and modified correctly is a bit tricky. If something gets messed up just try again with any face that gets messed up. At the end the avatar should look like this: 14. The hair looks wrong because it is an attachment that was not built for this mesh. You can get rid of it by right clicking and choosing Detach. At this point, you have a mesh avatar that’s fully configured to use Bakes on Mesh. You can now customize it the same way you would with the system avatar. For example, take off an item of clothing: Or customize something like eye color using the sliders: If you want to return to the system avatar appearance, just detach the mesh:
  2. Onfez

    Skydome landscaping

    Hi everyone! I'm pretty new when it comes to landscaping etc. I've recently bought a skydome and I wanted to know if: You can add water to it Add or change the terrain (make mountains etc.) I can't edit the land on the skydome but I don't know how to add terrain myself either, is this only allowed at land rentals? I'm pretty lost. All tips are welcome for landscaping! Thanks in advance 😇
  3. I'm no expert builder, but I bought Zimberlab's mesh wall pack and have been playing with it for some time. I'm working on the fourth prototype of this particular house, after learning more and more tools that help me make it perfect. I last learned about the align tool. I've made a floor or two before calling it a day and I know that everything was lined up PERFECTLY. I've found out that linking it causes it to screw up, so I've left it unlinked, and scooped it all up. This time when I rezzed it, pieces are STILL becoming unaligned. I see the edges of a straight wall that took multiple pieces and it's bugging the heck out of me. I can't keep fixing it and I rather not put it in a rez-box just yet. I don't even know if it will work like that. I could try for test #4. There's just so many mesh pieces I was hoping I wouldn't have to do that. I've been in the same sandbox building it the whole time. Any suggestions? Thanks. I haven't posted in forums before so I don't know if there's an answer out there.
  4. waves, im trying to texture a mesh sign i made in blender, i have the sign in the world and the uv map i tested on them inworld and it fitted perfectly, but when i try to do a basic texture in gimp and upload or preview to see how it would look in world it shows up from blank. ive even uploaded it to check and its still blank. its highly frustrating. i tried it on a normal prim and the texture showed up fine! im happy to share the belnder file if its that thats causing the isues as i am beginning at blender so might be something i havent done right there
  5. Hi, all! Halloween is coming up, and spirits from the great beyond are attempting to communicate with us! Here's how you can learn how to make a beautiful scrying bowl with animated water, and when touched, gives random words of wisdom from the great beyond! Check out the webby for more details: https://majikvixen.wixsite.com/zamargad/upcoming-classes DanelleDee's webby: https://society6.com/danelledeeart We had so much fun at other classes, it would be a shame to miss out on this one: https://majikvixen.wixsite.com/zamargad/previous-classes Monday, September 17th, 11AM SLT (and repeating at 5PM) We will be meeting in Zamargad... http://maps.secondlife.com/secondlife/Zamargad/143/108/21 There will be a TPer with instructions here, as we will be taking a field trip to the exclusive ZoHa Islands Sandbox... Hope to see you there!
  6. Jeremy Linden

    Animated mesh objects (Animesh)

    The user guide for animated mesh objects (code name Animesh) is available on the Second Life Wiki while the project is still in development. See Animesh User Guide on the Second Life Wiki for more details about animated mesh objects.
  7. I have never initiated a thread to post a link to my own blog before, I don't know whether there are guidelines around that or not, but it always seemed inappropriate, however, I am making an exception today, and depending on the ratio of trolls and hearts I guess I'll get my answer on whether it is right or wrong ? The reason I decided to do this, is that in spite of many years of mesh accounting, many good posts both here and elsewhere I still see versions of this tale playing out across building groups, including the one that inspired this post, earlier today. So here we go, in the hope that someone might be saved the frustration of a "weird accounting problem" some time. All I did was link a few prims... Beq xx
  8. Excalibur Rentals has done it again! Freyas Isle has 2500 amazing prim to use, Making a beautiful family estate, with plenty of room for kids to run or big kids toys like 4wheeler or bike tracks! Great flat ground for building, with plenty of room for shade trees, and lemonade picnics any day you like! Here's a sneaky peek! Come on in and let an agent show you personally at: http://maps.secondlife.com/secondlife/Diablerets/108/186/95 See all of our available parcels at: https://excaliburrentalsinsl.com/ and don't forget to follow us on FB here! https://www.facebook.com/profile.php?id=705742536187103&ref=br_rs
  9. Hello there, I have been in SL for few months now and I am interested in helping someone in building his/her sim or store or anything. I won't demand anything for my help (it's fine if you want to give something though ). I am doing this to have some experience in building, maintaining and increasing traffic in a sim. I am not a bothering person and will respect every rule and regulations of your sim :). feel free to IM inworld or reply here. Thank you ^^
  10. This Sunday, join us for a day of fun in the sun during our Joystick's Sand and Surf event! Nothing says summer like building some sandcastles on the beach with your friends. Come down to Bunny Beach for a prim style Sand Castle contest! Let’s see what you can build with just prims and sand texture. Crowd voted favorites will be earning some linden prizes~ After the Sand Castle contest, the party isn’t over just yet! Put on that sexy yellow polka dot bikini or avoid those tan lines and go all natural as we host our SwimWear contest! Dance along as our DJ blasts some summer tunes and join Joystick’s VIP group for a chance to win some lindens! L$3,000 is going up on that board, and you never know when it’ll go up~ 4-6pm slt: Sand Castle contest 6-8pm slt: SwimWear contest SL URL: http://maps.secondlife.com/secondlife/Odessa Plains/126/193/17 You can only win lindens if you’re part of our VIP group, so be sure to join us! And don’t worry, it’s completely free! Joystick’s VIP: secondlife:///app/group/c14da899-55c0-8cc7-c960-9937b3e01175/about Want more fun? Join our Discord Community for all the latest news on fun events! https://discord.gg/PTqjRNe So come down, get your tan going, and join us for a summer beach day of fun!
  11. So.. I have an object that ended up being sent back to my Lost/Found Folder. I've had this happen before... and no problem.. was able to rez back at sandbox and take back individual items. The one I'm have problems with now included a few system plants/trees.. and won't rez, giving the fault that says that. Is there somewhere/sandbox that I can rez this out? I've tried several, and my own land... getting same fault each time. Any suggestions would be much appreciated!!
  12. I'm sharing a resource that would be helpful, it's not an SL group. Commission Central is a Discord created as a community to share art and link up content creators with clients. https://discord.gg/dbxcqNz If you're into building and texturing you can find others sharing their work and wips in the community and bounce ideas and questions off each other. Please join others in sharing this helpful resource!
  13. CoffeeDujour

    Better building

    Better building techniques really should be something that's taught. Not talking about model making or texturing, etc, but the process of assembling premade items into a series of well performing scenes rather than a single solid build. The goal - Higher frame rates and faster loading. I would be interested in hearing other peoples ideas. -- Build for an avatar walking rather than an avatar standing on the landing point and caming, an avatar caming your build adds nothing to your location. Make them enter your build and move around to explore. Object occlusion (don't render objects/avatars hidden behind other objects) isn't so great in SL. So taking it for granted or hoping it will work in your favor tends to produce poor results. Your viewer still has to deal with objects you can't see and the region still sends info about those objects to the client - end result; poor rendering performance further kneecapped by the viewer processing stuff that isn't even visible. Poor experience all round. Knowing this, it makes no sense to construct your entire build on the sim floor, or even on the same level. But that is what were all used to doing. Placing buildings on the sim floor, and then using experience teleports in doorways to shoot the avatar up to isolated skyboxed interior spaces will have a dramatic improvement on performance all round. Interior and exterior spaces will load faster and present a higher framerate. If the interior space has windows, include those in the skybox and duplicate the parts of the ground level build that can be seen. Interior spaces don't have to be the same size as rooms on the ground, if your scene calls for a bit more space or a higher ceiling, then you can easily add it and no one will ever notice. You can even step up the amount of decorative stuff in a room because the client wont be trying to render the bathroom in a house over the road. This also means you can get away with fewer buildings and rooms overall and you can design for a list of purposes rather than "this house has 8 rooms, so I guess i need to decorate all of them". What is this "scene", what happens here, why does it need to exist, how to people enter and exit. People aren't used to clicking on doors to enter rooms, so whatever you do to denote a door the user can "pass though", be consistent. As a side effect, interior rooms all become distinct private spaces. The viewer only has to worry about avatars in the same "scene" But I only have a house and my garden?! Easy, you have 2 scenes. Indoors and outdoors. 1. Place your house, decorate your garden. Then go though the house , unlink and remove as much from the interior as possible. Loose all the opening doors, stairs, everything you can. Place a teleporter in the main front door (experience ones are best as they are one click and instantly bounce you anywhere else on the region). If from the outside your house looks like a broken shell .. tint the windows a bit or toss in a huge dark prim. Optional .. add a greeter script informing people to click on doors to enter buildings. (or just give guided tours, showing off is half the fun) 2. rez a copy of your house and place it 1000M up (basically get it far away from wherever the outdoor scene is located), decorate the interior as usual. Place a teleporter on the door to scoot people back to the outdoor scene. If windows, add a copy of some key landmark details outside the house so it doesn't look like you're in the sky from inside the building - it doesn't have to be perfect, just some floor and a tree etc. Keep this as minimal as possible. If you can, get rid of any exterior details. 3. If you don't have a use for a particular room, close the door and remove the script. Why waste resources on spaces that you aren't going to use. 4. Optionally split off other individual rooms into there own dedicated spaces. Bedrooms are suddenly private.
  14. ChinRey

    Building lessons

    I have some time to spare the next few months so I'm able to offer private lessons to those who want to improve their technical skills in Second Life building. I'm happy to help you with your build in any way I can but my main speciality is the technical aspect of content creation, particularly: For mesh: LoD (Level of Detail): How to make good LoD models without sky high land impact Physics: How to make efficient, low LI physics models Land Impact: Reduce the LI, not the quality! Mesh landscaping: How to make low LI walkable ground mesh or surround landscapes. Either from scratch in Blender or by cleaning up JVTEK or prim-to-mesh converter meshes How to clean up in Blender meshes created by Mesh Studio, Mesh Generator or Firestorm's/Singularity's mesh export function. For textures: How to make alpha cutout textures with paint.net. (Warning: creating alpha cutout textures is not for the impatient!) Filter Forge beyond the factory presets. The basics of modifying and creating your own Filter Forge filters. I know my limitations and do not teach fitted mesh - sorry. For most of the mesh lessons you need some basic knowledge of either Blender or Mesh Studio/Mesh Generator and although I can give generic lessons, they will be far more effective if you have your own project we can work on. Practical details: Each lessons lasts between 45 minutes and one hour. Lessons are in English and text, not voice. I do not have voice enabled and you want to keep a written log of it anyway. Time by appointment. I live in Western Europe and I am usually available during regular waking hours in that time zone - between about 1 AM and 6 PM SL time - but I may be able to schedule lessons at other times of day too. Price, 4,000 L$ per lesson - half in advance. The advance payment is refunded if you cancel 24 hours or more before the appointed time. After that it is not refundable but I will try to reschedule if you contact me before the lesson is supposed to begin. Make sure you get the time zones right so you can be there on time. Apointment times are always SLT. If I have to cancel, you will get the choice between a full refund or a rescheduled lesson at half the price. If we have to cancel becasue of technical problems neither of us are responsible for, you get a choice between a refund or a reschedule. Ideally the lessons should be held on the beta grid so you can do test uploads without having to pay for them. But we can do it on the main grid if neccessary, either in my workshop or at your place. (I will probably need rezzing rights at the location during the lesson.) Payment is of course on the main grid, not on beta. You may bring a friend or two as observer(s) if you want to and let me know in advance. Give me as much details as possible about your project in advance. The more info I have, the better I'll be able to help you. For more info or to make an appointment, send me a private message on the forum or an IM in-world to ChinRey Resident. I will usually respond within 24 hours but on rare occasions it make take a little bit longer.
  15. I am new to building in mesh and out the gate I thought that all one had to do was import their mesh file and it would act like prim out the door. Instead, have the invisible ramp along with walls/floors being transparent and being able to be walked through. Having no idea on how to create mesh physics wonder if someone would be happy to lend a hand and let me know what their rates would be. Hoping to get this project off the ground early next week.
  16. Beggar Mayo

    Building my mesh house

    Hello: Apparently this topic is very often. I am learnig to build. I am trying to build my house, my mesh house. I started in SL editor doing some base model. I imported it to my PC to work with it in Sketchup and/or Blender. For me, the first one is more easy to use, but I am learning slowly the second that confuse me a lot. I made this basement for the house (with Sketchup), with door and one floor, export my collada but... when I try to upload to SL, any time, any way, I can't walk through doors and some parts of the floor, stoped by "invisible" walls (triangles) that already can be seen during the analysis, no matter if I use my collision file or just high option. I tried to simplify with Blender the triangulation but, as I said I am so confuse with Blender tools and shorcuts. When I do a simple room, more short than this, I can go inside and walk, but not this time. I always convert the character to prim when edit the mesh in SL. Simply, the question is that I don't know or don't understand how to control that invisible triangules. Maybe I am doing wrong in the process of building it self before upload or during the process of upload. I looked a lot of videotutorials, read a lot of comments and I feel as lost as if in the begining. Please, help me. Explaining me building mesh for dumps and have a good control of physics, step by step! BTW, I discovered saddly that the options to upload are quite differents in beta grid than in normal grid, with less options abled, for example in the section of simplifying methods. If there is someone that also can explain me in spanish, much better.
  17. hi everyone, my passion is building. Im looking for someone who has Land and doesnt know what to build there - I will help you to create something nice and creative for free. Preferable would be an adult land with a city at night theme. The Themes I build are restricted to my components I got in my Inventory - I only do mesh builds - no full-prim builds. But if you buy me specific mesh building kits or structures I could work with that. Down there are pictures of what I created so far. Greetings. http://maps.secondlife.com/secondlife/Briar Rose Realm/135/17/2005
  18. Dizzyscorpio Dragovar

    Prim Ceiling Increase

    I was just wondering with all the land changes that are being made, is there any chance of an increase of the prim ceiling. I enjoy the ability to have the additional prims. However it would be nice to build even 500m-1000m higher. Is there a reason there has not been a change to this limitation or are there any plans to change it in the near future. As someone who enjoys riding bike tracks and roads, I would love to see what builders can create with more space. Thanks!!!
  19. I have uploaded textures before without any issues. However, this time I am seeing quite the resolution loss on the textures I am uploading. The textures are 1024 by 1024 resolution both on my computer and in world. The texture is a rose knit pattern that is clear on my computer and if i load in-world using 'local' as a temp it shows all the details no problem. However once I upload into world the resolution is lost. There is immediately noticeable loss of resolution. Image was uploaded "Use Lossless Compression" checked. I have tried uploading the image as both a PNG and as a TGA file. The main details become smeared as if the image was dropped to half resolution. This makes the texture totally unusable for build. Why is there such resolution loss and what can be done to fix this?
  20. Building Platforms 128X64 meters 1000 prims, L$1000 per week. No restrictions, just follow Linden Labs Terms of service for M rated region. Access to the surface via teleporter to marina and docks which connect to 8 protected second life waterways. http://maps.secondlife.com/secondlife/Rekall/148/251/1500 http://maps.secondlife.com/secondlife/Rekall/148/247/2578
  21. Betty Whitman

    Learning to build

    I am trying to learn to build, things other than my square, boxy, houses. So, I am trying to build a wall fountain. Regarding the texture I am told to click on "Select Face". Easy enough. This is what it says: Put a check mark in front of "select face". --> Bottom face, color dark mossy green to black. --> Top face *Horizontal scale = 1.0 *Vertical scale = 0.2 Texture rotations = 90 Get out of "select face". My question, where the heck are "Bottom Face" and "Top Face"? I see nothing in the build interface referencing this at all. Thank you, very much.
  22. Happy Toshi

    Builder Looking for work.

    What makes a good build a good build is a solid Idea of what you want. Doesn't have to be the whole idea but it has to be some what of a idea. Like I want a purple dance club I saw this club on a picture or in second life I want something like this. Then we can go over details of what you want. So pictures is always a plus gets things done faster and lets me know what you want. I can build anything from a club to a store to a photostudio. I aslo can do events parties weddings and so on. So if you are tired of seeing the same store everywhere you go. (we all are). hit me up. I have been building since 2005. (I prefer if you hit me up inworld to talk about what you want done on this exciting journey) Happy Toshi) https://www.flickr.com/photos/144280667@N03/albums
  23. Happy Toshi

    Builder Looking for work.

    What makes a good build a good build is a solid Idea of what you want. Doesn't have to be the whole idea but it has to be some what of a idea. Like I want a purple dance club I saw this club on a picture or in second life I want something like this. Then we can go over details of what you want. So pictures is always a plus gets things done faster and lets me know what you want. I can build anything from a club to a store to a photostudio. I aslo can do events parties weddings and so on. So if you are tired of seeing the same store everywhere you go. (we all are). hit me up. I have been building since 2005. (I prefer if you hit me up inworld to talk about what you want done on this exciting journey) Happy Toshi) https://www.flickr.com/photos/144280667@N03/albums
  24. ZephyrusOctavius

    Builder Wanted

    I am looking for quotes from experienced mesh builders for a project in two parts. Part A: Approximately 150x100 meters, 3 stories, interior only (partial exterior, as seen from windows), grand hall, lounges, cellar and roman style baths. Part B: Small lobby in same design as part A, clerk counter, faux elevator. I will provide a mock-up and design suggestions as well as a few must-haves, but I understand how freedom of creativity can often lead to better results. I want to be well involved in the creative process as well as approve certain aspects of the build as it progresses. You have several previous works you can show me and you have a clear understanding of quality work. Please contact me in-world with a quote or if you have questions to clarify any of the above. I am often AFK and might miss messages, so please leave me a notecard.
  25. Friday: 4pm to 6pm Friday Night Dance Party. Saturday: 7am Hosting Class. 8am Intermediate Building Class- Make a fireplace. 11am to 1pm DJ Blue Party. Sunday: 8am to 10am Breakfast Club - in the Cave , tp by plaza. 12pm to 2pm Christmas Party- Skygarden Dancefloor. Advent Calendar on the sim, free gift each day until Xmas. All classes are free. More details at http://helpinghaven.weebly.com http://maps.secondlife.com/secondlife/Helping%20Haven%20Gateway/42/52/25
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