|Darkrodin Pier leads up to the cliff side neighborhood of Medusa Locks.|
For a year, the pier had no structures on it, except for traces of ruins and boardwalks from previous developments. Once a home to the Visitor Center, gardens (most notably Herolds’ Knoll: a hill top garden which exploded like a volcano, leaving the ocean pocket where a plaque commemorates the Prim Mausoleum which used to stand here), the remaining fragments of land now support the extended village seen in the photo. Built in one day, with a meagre prim allowance, my dream of having an urban neighborhood finally comes to light.
|Houses surround Darkrodin Plaza, a small open space which has seen|
many alterations in its years of existence.
The houses are only two prims: A hollowed phantom cube, and a roof. By necessity, this neighborhood has to be minimal in prim usage, as the sim’s resources are stretched. Last night and again this morning, I worked on ideas how to ‘furnish’ the interiors with no more than 1 prim each. There are two approaches I’m currently working on. The first is simply to make the interior walls of an interesting architectural texture and brought down to 50 % opacity. Therefore, from the interior, you look onto the neighboring views, veiled in a pleasant composition. The effect comprises multiple layers in some locations. The second approach is to make animated panels using Prim Generator. This way, I can produce several objects using only one prim count. The sculpt can then be pulled to conform to the interior measurements of the house.
I also placed a gift temporarily in one of the squares.
About the textures: Most of them are what I sketched roughly of a Venetian façade in charcoal. Taking this into Photoshop, a couple variations help to give variety to the pier. I superimposed in some areas of the texture an African charcoal drawing I’d made a few months ago. Being roughly drawn in charcoal, the styles complement each other.