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.
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