Sticking my face into Blender

The new year has heaved the bloated, stinking carcass of 2014 over the cliffs of time, and now stands sweating and panting from the exertion in a pool of dried vomit leftover from the New Year’s Eve party. In these first few days, we prepare ourselves for the gauntlet of days ahead, in which we will need dodge boulders in our path, leap over quagmires, duck low-hanging branches, and maybe occasionally take a very soft tomato full in the face. If we navigate the path correctly, the rewards are great; should we fail, we will learn from our mistakes and do our best to put on a brave tomato-covered face.

Blender is a horrible nightmare
Blender is a horrible nightmare

My personal tomato-in-the-face right now is Blender. This is the free 3D modelling tool favoured by designers who don’t want to spend any money on 3DS Max. I’d like to say that I’m making great progress learning to create things in Blender, but that would not be entirely accurate. In the weeks since I started sculpting my next plane, I have managed to restart five times after discovering that I was doing it all horribly wrong.

If you’ve mastered the building of objects in Second Life, you might mistakenly believe that you’re ready for proper mesh modeling. You would be wrong. Blender is a nightmare.

Nothing about the UI makes a lick of sense. Everything in the interface is contextual. Controls are completely non-intuitive. Menu items seem to be an afterthought to the extensive keyboard shortcuts. Remember those old WordPerfect keyboard cheat sheets from the nineties? Blender’s keyboard cheat sheet would be novel length.

After my five restarts, I have something that almost resembles the approximate shape of half an airplane. I’m not, however, giving up. While other aircraft makers might be uploading absolutely perfect replicas of real-world aircraft that previously appeared in other games, that’s not my goal. Obviously, I can’t compete with a professional 3D modeller when I have only a few weeks of experience with Blender. No, my goal is not to compete with hyper-realistic planes, but to return to my Second Life roots and explore retro-futurist designs with a touch of art deco. I’m taking my inspiration from movies like Rocketeer and Sky Captain, from old serials with rockets, fins, and chrome, and from 1930s aircraft and artwork. You’re going to see a lot of copper and steel.

Progress is slow, but today I sculpted a tail fin that I’m mostly happy with. Ahead of me, I’m looking at weeks more of careful, detailed work before I even think about texturing. After that, weeks more of scripting. That’s what it takes to create original content in Second Life. It truly is a slog. Yes, I could upload a prefab model to SL and have it flying in a matter of hours, but that’s not content creation — that’s simply adapting (and stealing) existing content — and that’s not what I do.

Over the coming weeks, I’ll post my progress (and possibly my mistakes as well). I’m confident that 2015 is the year you will fly the first mesh-based Terra airplane in Second Life.

Second Lifer blogs anonymously about alleged mesh copyright violations

Update (Jan 14, 2015): The blog I referred to in this post is no longer online.

In a previous post, I observed that there were many professional-quality mesh aircraft in Second Life. While it’s not impossible that Second Life is home to a startling number of extremely talented 3D artists, it seems likely to me that at least some of these aircraft have been obtained from a third party — possibly from one of the many mesh model sharing sites on the web.  I know for a fact that some SL aircraft makers spend weeks painstakingly rendering their favourite aircraft in a 3D modelling tool, so when an aircraft maker releases several extremely detailed, realistic aircraft in rapid succession, I can’t help but wonder if these aren’t original creations.

Today I learned that a Second Life resident has begun to blog anonymously about mesh content that appears to have been copied from other sources. By comparing the wireframe and textures of the Second Life model to third-party, non-SL models, the blogger makes a convincing case.

Link: Second Life Content Theft

Is this a legitimate investigative blog, or is it a competitor with an axe to grind? It’s hard to say definitively. It does, however, highlight how charged the topic has become in a competitive content creation market.

My ultralight works again!

Terra Starling is a two-seat ultralight that's great for exploring SL from the air.
Terra Starling is a two-seat ultralight that’s great for exploring SL from the air.

One of the best collaborations I worked on in Second Life was an ultralight plane — the Terra-Kojima Starling — designed by Reitsuki Kojima then scripted, bashed, and cajoled into flight by me. It was one of my absolute favourites to fly because it instills the feeling of the freedom of powered flight without insulating me inside the fuselage of a larger airplane.

And then our friends at Linden Lab changed how physics bounding boxes worked so that we could use mesh objects. Unbeknownst to them, it had the side-effect of breaking the Starling so that its physics bounding box extended a couple of meters below it. Essentially, it couldn’t taxi anymore. If you can’t taxi, you can’t take off and fly. So I retired the Starling.

Skimming the surface
Skimming the surface

Today, I put my newfound knowledge of Second Life bounding boxes to use and updated the Starling model. It now taxis correctly, and I corrected a couple of other minor issues that I found along the way.

Want to fly my favourite plane in Second Life? You can find it in the Second Life Marketplace and at the Terra Aeronautics shop in Abbotts in-world.