Showing posts with label Douglas Story. Show all posts
Showing posts with label Douglas Story. Show all posts

Monday, October 12, 2009

Giant Prims - 2nd anniversary of "The Big Prim Problem"

Two years ago today, the Not Possible IRL group read Michael Linden's post, The Big Prim Problem, in dismay. Be sure to read that post if you have no idea what I am talking about.

A great deal has happened in two years, including a tiny window during which a number of creators were able to take advantage of a wee exploit and make many huge prims in different sizes, but none of them scalable.


While we would still like to have scalable megas with which to create, our priorities have moved to other areas, with the top one being better IP protection of virtual creations.

In any event, since that fateful day, October 12, 2007, this blog has kept a vigil of sorts. We published many posts about great content that would not exist were it not for megas, and we still care. And we still want scalable megas. In fact, I cannot imagine most of my favorite content in Second Life without them. What creations never existed because we don't have scalable prims? I suppose we will never know.

In the meantime, scalable huge prims are not a problem on OpenSims, and hardly an issue on Blue Mars were prims don't even exist. Why hasn't Linden Lab allowed them? Why?

I thought you might enjoy reading an old post that Douglas Story prepared for you, many many moons ago, and below you'll find links to just some of our old posts. This blogpost was published long before we'd figured out how to resize pics on Blogger. Sadly, ignore the slurls for the Man Angel at Black Swan and DanCoyote Antonelli's Hyperformalism, as this content is no longer on the grid.

Also, Juria Yoshikawa's Liquid Light is currently located at the "new" Chakryn Forest, the old Chakryn Forest is still there, Sabine Stonebender's Zero Point was returned to her one day by mistake and she has since had to rebuild or recreate it, prim by prim, and the FlowerBall has been relocated to Cetus Island. I'll post slurls to these things shortly.

How time flies!

~*~

Without Megaprims...

Originally published October 20, 2007

this post by Douglas Story

Without megaprims...Light Waves' Man Angel would have disappeared.
photo by Finny Yates. slurl


Ah, the power of them three little dots! I refer to the ellipse... Useful in this case because we were all ready to write a scorching propaganda piece with the theme, "Without Megaprims... All This Great Shit Will Go Away!" But now with things looking up on that front (latest word is that the all-powerful Lindens are leaning toward keeping megaprims) I only have to change the part after the ellipse to "...All This Great Shit WOULD Have Gone Away! And What A Damned Shame That Would Have Been!!!" Hmmmm...the first title was snappier though, you have to admit.

Without megaprims...DanCoyote Antonelli's Hyperformalism would have disappeared.
slurl


Without megaprims...Rezzable's Greenies' Home would have disappeared.
slurl


Without megaprims...the irritatingly prolific Juria Yoshikawa's Liquid Light would have disappeared.

I make something new about every seven months. With Juria, it's about every two minutes. I find this annoying. slurl


Without megaprims... Sabine Stonebender's Zero Point would have disappeared. slurl

You'll find a lot of shots here that include Bettina's booty in them. The author wishes to point out that most of the pictures here were taken by Bettina herself. Any booty issues should be taken up with the management.


Without megaprims... The International Spaceflight Museum would have disappeared.
slurl


The thing is...the artists and builders who use megaprims tend to be the most creative, charming, and well-dressed avatars who bring us joy in SL. How lucky we are to have them!

Without megaprims... Douglas Story, Aldomanutio Abruzzo & Desdemona Enfield's FlowerBall would have disappeared.
slurl


Without megaprims...Artoo Magneto's anyMOTION would have disappeared.
slurl


Without megaprims...Gazira Babeli's 'Gaz of the Desert' would not have been possible.

I don't like most of the machinima I've seen. This is 23 minutes of spell-binding, slow-cut magic. See it. slurl



Without megaprims... Cube Inada's Alien Flying Circus would have disappeared.
slurl


Without megaprims...Earth Primbee's Inspire Space Park would have disappeared.
slurl
Yes, it's true that I took this shot myself. But you'll notice - there's no booty. My pictures are entirely booty-free.


(photo by Wellington Bahram) slurl
Without megaprims we would not have Bettina's forest home - Chakryn - by Andrek Lowell,






nor this,








nor this (spanning three effing sims!)
slurl








nor this.
slurl



I'm sure we've missed many wonderful items (I'm sure you'll point them out, gentle readers) but I think we made our point here. The loss of megaprims would be a cheapening, deadening blow to the fields of imagination and creativity that Second Life opens up to people. We hope that this wonderful creative tool remains open to us, for both our creative impulses and for those who appreciate same.

Yoo hoo! Linden Labs? Paging Mr. Michael Linden... Please give the waiting (second) world a favorable answer, and soon!



See also:

Thursday, June 25, 2009

On Artists and their Patrons: An SL6B discussion to help shape the future of the Arts

Posted by Bettina Tizzy

On June 1, the New Media Consortium's (NMC) CEO Larry Pixel (aka Dr. Larry F. Johnson) guest blogged here on a topic that has sparked a vibrant dialogue: On Artists and their Patrons: Nurturing Support for the Arts in Second Life®.

The arts in Second Life may be blossoming, but the level of sophistication in terms of sponsorship, promotion and funding still lags far behind Real Life. Also of much concern: lands that were previously available, and amply so, are drying up.

What do our artists and their patrons need to do to get up to speed? How can we encourage more of Second Life's residents to step up and provide meaningful support to the arts?

Please join us tomorrow for a critically important panel presentation to discuss how we can foster and shape the future of arts in Second Life... and begin to put them on par with their Real Life counterparts.

ON ARTISTS AND THEIR PATRONS, Nurturing Support for the Arts in Second Life

WHEN: Friday, June 26, 2009 at 7pm SLT - (60 minutes)
WHERE: NMC's Cooper Coliseum (teleport directly from here)

The session will be conducted in Second Life voice.

PANELISTS:

* Alexandar Vargas (multi-sim arts patron, including Welsh Lakes, artist)
* DanCoyote Antonelli (aka DC Spensley, artist)
* Douglas Story (artist)
* Mondray Chandler (RL Museum)
* Nur Mo (founder/owner of Poetik Velvets; patron)

Chair: Bettina Tizzy

GOALS:

* To inspire more land owners to provide significant land and other means of support to artists.
* To compare and contrast funding/support methods in Real Life versus Second Life. This level of sophistication and understanding has to begin with us.
* To encourage artists and their patrons to discuss expectations at the onset.
* To come up with a tool set, sort of a Chinese menu, that is mutually beneficial to both parties.

Many thanks to Larry Pixel for bringing attention to this important issue and to the NMC for their support and the use of their venue.

Saturday, February 21, 2009

StormEye...

Posted by Alpha Auer

You wander along the long bowels of a caterpillar like structure to gain access to the head, a spherical chamber, to witness the cycle of a hurricane!



Yes, I would most definitely urge the visitor to zoom out and look at this huge creature, with (at least to me) very obvious biological references, arduously crawling along a bumpy terrain, to become aware of this extraordinary convergence of the micro cosmos and the macro cosmos in the piece which Douglas Story and Desdemona Enfield have currently on show at NMC Campus West. A caterpillar of clouds, of weather - a storm caterpillar... Inside, the progression of a hurricane displayed as sound and video/image sequences, revolving in a time cycle; and outside, a sad old "cloud creepy crawly"... For me this utterly bizarre juxtaposition is what sets this piece in a class apart, lifts it from the mere recording of a natural phenomenon to a state of creative endeavor. I need to have these quirky associations, this element of the unexpected - the surreal (for lack of a better word here) - present in creative output, for things to really start working for me, for them to stick in my imagination.



So, yes, I did like StormEye very much indeed. But even with the wonderful combination of the concepts above, were the piece not well worked out in it's details, it would have suffered a loss of effectiveness, which it obviously hasn't. That said, there are still a few things which I would like to mention however, when it comes to the nitty gritty of realization:

One of them is the time cycle: The most effective parts of this are during the height of the storm, the downpour. Studies show that around 85% of the effort of ensuring that a state of psychological immersion in virtual environments is achieved, is spent in implementing convincing sound systems rather than those of visuality. Apparently it is our ears that immerse us and not our eyes. And indeed, at StormEye too, the effect of immersion into the climate, the storm reaches its apogee during the downpour, during which, of course, sound levels become vastly pronounced. I wish these parts of the cycle lasted much longer than they currently do. It seems that at the moment the time cycle is distributed fairly equally, I would have much prefered it to have been strongly biased towards the storm rather than the lovely blue skies...



Yet another thing I noticed goes to texturing: Now, I am talking entirely through my hat here, since I am not at all familiar with the usage of video sequences in Second Life® and what the appended limitations might be in this regard. For all I know, there is no way of way of using alpha transparency in video textures. I do know that alpha enabled videos can be created by rendering quicktime video as a PNG sequence. Whether these can be imported into SL, I have absolutely no idea. But, if this is at all possible, it would seem to me that the weather videos could use some seamless blending and also variance, which I think could be achieved by layering prims on which the textures take advantage of alpha transparency, on top of each other rather than just only side by side. A mere detail this, really - but one which may make a deal of difference nonetheless...



And finally, one more tiny gripe - but possibly the most relevant one: Animations! Now, this is also partially due to how I, Alpha, tend to simper around with the current animation overrider that I have. I have been meaning to rework this for the longest time now; but when I was in there, clutching Bryn Oh's gorgeous umbrella as if it were a mere parasol - pretty much as if I was a nice little Edwardian lady out for a sunny Sunday afternoon's stroll - while all hell, in terms of weather inclemency, was breaking loose around me, the whole issue of tailor made animations befitting a particular milieu/occasion in immersive environments became most painfully apparent. I would thus urge Douglas Story and Desdemona Enfield to place an animation overrider with appropriate animations into the umbrella and require visitors to wear it while they are there.



There seem to have been a great many people involved in the realization of StormEye and I will simply refer you to the notecard given inworld at the location of the piece for a listing of these:

"Thanks go out to Alexandar Vargas for supplying the workspace in which we created the piece, AM Radio for helping to secure that workspace and for loaning us the big window, and Tayzia Abattoir & Larry Pixel of the New Media Consortium for providing the venue for the public showing of the work. Also, Vlad Bjornson helped me plumb the mysterious depths of sculpty creation in zBrush and Lynne Heller/Nar Duell's observations were most valuable. Thanks also go to Bryn Oh for making the steampunk umbrella at the last minute, and Dizzy Banjo who suggested a better method of media playback.

The storm sound effects samples served by The Freesound Project, and were produced by www.digifishmusic.com. When you are done getting wet here, visit the Aho Museum below us by using the transporter near the archway. This installation is covered by a Creative Commons license. Details may be found on the website listed above.

More information may be had at http://slstormeye.blogspot.com/

Please post your photos to the StormEye Flickr group
".
...

You can teleport to StormEye directly from here.

Saturday, December 27, 2008

the sad intangible who grieve and yearn... Urban Spectre

Posted by Alpha Auer

I have searched for an artist's statement both inside the construct as well as online, particularly on the artist's own website, but have not been able to find one, from which I infer that DB Bailey is leaving the viewer open to come to his/her own conclusions...



So, why is it that when I enter this remarkable structure of DB Bailey's, currently rezed at the Cetus Institute, I am immediately transported into a certain kind of architectural space that I cannot help but love? The opulent lobbies of the commercial enterprises of the 1930's, epitomized of course, inside the Chrysler Building, but countless other breathtakingly beautiful samples of the genre abound throughout Northern America and to a lesser extent in other parts of the world as well. This connection is perpetuated by groupings of masterfully integrated photographs, which too hearken back to that period. And then, the very title "Urban Spectre" as well as the line "the sad intangible who grieve and yearn", placed prominently on the entry level seem to somehow further the association.



It is an era long gone and the remnants of it may well have turned into urban specters since it seems to me that that not only is the era gone but also the entire mindset that surrounded it: These magnificent shrines to mammon were created during the Great Depression. And yet, to judge by the output of its popular culture (such as the Hollywood movie), the period between the two great wars was still one of staunch, unquestioning belief in capitalism, in enterprise, in human endeavor. Do we still believe in these things today with the same optimism and naivete in the way in which our grandparents did back then? Has the whole gilding not been quite severely tarnished in the interim? Do we still believe in a golden future where healthy maidens will dance in a frieze and yet others soar into a golden sky of everlasting affluence?



And sure enough, once we reach the upper levels of the structure, the dancing maidens are replaced by plaintive, sad hands reaching out into the sky... Not to mention that on the level just below them we have the sudden appearance of a quizzical "contemporary" full on portrait, one which to me is quite clearly no longer the glorified face of eternal trust and optimism.

Urban Spectre asks a question. An uneasy question to which the artist does not provide an answer. And in the end, for me, this is what the true artistic process should do: Ask uneasy questions to which there are no easy answers, indeed maybe no answers at all.

You can view Urban Spectre, which has also benefited from the input of Desdemona Enfield, Douglas Story and Dizzy Banjo, at the Cetus Institute by teleporting directly from here.

Note: Although, from what I could gather from comments online, there seems to have been a sound installation with this work, sadly, I missed it: I was there for a very long time but heard nothing.

And finally, there is one small criticism that I feel compelled to make, especially given how very deeply I was impressed by the work. The red typography with which the creators of the piece were credited: Not to put too fine a point on it, this is clumsy. I was so taken by Urban Spectre that in this particular case this typographic mishap has not stopped me from thoroughly becoming immersed in the work. Thankfully it stands somewhat out of harms way, at the very top of the building - but it is very much there nonetheless. I am not sure if a considerable number of artists in Second Life® realize how gravely distracting, indeed obstructive, these big and often completely incongruous typographic additions, usually rendered in strong primary colors for enhanced visibility, are to their work? Wouldn't it be much better to put a notecard with the title and credits of the piece in a small, well designed notecard dispenser, placed at the entrance of the installation?
;-)

Saturday, September 27, 2008

Eshi Otawara reinvents romance

Photography by Stephen Venkman

Eshi Otawara took a photograph/texture of a Real Life flower by Douglas Story, and used it in an entirely new way to produce a gown that is as dazzling and NPIRL as couture can get. The Hibiscus Dream Gown is theatrical, very pink, and all woman. Teleport directly from here.



Thursday, September 11, 2008

It's a Pillflower World, after all

Douglas Story likes flowers. A lot. He photographs real flowers and then manipulates those images in striking ways to come up with memorable art installations such as the acclaimed FlowerBall and DynaFleur. In fact, I've learned that when he gets a bee in his bonnet about flowers, we are - inevitably - going to get the full story. That said, I was not in the least bit surprised when he alerted me to an upcoming show he was especially fascinated with. "What is it called, Douglas?," I asked. "Pillflower World," came the answer. Yep.

Douglas is a regular contributor to this blog.




by Douglas Story

Back in December of 2007, I saw a group notice for a gallery show in Second Life® that had the Real Life component of the image from SL being projected onto a screen in the gallery. Me being the show-off that I am, I donned a bizarre avatar and went by the gallery, and made the acquaintance of the artist, Nar Duell.

It turns out that Nar’s Real Life operator is an artist working out of Toronto named Lynne Heller. She sent me to her website and I was Pretty Effing Impressed. Among other things, I loved the sensuality of the scans of the dying blossoms, not to mention the wit and of her colorful pillflowers.

A couple weeks later, Nar was talking to me about bringing the Pillflower concept in-world, and how she could do that. I gave her a few comments, but mostly....I pointed Nar to my friend and partner-in-crime, Desdemona Enfield for her scripting expertise.

Together they have created something remarkable: a world of seemingly happy, jolly flowers and snow play, all encased in a sim-spanning, dynamic, swirling snow globe. I very much like the fun, whimsical sense of it all - especially so because there's a dark undercurrent in that the pretty flowers are made of pills - and that imagery conjures up so many associations with unhappiness and illness. Nar says it better than I do in her artist’s statement. On the pillflowers themselves:

“Soothing pastel shades of the medicinals belie their power and effect on the human body and our drug dependant culture. Alluring and candy-like, the pillflowers visually signify that ‘all is right’ with the world, or at the very least, can be made so instantaneously.”

On the subject of snow globes, she says:

“Snow globes, universal signifiers of all things kitsch, are trusty souvenirs of travel and exotica. In Pillflower World the snow globe becomes a metaphor for the conflation of locale, space, culture and even time. Snow globes are ubiquitous and generic. Tropical scenes share cold weather precipitation right along with the North Pole.”



Lynne had been asked to show her work in a Real Life gallery in Australia (details below.) She approached them about including a Second Life element, and they got very excited --- so Nar put together this installation in-world. There’s a great deal for the curious and/or playful avatar to do once there: you can take a 'toboggan' tour of the world, observe the breathing flowers that creepily turn to track you as you pass, experience psychedelic effects on your avatar and view when touching the flowers, take a bath, play a pillflower guessing game, watch dandelions grow, jump on a trampoline, roll around in the snow, sled down a hill, and fly up through the snowflakes. The snowflakes are scanned from actual images of snow crystals, and are scripted to swirl in a wide vortex.



I was especially tickled that the intro to the piece is a toboggan ride.


Here, Desdemona gives me the tour

The toboggan ride is fast, and is scripted with changes in speed and acceleration, complete with swooshing sound effects. What a good idea! (Okay okay, if you must know, I suggested the sound effects.)

For those of you down under who might like to attend in meatspace, the piece will be shown at the Australian National University, Canberra, September 22 – October 3, 2008, where the images from Second Life will be projected on a big screen in the gallery.

For those wishing to attend the show with real snow outside, it will be in a more frigid venue at the Red Head Gallery, Toronto, Canada, December 3 - 20, 2008.

To add to the gallery displays, Lynne has made a mural of Nar’s adventures in comic book form, which she has had printed very big: 4 feet by 40 feet. A few excerpts follow:




I never did talk her into getting an AO, as you can see.



You’ll note in the dialog in the above image that Des gets a teeny bit obtuse. Desdemona is a literate, articulate, and witty conversationalist normally, but when she gets on a technical tear, as above, well… hang on to your synapses. I asked her to briefly describe her contributions to this project, and she replied as follows:

[16:15] Desdemona Enfield: Scripting features include script behavior controlled by the end user using extensive configuration parameters, centralized administration of replicated objects, dynamically scheduled timer event processing to reduce region loads, runtime administrative control using nested dialog interaction, use of particle effects for snow vortex and pillflower meadows, detailed, extensible inter-prim chat protocols for use in administering objects and journaling visitor presence, coordination of multiple avatar sensors by a centralized controller, precision prim rotations based on ....
[16:15] Douglas Story: (laughing) well, I asked!

[16:16] Desdemona Enfield: ... exact solutions to rotational algebra problems, coordinated flexi control with orientation independent cyclic forces.

Did you get all that? Any questions? Well… ask Des! I’m just the reporter.

The opening reception will be held Saturday, September 13th from 10am to 2pm SLT. Teleport directly from here.


The artist would like to express special thanks to Larry Pixel of the New Media Consortium for the generous loan of the sim on which the art is displayed.

Thursday, July 3, 2008

Hyde In Plane Sight: Free Skins Make You One With The Art

Anytime Douglas Story is in the mood to pen a few words (and post a few pics) for this blog, he is welcome. I don't know where he found the time to do all this dancing and dressing 'n stuff, what with his and Autopilotpatty Poppy's hilarious new art show opening at kyra Gaea's anandra Contemporary Arts gallery on Saturday, "Evil Nemesis: Two Artists, One Style," but I'm glad he did. The quality of Brigitte's work merits our attention.


by Douglas Story

When I was looking for a potential partner for a machinima project, Bettina introduced me to the maker of the stunning and well-cut “Chameleon,” Brigitte Kungler. You might have seen it covered in New World Notes:



Brigitte told me about the build she had made for Second Life®'s 5th Birthday (SLB5), and I was immediately intrigued. The concept is that you can go to the build, where you can don the skins that were used in the machinima, then teleport to some of the sets that match the skins. You can use the poses she supplies, or use your own dances and animations to pose yourself as your fancy suits.

Now, as anyone who knows me will tell you, I’m shy. Awkwardly, almost painfully shy. Naturally the idea of blending in like this appealed to me greatly, so off I went.



One can walk inside the black cube here to watch the video, then get the skins by touching the appropriate sign. Then you get nakey (in a PG sim! Brigitte, you wicked woman!) and teleport to the wildly textured sets. Fun!



I did some matching of skin and set, as Brigitte intended.



And some mixing.



Dewd, this reminds me of this one time when I saw The Dead at Winterland, and there was this chick there who gave us all some little tabs, and… (editor’s note: long rambling story omitted)



I got the great hat at Rezzable's freebie fair the other day - it's by Littletoe Bartlett. On a side note, I think we should hold Littletoe down and tickle the soles of her feet until she tells us why she chose that name. Are her toes indeed little? Or does she herself feel that she’s like a small pedal digit in some way? I want answers!



I'm not terribly concerned with preserving my machismo (what there is of it) but the pink lips on this skin by Four Yip were a bit much even for me. That’s why you ain’t seeing a close-up. Also, all the poses Brigitte has laid out are intended for women…



…or Chippendale’s dancers perhaps.



One of the teleport destinations takes you high above the SL5B fairgrounds where you can loll about on the main sign looking fetching in a matching gold skin.



My friend kyra Gaea looks distinctly under whelmed with my dancing style. I guess she doesn’t like culture…

Here’s the slurl of the build if you want to try this out yourself.

But hurry! The SL5B celebration ends Monday, and it’ll all go away. If you do take any pictures, Brigitte asks that you post them to the Flickr group she created for that purpose.



My previous efforts at becoming a chameleon were not nearly as successful. My visit to Brigitte’s build was far more productive, and I recommend the experience.

Sunday, May 4, 2008

The Big Prim That Wouldn’t Leave

It happened right smack in the middle of the holidays. I myself was traveling with family and thinking about Christmas Day menus and last minute shopping. The point is, most of us had our radars fixed on other topics. Nevertheless, on December 22, 2007, Tateru Nino, an Aussie and long-time reporter on the state of the grid and other important matters as they relate to Second Life®, blogged on Massively that Andrew Linden had attended a Volunteer Island meeting that day to talk about Havok 4, and had ended up disclosing what he calls the "Megaprim Liberation Plan," which he outlined (and Tateru wrote up) as follows:

* Allow parcel owners/managers to move (or maybe just return) objects that overlap their parcels
* Provide some UI feedback to the resident when moving their objects, indicating whether they overlap neighboring parcels
* Maybe... provide real-time enforcement of parcel permissions. That is, allow parcel owners to set a paranoid bit "I don't want anyone, or these specific people, from putting stuff on my parcel"
* Once that is done... then perhaps we will allow you to make prims/objects as large as you want... as long as they fit on your parcel.

That's all well and good (I'm serious and really not trying to be derisive here). I do feel a wee bit like Oliver Twist asking for "more"... but we would appreciate some new features, please Sir:






(It will suffice to watch the first 30 seconds of this trailer to get my point)

That said, I turned to my good friend and one of the most entertaining, clever and talented builders I know, Douglas Story, to share his thoughts (and those of most NPIRLers) on this topic. Thank you, Douglas.


by Douglas Story
all photography by Douglas Story except as noted

Exactly 200 days ago today, Michael Linden posted “The Big Prim” problem on the oh-fish-all Second Life® blog in which he invited residents' comments on the idea of doing away with megaprims. “Megaprims” are particular varieties of Second Life’s basic building blocks that are… well… they’re big. Huge. Mega. Gigantic.

They were created by virtue of an exploit in the Second Life code, and although megaprims were never banned outright, they have been frowned upon generally by the Linden Lab gods. Despite that, these king-size building blocks have been widely used all over the grid, and have been especially effective in art builds. Michael Linden’s original blog post stirred up a huge storm of protest and comment, including a piece on this blog that Evil Slavedriver Bettina (that’s her official title, you know) forced me to write. I listed a number of the great builds that would disappear if megaprims were to vanish from our virtual world.

At that time we begged the Powers That Be to preserve megaprims, but now we’ll add another non-negotiable demand… er, I mean, request: please give us megaprims that are resizable and fully editable. You see, currently if one attempts to change the size of a megaprim by even 1 centimeter, the prim will snap back to the normal maximum size of ten meters. Most annoying. Making megaprims resizable will produce a new wave of wonderful creativity, says I.

One of the chief concerns that Linden Lab had with the use of megaprims was the fear that they would not work well with the new Havok 4 physics engine that had yet to be rolled out. But, as AM Radio commented earlier today, it’s a very good sign that Havok 4 is now active over much of the grid and that the Lindens have not banned megaprims outright. So, we repeat our call for Linden Labs to 1) make megaprims officially sanctioned, and 2) make them fully editable.

What follows is a series of pictures of just some of the splendid builds using megaprims that have risen up since the original controversy arose 200 days ago. This list is by no means complete or authoritative, but is rather meant as an indication of the richness that would be lost without these now-essential building elements.

DynaFleur - Teleport directly from here.

Photograph by Harper Beresford
Because my ego is the size of any artist’s (that is, roughly as big as All Outdoors) we’ll start with one of the pieces I created together with a motley crew of all-stars. If you visit, use the damned dance balls!

Syncretia by Alpha Auer - Teleport directly from here.

As you can see, I muffed the landing. Again.

Tunnel of Light by Spiral Walcher - Teleport directly from here.

Spiral also makes top hats with stuff in ‘em. Stuff besides your head, that is. I’d show you a picture of one, but the hats don’t involve megaprims – which is amazing considering the fact that a lot of artists wear them.

David Rumsey Maps by Nathan Babcock - Teleport directly from here.

This remarkable place is a tour-de-force of megaprim usage. Although I elected to photograph something else for this piece, the four sim complex features scores and scores of sculpted megaprims with real world terrain data mapped into them; all this forms the shape of Yosemite Valley. Remarkable.

Space Colony Necronom by Oni Horan - Teleport directly from here.

If you visit here, you really, really want to make sure you’re wearing underwear. Get me drunk enough and I’ll tell you how I know.

Zero Point by Sabine Stonebender - Teleport directly from here.


Planet Mongo by Lumiere Noir - Teleport directly from here.


Privateer Island by Aley Arai - Teleport directly from here.


Kaleidoscope by Juria Yoshikawa - Teleport directly from here.

I wanted to include one of Juria’s pieces here. The poor woman is painfully shy, and is so reluctant to get her name out there that I wanted to help her along a bit. 0.0

Chouchou by Juliet Heberle and Yuki Aabye - Teleport directly from here.


The Far Away by AM Radio - Teleport directly from here.

And lastly…..this much-loved, much-photographed and much-visited marvel of spare beauty. One of the few places in Second Life I return to again and again.