Category Archives: Features

Designer Download — Caelan Hancroft

aug15_004

Cae Dazzle Set photo by Cajsa Lilliehook

DesignerDownload

My introduction to Caelan Hancroft was on Plurk where Second Lifers have found a new community outside of SL®. I read her blog and was excited to see her make the leap from blogger to designer, particularly when her choices filled a void in the jewelry market. There were many jewelers producing luxurious gems designed for the most formal occasions. There were also s few jewelers creating avant-garde designs, modern chunky jewelry and naturalistic hippie designs, but what about the more everyday to semi-formal jewelry. While there were a few, there was definitely some wide open spaces in the jewelry market. Since then, she has gone from success to success and is now a go-to jeweler for many of us. 

It’s Only Fashion: What was your first day in Second Life® like? What made you stick it out through the learning curve?  

Caelan Hancroft: My first day was in early December 2007 when I was given an assignment to research Second Life for work. One of our directors had seen SL mentioned in an article and suggested we look into it.  I logged in and wandered around Orientation Island and a few other sims to finish up my report and then logged out. I thought I was done. I’ve never been a gamer and was always bored immediately after the character creation process of most games, but I was a new mom with limited opportunities to socialize and thought SL could be a social “fix” so I logged back in. At the time I started, Last Call was having its 100L closing sale and I quickly discovered Celestial Studios and ETD so I managed to skip the super-awkward noob phase (at least for 2007). Continue reading

Creators Roundtable #3

This is the third installment featuring Second Life® creators discussing their work and the limitations that determine what is possible. Again, I thank the following designers for their generous gift of time and willingness to participate: Cyclic Gearz (CG), SySy Chapman (SS), Tyr Rozenblum (TR), Siddean Munro (SM), Anya Ohmai (AO), Shai Delacroix (SD). 

For the complete series, see Creators Roundtable #1 , #2 and #4.

Why are so many details baked into the textures rather than created as individual pieces – like belts on clothing or doorknobs on cupboards?

CyclicCG: Anything you see in SL has to be downloaded to your computer. The more complex it is, the longer it takes. Mesh is made up of individual shapes, called polygons. The lower the amount of polygons a mesh object is, the easier on your computer it will be. To add all of these details in as mesh, increases polygons, which in turn increases the Land Impact, which not only increases how much prims it takes up (in the case of furniture), but increases how long it takes for your computer to load in from the server. Many designers compensate for this by using textures to add in the detail so you can have more mesh visible without it taking a long time to load.

Again, as I said before, you can either have mesh that loads faster, and puts less stress on your computer/the SL servers, or you can have highly detailed physical mesh. There are some creators who do add this detail and bring down the land impact with some tricks in the uploader, but that doesn’t really reduce the strain on the server or your computer.

TyrTR: This is something we don’t do anymore unless an item just isnt going ot have any options (or need to turn something off). How I learned to do it was to bake it all together. Now I just don’t see the point. Maybe I’m reading this question wrong. So I’ll answer it a second way (because, i’m not sure if I got confused here sorry!) we don’t bake all the details in to our stuff because unlike home and gardens, we’re not really trying to save on prims. I know, okay, that it’s probably not the best way, but for the most part as a fashion designer we follow what our customers want. PC’s be damned, they want detail. So we’ll generally model it in, but use the lower poly, or decimated versions. I know earlier on I personally went a little nuts >.> with face count. I don’t think fashion design can get away with the same stuff home and gardens do to cut corners. When people shop home and gardens they look for the lowest possible prim, with best look. With fashion they just want the most detail, come hell or high water.

ShaiSD: Some users have a hard time downloading mesh to their clients due to hardware limits or bandwidth . Some computers aren’t as updated to render current game graphics. I live on a 5 MB DSL connection that limits my streaming. Before mesh, I had a hard time building anything with prims as it would lag or double up. I think of this as a standard for my clients. That’s why I personally prefer to do most of it on texture and normal maps. As a character artist, I try to keep my mesh in good topology and low in polycount with proper LODs.  This is industry standard. There are details you can’t sacrifice and there are weighting issues to address with unnecessary polygons. In 3D movies or next gen games, you decide which area requires more details as the camera focuses on it. In SL, everything is in scrutiny, everyone is a hero character. My challenge lies in balancing these issues with the overall style in mind. Continue reading

Creators Roundtable #2

This is the second installment featuring Second Life® creators discussing their work and the limitations that determine what is possible. Again, I thank the following designers for their generous gift of time and willingness to participate: Cyclic Gearz (CG), SySy Chapman (SS), Tyr Rozenblum (TR), Siddean Munro (SM), Anya Ohmai (AO), Shai Delacroix (SD). 

You can find the rest of the series at Creators Roundtable #1#3 and #4.

Why can’t we apply an alpha to mesh body parts like a texture map?
For more information about this question, see this article at New World Notes.

 

Cyclic


CG
: That’s a limitation within SL itself, a Jira was created, but LL have said it’s not feasible. (Link to the Jira https://jira.secondlife.com/browse/BUG-8100)

 

Tyr

 

TR: What she said

 

SySy

 

SS: That.

 

Shai
SD:
Yes you can. This is possible with our own creations only and crafting specific models for our own lines.  I’m not sure I understand the point of making alpha maps for mesh bodies. Sorry.

 

Continue reading

At The End Of The Day

At the end of a long day shopping and shooting in the studio, I have to confess I require some caffeine. It’s probably why I put my coffee station right next to my door – so I could grab a cup coming or going. If immediate access to coffee is wrong, I don’t want to be right. Continue reading

Creators Roundtable #1

A while ago while out shopping, I bumped into Shai Delacroix, the well-respected creator behind the Shai brand. We chatted a bit and she suggested I do a post addressing some of the common questions that come up about creating in Second Life and volunteered to provide her technical expertise. It seemed like a great idea to me, so I eventually made a couple plurks soliciting questions and then recruited some designers to offer their answers and opinions. The result is a sort of Creator’s Roundtable discussion which thanks to the many questions and answers has run to more than 20 pages. For that reason, I am breaking it up into a few separate pieces. The series continues with Creators Roundtable #2#3 and #4.

First things first, though. I have to thank the following designers for their generous gift of time and willingness to participate: Cyclic Gearz (CG), SySy Chapman (SS), Tyr Rozenblum (TR), Siddean Munro (SM), Anya Ohmai (AO), Shai Delacroix (SD). 

Why do people make so many strapless tops and dresses. Why no sleeves? 

Cyclic

CG: In all likelihood, it’s because sleeves are harder to rig and shape well. You have to take into account how the shoulder, elbow and wrist moves, and for people new to rigging, strapless items are a good start.

 

SySy

 

SS: I second what Cyclic says, specifically the shoulder area is very hard to rig.

 

TyrTR: Agreeing with Cyclic, but to add, sleeves (while one of my fave things to do), aren’t the only major issue. You see a lot of strapless more so because the shoulder blades of the avatar are basically awful. Often you’ll see them unweighted and pulled out from the av (which to me looks awful), or they move oddly. Generally they move oddly because the creator is trying to adjust to the terrible weights on the avatar base. If you don’t you get a lot of clipping through straps when shoulder/collar joints move.

ShaiSD: The shoulder portion of the avatar shares 3 – 4 weight areas: Collar, Shoulder, Neck, Chest. Balancing these with little polycount/points to hold the those weights is a bit tricky to do. Skinning it on a tpose (default skeleton with arms out) is also a point of contention, when it comes into SL, you cross check it on a pose standing with arms down, it can become a nightmare. With strapless, tube top styles, you don’t have to deal with this and can produce mesh faster.

Continue reading

Catching Up

Snapshot

I shot these pics a few days ago wearing an outfit featuring items from last month’s Collabor88. Don’t despair, you can now find them in the store. The top, leggings and boots are all from Tres Blah. They come with a puffy jacket, too, but I left that off. Growing up in a place where it’s really cold, I have never understood those puffy jackets with no sleeves as anything more than an extra lining if your coat is not warm enough.
Continue reading

White and Black

Snapshot

 

 

I was playing with lights and shadows using a single narrow line of white light for my projector. The background prim is white and the blackness comes from wind light set to 100% black everything and bringing gamma down to 0. Then the only light there is comes from the projector. The thin sliver of light in the dark made me feel very noir

Snapshot

I love the modernist simplicity of NYU’s new Thalia coat. Eschewing all the usual outerwear detailing, the epaulettes, the fabric belt, the stitched edging and the rows of buttons, its design details are a simple notched collar and a single button. This is simplicity at its most stark and striking. I wanted to maintain that sensibility in styling and kept to a monochromatic palette of white with touches of black and silver. I chose cigarette pants from One Bad Pixel for their clean and simple lines.

SnapshotI added a fedora (color-change) from Argace that I have had for ages. I also added a touch of whimsy with CAE’s lovely Blizzard earrings in silver.

Snapshot

 

 

My pumps are from Glamistry and are as chic as can be. The come with a color change HUD that allows me to select the color of the metal (silver, copper and gold) and the platform, heel and body separately. However, I did not go for parti-colored shoes with my monochrome mission. There’s a lot of intelligence behind the Glamistry brand – which allows you to add color components to your HUD so if you kick yourself for buying just one color, you can add more later without proliferating your inventory with pairs and pairs of shoes.

Snapshot

 

My skin choice is Sia (FairTales), a new release from Glam Affair for Collabor88 that features soft and ethereal makeups, several with bright, fun colors.

Store info at Blogging Second Life
****SHOPPING LIST******
Poses: Ma Vie
Skin: Glam Affair – Sia skin ( Fairy Tales ) – Asia 08 E
Eyes: [UMEBOSHI] Eon eyes dark Green (med)
Lashes: Mon Cheri *MC* “Falsies” Eyelash
Mesh Attachments:
Slink Avatar Enhancement Hands – Elegant – XSmall L
Slink Avatar Enhancement Hands – Elegant – XSmall R
Slink AvEnhance Feet High XS
Mani/Pedi: FLAIR
Hair: *ARGRACE* Fedora Hat “Wild curl”
Clothing: ::1bp:: Cigarette Pants S White
NYU – Thalia Coat, White
Shoes: Glamistry : GALLA Heels
Jewelry: Cae :: Blizzard :: Earring

Facing Monday

The best way to face the worst day of the week is to be it’s boss, I think. I decided I was going in full force in some lovely new clothes from ISON, I’ll be unstoppable if I am cute don’t you think? Continue reading

Nous Sommes Tous Charlie!

Je Suis Charlie

I made these Je Suis Charlie pencils and have them out for free at the It’s Only Fashion office.

 

The first paragraph I drafted for this post called what happened yesterday at Charlie Hebdo unthinkable. Of course, I had to delete that and start again because it obviously was not just thinkable, but doable. Three of our fellow human beings went into an office and killed twelve other fellow human beings because they were offended by their cartoons. It all sounds so ludicrous, doesn’t it?

Of course, to say the murders were about cartoons is to miss the point. The killers are bit players in an existential struggle between modernity and traditionalism and modernity is winning. When you are winning, you do not resort to tactics like terrorism. Terrorism is for losers.

Je Suis Charlie

 

You see, if they were not losing the argument already, they had many other options to object to and oppose the satiric cartoons of Charlie Hebdo. They could protest outside the office. They could have billboards saying  “Chalie Hebdo is a poopy head.” They could write letters to the editor or to the advertisers asking them to stop running ads in the magazine. They could call for a boycott of products advertised in Charlie Hebdo. But their side is losing and they know it. So they decided to smash things and kill people.  Continue reading