August 30, 2010

Koinup’s Second Life Wallpapers Now For iPhone & iPad

All the Second Life members owning an iPhone and/or an iPad can now easily bring a bit of their virtual life on the cloud by purchasing Metaverse Wallpapers from iTunes.

Metaverse Wallpapers is the mobile app built by Koinup for iPhone, iPod touch & iPad that includes hundreds of Second Life wallpapers and artworks, created by the community of Koinup artists for the Apple devices.

These are some screenshots to show you the extraordinary creativity and quality of the wallpapers:

image

All the wallpapers, expressly created to fit the display screen size of the Apple devices, can be saved and used as graphics wallpapers. This way, Second Life (and virtual worlds) members can now customize their phones with dedicated Second Life contents, images, art and graphics.

The app features some of the most amazing images and wallpapers published on Koinup, picked by the Koinup staff among the almost 300.000 photos posted on the website. All the wallpapers are user-generated.

Download the app from iTunes

-Jordi R. Cardona-


© 2008 by Jordi R. Cardona. Link to this post without copying the text.

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August 28, 2010

Send Your Renders And Win Poser Pro

Smith Micro is giving away Poser 8 or Poser Pro 2010 in weekly contests.

Each week will have a different theme, like portraits, and the winner will receive a copy of Poser 8 or Poser Pro 2010.

Each week you can submit an image based on that particular theme for a chance to win. Smith Micro's web team will pick their favorite

8/23-8/29: Best Woman in a Temple with a Sword or Fairy Image

8/30-9/5: Best "Faces of Poser" Portrait/Headshot Image

9/6-9/12: Most Unique Poser Image

9/13-9/19: Best Self-Portrait Image

9/20-9/26: Best representation of the 15 years of Poser

Read more at Smith Micro Blog.

-Jordi R. Cardona-


© 2008 by Jordi R. Cardona. Link to this post without copying the text.

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Bryce For Just $55 Till 31th

You have few days left (through 08/31/2010) to get Bryce 7 Pro at DAZ with 45%Off. This means $55 or $39 if you are a member of DAZ Platinum Club.

http://www.daz3d.com/i/3d-models/-/bryce-7-pro?item=11034&_m=d&trid=803766423

New features in Bryce 7 Pro include these and others:

- Distant Light: Easily apply additional sunlight sources to your outdoor landscapes. Distant Lights interact with the Sky Lab effects of Clouds and Sky Color for a fully integrated second sun. Enjoy nearly unlimited brightness potential as well as the ability to apply gels.

- Parallel Light: Technology which profices users the ability to produce truly parallel lights like never before. Easily apply underwater caustic effects and other simulations using the True Parallel Lights.

- Light Dommes: Light Domes are light cluster configurations that provide an excellent source of Indirect Lighting and Ambient Occlusion. These lights are very good at representing the light output of the sky for outdoor landscapes, and can provide nice special effect lighting for that "other worldly" render you've been considering. Domes are also useful for Interiors and Architectural Designs. Bryce 7 Light Domes are optimized for faster rendering than traditional domes constructed of individual radial lights.

- 3D Fill Lights:

# Distant

# Round Parallel

# Square Parallel

# Sphere Dome

# Cube Dome

# Sphere Fill

# Cube Fill

- Newly Designed True Ambience - Bryce 7 has a newly designed True Ambience feature, which is often treated as a radiosity simulation. Bryce 7 has improved the shading threshold, as well as included the ability to produce bump. Further, True Ambience is now much easier to use as the implementation has been greatly simplified. A new Boosted Light Feature has been added, allowing a user to adjust the number of ray bounces that occur during the True Ambience process, resulting in a new level of accuracy and beauty to the render output.

- IBL in Sky Lab: Use rendered skies as IBL light probe - Create IBL light probes from your favorite skies in almost any size and save them to the sky library. The light probes can be exported as LDRI or HDRI in different file formats and projections. The skies can even be exported as QT movies.

- Soft Shadows - IBL features a soft shadows control that works completely independant of other soft shadow settings. No matter how soft shadows are set for the sun or conventional light sources, this new control affects only the light cast by the light probe.

- New Instancing Lab: Create copies of objects using a single object's geometry. Create larger scenes than every before, using less memory and system resources.

- Displacement values have been added - Bryce 7 now has the ability to assign displacement on materials. This will add the ability to create even more realistic materials, by adding details through displacement.

- New Import & Export Options: FBX, COLLADA, DAZ Studio Bridge updated.

- Render speed improvements Show the render time in the lower left corner of the window

Bryce is an award winning, fun, feature-packed 3D modeling and animation package designed to allow new users to quickly create and render stunning 3D environments. Bryce combines exceptional power with an innovative interface for incredible ease of use. Add wildlife, people, props and more to your scenes via the DAZ Studio character plug-in in addition to terrain, water, sky, rocks, clouds, fog, vegetation, and architecture for which Bryce has long been the standard.

-Jordi R. Cardona-


© 2008 by Jordi R. Cardona. Link to this post without copying the text.

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August 25, 2010

Metal Generation For Poser And DAZ Studio

I made this product with my wife (Emma Alvarez) for Renderosity: "Metal Generation".
Turn your characters' skin into metal!!!

To get it, go here: Metal Generation

poser metal materials daz studio shaders chrome silver god copper bronze

The package for Poser and DAZ studio has these features:
 
- Metal textures of gold, silver, bronze, and copper for Victoria 4, Michael 4, Aiko 4, Hiro 4, Freak 4, She-Freak 4, The Girl 4, Kids 4, and Stephanie 4 (Also for M4 Genitalia)

- 14 options for the eyes: all black, gold, silver, bronze, copper, amber, amethyst, citrine, cobalt, emerald, heliodor, pink, ruby, and sapphire

- 40 MAT Poses to apply all the metal textures to all the characters, a total of 36 MAT poses for characters plus 4 more for M4 Genitalia

- For DAZ Studio users: DAZ material presets are also included for all metals, to make them look great in Studio too

- 4 Metal materials for Poser, and 4 shaders for DAZ Studio, that will allow to convert any object into gold, silver, copper or bronze, even your character’s clothes and their hair!

- Tutorial included to learn how to use the Poser materials and the DAZ Studio shaders to turn any object into metal easily.

- Render settings included to get the most of your renders, and tutorial on how to use them.

-Jordi R. Cardona-


© 2008 by Jordi R. Cardona. Link to this post without copying the text.

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August 24, 2010

How Do Virtual Worlds Survive

Preface

I'm in the belief that this economical crisis is reaching an end soon, but none of our countries will have a fast recovery. In some, like mine I fear, there will never be good times again, at least until someone makes deep changes to the system. And not in the sense of increasing productivity lowering salaries and all that stuff we are used to hear, but in the sense of a wealthier population.

Business owners, rulers, economists, must understand that if everybody is unemployed or with a low salary, no one will buy anything that is not essential for life. The solution: pay more, make more money be injected in the system, but not to the banks - to the people.

Until they understand this and fix the world, owners of virtual worlds -let it be big businesses or independent programmers, if there's some- must understand that the era of "all for free" has reached an end. They will have lesser populations, and must be sure that those populations bring them the money to survive.
It is hard to accept this (less public, but of more quality), but if your virtual world is not sustainable at the medium term, it will prevent you from making a big bubble that some day explodes and ruins you.

Years ago I had the idea of building a virtual worlds platform myself. I built numerous worlds and started to program the server and client. I abandoned the idea as soon as I saw the enormous costs and low possibilities of return of the investment that you need to do. Now I am so happy that I didn't do it.

So if you are wandering into this dangerous adventure, the least you could do is avoid common mistakes. I really want virtual worlds out there, and I ask all the people behind them to not repeat those common errors.

Many have already fallen to the crisis (There.com, Metaplace...). You will make us happier if yours doesn't fall too.

MaxMoney Virtual Worlds Currency Exchange

Now, The Concept

When talking about their susteinability, there are 3 types of virtual worlds: doomed, unstable and stable. A world that does not reach a real, integrated and active populaton, is doomed to disappear.

An unstable virtual world belongs to the group of those which have not reached that population, or have exaggerated costs that are not covered (may be for an excess of initial costs or a lack of continuous funding, or too elevated costs of maintenance).

A virtual world reaches a stable state when it gets enough real population that is compromised and integrated and active.

See that I'm not simply saying "population". What I mean with real population is when people:

  • Friendly welcome newbies and motivate them to make roots in the community.
  • Actively enter and participate often in the virtual world life.
  • They understand the economical needs of the business behind their virtual world.
  • They have internal cohesion, as a good family, and treat others in the virtual world with respect friendship, and willing to help, not making ghettos.
  • Are not willing to abandon the virtual world because of their deep integration, no matter what new wvs emerge.

During the last decades, many of these that are stable nowadays appeared and reached this state, because they focused on building this kind of society, and were realist and humble in their plans.

This is often not possible, or is not easy, nowadays.

Nuli Ibrahim Virtual Worlds

New worlds are forced to compete with very high requirements from new users of virtual worlds, that constantly compare them to videogames: they demand stunning speed, no lag, graphics of high quality, connection stability, features... plus a society and things to do (activities).

Businesses are reacting to this risk in many ways. One of them is using open source engines for their graphics, for example, Unity for Nurien. But this is not the key to success, just to reduce costs.

It is also essential to notice the following: you don't need only to attract people, you need to attract the right people.

As stated by Richard Bartle in his books, there are different kinds of users, that we will simplify in 3 groups:

  • Killers: are attracted by graphics and arcade features
  • Explorers (Builders): are attracted by building features and use to be too busy to talk to others or be involved in anything social, but are needed to make the virtual world alive, growing, and esthetical.
  • Socializers: basic for any social virtual world.

This last group is essential. They are people that enjoy talking and interacting with others. They are not attracted by anything but the features that make the world playable in a social sense, and allow social interaction.

A virtual world needs thousands to millions of this last group of users. They may be attracted by good graphics, but they won't stay if they can't socialize.

Virtual worlds are about people, not graphics (games are about graphics and playability). The key to failure is that many of the people that are attracted by graphical improvements are not potential real population. They are the killer type, and won't stay for too long.

Focus on features, not graphics.

Also, you need qualified builders. The more brain they have, the less CPU and GPU, and resources of connection, and server hard drive they will use, and lesser costs for any virtual world.

A skilled, geek-type of world builder can make an efficient use of resources. An inefficient one will waste your money and resources without limits, filling your world with poor quality structures.

Most of the today stable virtual world attracted their populations in times of lesser competition by offering features that made them unique or very complete.

Examples of stable type of virtual worlds: ActiveWolrds, Runescape, or Gaia.

Some possible advices for new virtual world are:

  • Have a sustainable economical model from the start. Ideally it must be something that brings money in a regular basis (a monthly fee). People that hate commercial ads, that don't want to pay for anything, and want all for free don't understand the economical needs of that project they are enjoying, and are not the kind of people you want for anything.
  • Focus on "game" features, not just graphics features. For the reasons stated before, plus that many of the socializers don't care about this and may have old computers that can't render them.
  • Get or instruct efficient worldbuilders from the beginning. Offer them a lifetime free membership, or hire them. If you hire them they will build more, as well as if you provide them with a recurring reward, not just something they get once. At least at the beginning, you must also limit the building rights or make them available only for paid accounts. This will avoid filling your virtual world with rubbish.
  • Have real socializers and make them understand and be compromised with your mision and needs. This happens in ActiveWorlds to high degree, and in Second Life in a lesser degree. Get charismatic leaders (i.e. Torley in SL). Their mission is to keep the community alive, active, to create cohesion around their figure, and even cooperate with their money to support it.
  • And the most important thing: don't oversize your project. It must grow progresively, and securing every step on financial sources. ActiveWorlds does it this way, and survived to the fall of many others.

Never ever forget that a social virtual world is about people. It's not the graphics, it's the people who are important. All the features should suppose an advantage for social interaction, cohesion, and good relationships between virtual citizens.

A virtual world must become real as a society. Must become something that ties together your citizens, yourself, and what they have created.

-Jordi R. Cardona-


© 2008 by Jordi R. Cardona. Link to this post without copying the text.

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