Quality building - open to discussion

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symokurka
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Quality building - open to discussion

Post by symokurka »

Here follow five basic keypoints on quality building, open to debate

1. Coherence.
A building should have structure and textures coherent with Sim's theme.

2. Usability.
A plot should guarantee prims enough both for building and furniture.

3. Structural Perception.
An Avie should feel at ease hangin around in a building (limit narrow spaces and low doors)

4. Texture perception.
If texture's resolution is higher than 512 u get troubles. Too much use of alpha textures (atm) get troubles too.

5. Look and feel
Have in mind overall "emotional impact". Why did Lindens invest so much in the new viewer?

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Moon Adamant
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Re: Quality building - open to discussion

Post by Moon Adamant »

Hi Symo!

Nice sum-up.

I would add:

6. Scale
Scale of the building itself, and in relation to all its parts, and in relation to the neighbouring builds.

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symokurka
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Re: Quality building - open to discussion

Post by symokurka »

I would add:
6. Scale

Yes sure. Scale (proportions) also related to RL buidings... both for structures and for textures. There's a general discussion about this subject in SL. The suggested proportio is 1:8 to 2:0. For instance, door's height goes from 2 mt in RL to 4 mt in SL, a tile that measures 40 cm in RL should measure about 80 cm in SL. So if you lay down a 10mt x 10mt floor, you should count 12.5 tiles per line.

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Moon Adamant
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Re: Quality building - open to discussion

Post by Moon Adamant »

Well, i prefer to have a somewhat more fluid approach... the issue is that you have several factors to consider:

- avatars tend to be around 2.00 m tall, instead of the RL 1.70-180 tall (for men, and depending on populations). So multiplying furniture by a 2:1 scale will give massive furniture which is too big for the avatars
- the camera is positioned up and behind your head... this not only makes ceilings need to go taller ( i generally never go under 6 m height, which is indeed a 2:1 scale relative to RL), as also considerably affects how an area is proportioned - so that a 100m2 space (10*10) which in RL would be a very, very large room - is perceptioned as a 30 m2 room or about that.

So what happens is that you have big, tall rooms... filled with furniture which is in a smaller scale.

My solution: i generally make the spaces the size they need to be, with furniture scaled to the avatar scale... and fill the spaces with scaleless elements... think paintings, sculptures, plants, lamps, both floor lamps and lamps hanging from ceiling, rugs in bright colours - things which fill the space optically, while not providing clues to scale.

Also, the use of colour can effectively alter the way you perception the proportions of a space. A 6m tall ceiling can be 'lowered' optically if painted on a dark colour.

But all these are "old dog" tricks... :)

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symokurka
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Re: Quality building - open to discussion

Post by symokurka »

Hereunder i try to resume four basic criteria for quality building.
These could be the same criteria used by BAC/Chancellor to evaluate new private buildings and give back to builders suggestions and recommendations.

1. Sim coherence.
A new building in Cds Sims should be coherent with Sims’ theme in structure, scale and textures.

2. Structure coherence
Verify your building is coherent in scale, in relation to its parts and in relation to neighbouring builds. The suggested scale to RL is 2:1.

3. Textures
Avoid textures over 512 res. Alpha textures should be limited to doors and windows. The suggested scale to RL is 2:1

4. Emotional impact
Try your building in sunset, sunrise, midnight mode. Check light and brightness. And a flying butterfly can make your home live.

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