My self-imposed hiatus from Sansar meant that a number of new experiences popped up while I wasn’t paying much attention. One of them was a wonderfully nostalgic experience by Theanine, called Stereopixel Arcade. It makes extensive use of stereographic 3D media surfaces, which allows you to embed three-dimensional pictures and video in objects. (You can see an excellent example of a stereographic media surface at the Sansar Studios Creator Academy: The Hall of Materials experience.)
Note that the 3D effect is only visible if you are in a VR headset; if you are using Sansar on the desktop (non-VR), you won’t get the same stereographic effect.
If you loved and played 1980s video games, you’ll enjoy a retro trip to the Stereopixel Arcade! All the classics are represented in a recreation of an Eighties video game arcade: the Legend of Zelda, Pokémon, Dragon Quest, Metroid, Final Fantasy, and of course, Super Mario!
There’s also a disco dancefloor in day-glo colours, right next to a supersized, old-time Nintendo entertainment system:
If you’re pining for a return to the Eighties, be sure to pay Stereopixel Arcade a visit!
Since I launched the Sansar Newsblog (now RyanSchultz.com) on July 31st, 2017, I’ve received a certain amount of negative feedback from certain quarters for cross-posting blogposts to other places, notably SLUniverse and the official Second Life user forums. Some people have accused me of grandstanding and shameless self-promotion!
This is a new blog with a small readership, and I may have been somewhat overzealous in cross-posting blogposts in an effort to promote the blog. If anyone has been offended by this, I do apologize. I think it’s time to set some policy on what I will (and won’t) do going forward with respect to cross-posting blogposts from RyanSchultz.com.
I will no longer cross-post RyanSchultz.com blogposts to any forum or group which is primarily about Second Life, unless it is about SL. Lesson learned! Put your torches, your tar and feathers, and your pitchforks away!
I will cross-post all RyanSchultz.com blogposts to the Facebook and Google+ groups specifically created for that purpose. (I do get a lot of traffic to the blog from Facebook.) People can choose whether or not to join those groups as they wish. I will also cross-post all Sansar-related items and selected non-Sansar items to the Sansar and 114 Harvest Facebook groups (Drax moderates the latter group and he decides what actually gets posted there).
I will cross-post selected RyanSchultz.com blogposts to the following eight Facebook groups:
I will also cross-post all Sansar-related items to the #Sansar channel on the official Sansar Discord server, at least for the next twelve months, in order to promote the blog. I will also cross-post some blogposts about other virtual worlds and social VR apps to the #OffTopic channel, for at least the next twelve months. After a year I will reassess this policy and decide whether or not to continue. I do know that some people don’t like that I post about non-Sansar stuff on the Sansar Discord channels at all, but Linden Lab CEO Ebbe Altberg has said he doesn’t mind, and I think that it fits in the #OffTopic channel. (It’s not unusual to talk about and compare features in the various virtual worlds in most user forums.) And the only person who has ever complained about me cross-posting Sansar-related blogposts on the official Sansar Discord channel is Gindipple, so I assume everybody else doesn’t really mind.
I will cross-post VRChat-related blogposts to various VRChat Discord channels, at least for the next twelve months. I am now on the VRChat Events Discord server, which is a great way to find out when regularly scheduled events take place on the platform! Much less traffic than the regular VRChat Discord server, which is like trying to drink from a firehose! (They have over 12,000 people signed on at any given time!)
I will also cross-post Sinespace-related blogposts to the Sinespace user forums and to the Sinespace Discord server, at least for the next twelve months. (I can’t seem to generate a link to join the Sinespace Discord server; ask on their user forums for the link to join.)
Draxtor Despres and Vassay have worked together to create this YouTube tutorial video which explains how to use the free Blender software to fix the problems in mesh content created using Paint 3D. Drax and Vassay used this workflow to create the fun and funky content you can see in Drax’s experience, called Meet the Draxies. It’s got a wonderful cartoon-like feeling to it, which is actually very easy to recreate!
Basically, there are six steps to using Blender to fix your Paint 3D-created mesh object:
Import the FBX-format file you got from Paint 3D;
Rescale the object (to fix any potential size problems in the object);
Decimate each part of the object (to cut down on the number of polygons in your object);
Set the normals of each part of the object using the Set From Faces feature;
Create UVs for each part of the object using the automatic Smart UV Project feature;
Select all the parts of your object and export as an FBX-format file.
This is an excellent tutorial video, which takes you through the workflow step-by-step. My only quibble with it is that Drax doesn’t give enough information about the all-important roughness and metalness maps, which you need to include so your Paint 3D-created mesh objects look the way you want them to in your experience. (Linden Lab recently released an update to the Sansar client software, so a lot of mesh objects created before the change now have an unnatural shininess to them.)
So here is a bit more information on the metalness and roughness maps. These are just PNG-format image files, which can be as small as 2×2 pixels in size. You can create them in PhotoShop or GIMP or any graphics program. They are essentially one of the 256 shades of grey between pure black and pure white. Here’s a diagram from OldVamp that shows what an object looks like when you change the metalness and the roughness maps:
Most of the time, you are going to want to use a white roughness map, and a black metalness map (the ball in the bottom right corner of this diagram). If you want something really shiny, you are going to use a black roughness map and a white metalness map (the ball in the upper left corner of the diagram). You should only use a white metalness when you want a metal object. Here’s another example of roughness and metalness maps, using a brass object:
Medhue, who is well-known in Second Life as a talented creator of animals for Zooby, has brought his animated elephant from SL to Sansar! He’s also brought over an animesh horse he is currently working on in SL. You can visit them at his testing experience in Sansar:
Medhue has told us that he is not going to put products up for sale in the Sansar Store, as his personal protest against what he considers to be the too-high commision fees charged by Linden Lab. However, he has said that he is willing to create tutorial videos for Sansar. He’s already posted ten videos for Sansar creators on his YouTube channel. You can also access Sansar kits, resources, and tutorials on his website.