Futa Breeding Lab And Prison
SLURL: http://maps.secondlife.com/secondlife/SenseAppeal
Showing posts with label cityscape. Show all posts
Showing posts with label cityscape. Show all posts
Friday, 29 November 2013
Lily of the Vale
Labels:
cityscape,
Clubs,
Futa Breeding Lab And Prison
Thursday, 7 March 2013
Wednesday, 24 October 2012
Wednesday, 1 February 2012
UNITY update & SL Mesh tent
Chek latest version of the Mies van der Rohe Barcelona pavilion in UNITY project
55 MB - 1200 x 675 pixel:
55 MB - 920 x 520 pixel:
FREE mesh tent modify/copy/sale on SL market
Labels:
architecture,
Barcelona Pavilion,
cityscape,
FREE items,
Gameengine,
level design,
UNITY
Thursday, 22 December 2011
Mies van der Rohe Barcelona pavilion in Unity project
http://www.miesbcn.com/
The conclusions of this study are as follows: 1) Although grid lines were not drawn in the early schemes, it is strongly thought that the grid system was used. 2) The grid lines which equally divide 12m, the inside measurement of the east-and-west wall of the pavilion change as follows: in the first scheme there are nine grids at intervals of 1.333m, in the second there are twelve at intervals of lm, in the third and fourth are eleven girds at intervals of 1.09m, and in the fifth at intervals of 1.1m. 3) Most of the positioning of the walls and the glass screens have been based a grid system, but some have been based on their specific size(12m and 7m, for instance). 4) It is thought that the fourth scheme drawn with an even grid system was preferred by Mies. However, an irregular grid system was used, partially to correspond to the site in the fifth scheme. (author abst.)
http://sciencelinks.jp/j-east/display.php?id=000020051305A0497882
Check out the preliminary UNITY version at:
http://dl.dropbox.com/u/11840318/MvdR%20Barcelona%20Pavilion%20in%20Unity.html
Labels:
architecture,
Barcelona Pavilion,
cityscape,
level design,
UNITY
Tuesday, 6 December 2011
Copenhagen Central
Trigger explosion test in Unity: http://dl.dropbox.com/u/11840318/CPH%20Central/WebPlayer/Gubas%40CPH.html
Labels:
architecture,
cityscape,
Gameengine,
level design,
UNITY
Friday, 18 November 2011
Venexia
Web-integrated Game RPG in Gothic Venice (socionex.com). Economic System, Currency, Employment, Magic, Spells, Fangs, Combat Capture Violence Role Play Vampires MMORPG Assassin Creed Blood Masquerade Vampire (Opening Monday 7 November)
SLURL: http://slurl.com/secondlife/Venexia/97/121/22
Labels:
cityscape,
level design
Tuesday, 30 August 2011
Monday, 22 November 2010
Babbage Palisade
Visit Babbage Palisade
Labels:
cityscape,
level design
Saturday, 6 November 2010
CPH central #2
This a small machinima walk through shot made at the CPH central station at x AIDE sim also in 2009.
Labels:
cityscape,
level design,
machinima
PUSSY
Made this machinima test at THE CLIT CLUB in 2009 at x AIDE sim, where we also made the CPH centralstation. Lousy framerate, but with better equipment and distributed servers: web 2.0 TV here we GO!
Monday, 25 October 2010
Monday, 18 October 2010
London
London, is maybe not the finest city of them all, but pretty big. And some of the housing areas are rather authentic.
Visit London
Visit London
Labels:
cityscape
Sunday, 17 October 2010
Friday, 15 October 2010
Amsterdam & Barcelona
After the Manhattan incident that rendered me banned there, I fly to Amsterdam and Barcelona that is a lot more attractive and approachable. Those 2 cities got me completely in reality, and close to it here. Just too many signs.
Visit Amsterdam
Visit Barcelona
Visit Amsterdam
Visit Barcelona
Labels:
architecture,
cityscape
Manhattan high noon
Its a small world. In Manhattan I stumble into my personal Professor Moriarty. First appearing all grey (cos I muted her). Biggest cheat in SL now owns part of Manhattan. Damn this is closer to RL than I like. Anyways this version of Manhattan suffers from low detailing besides the ground level. And its cleaner than Munich. No real Manhattan vibe here. And the shops sux. Eat that. Adios por siempre, Gaius.
Labels:
architecture,
cityscape
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