June 19, 2008

[1:10] Ivanova Shostakovich: How closely do you want to match the texture?
[1:11] Peter Stindberg: Would “exact” be ok?
[1:11] Ivanova Shostakovich: Yes, Exact is never too much to ask.
[1:12] Peter Stindberg: We chat quoteworthy
[1:12] Ivanova Shostakovich: Post it!
[1:12] Ivanova Shostakovich: 🙂
[1:12] Peter Stindberg: Already doing so

Cumulative details

June 3, 2008

I am back from my vacation. And I spent all Sunday lazing around recovering from my vacation. Playing can be so taxing.

We are changing and adding some fine little details on our San Jose sofa and the Berlin sofa. We’re fine tuning things like the shadow plane of the sofas for realism, randomly changing the animations on each sit position, and some other small features to make using them easy for the customer. Peter asked me on one or two of the details whether anyone would notice them. My reply was that while one or two small details might go unnoticed, everything we make will have an overall look and aesthetic feel that is the sum of all the details, no matter how small, that we will put into it.
We don’t think perfection, or as close to it as you can get, is too much to ask when it comes to item creation in Second Life. The L$ price tag you find on most things in SL may not be much in real life value, but you’re still asking someone to spend their money for your products. We will expect customers to expect high quality.
We hired a Second Life graphic designer to help us come up with a logo. His first draft design is, in my opinion, a stroke of inspired artistry. It felt good to be striving for a quality product and to receive a quality product from someone else.

We had a heyday yesterday, putting out the whole range of the San Jose meeting benches for the first time, and finalizing (or so we thought) the fabric/wood combinations. Even though I am the “commercial mind” behind GREENE concept, I share the same obsession for quality as Ivanova, and working in graphic design for 18 years now made me value details very much. So there always seems to be an improvement to be made, a texture to be shaded a notch more, a detail to be enhanced. But as Ivanova said the other day – a line has to be drawn somewhere. So the San Jose’s will be finished soon.

Why the name San Jose? The benches are ideal for informal meetings. I see them in lounges, clubs, offices, exhibition spaces. That does not mean they can’t fit into private homes, but for me the San Jose is a “Web 2.0” piece of furniture. And what is more “Web 2.0” than San Jose, entrance to the Silicon Valley?


May 20, 2008

This is so exciting for me. Every day we are getting positive comments from different friends and associates, and constructive criticism from friends with a variety of tastes.
I have to admit, when I first began designing a 270 degree circular, backless couch. I had no idea how well received the San Jose might be. It just seemed like a nice idea to have a single seating solution that allowed a number of avatars to face each other in a sociable setting. A seven prim couch that can seat five avatars is a bit more useful than I first believed.
One of our working conventions is the creation of quality, low prim furniture. The use of sculpts to this end has led to me to consider the best creative use of them. Should we find ourselves looking at a target market allowing freer use of higher prim counts, I realized today that this practice will increase the skill with which we can create very detailed products more quickly.

Thank you all for your input and friendship.

And I’d like to announce that, thanks to Elusyve Jewell, I now have toast.

Level of detail

May 7, 2008

Just to demonstrate what level of detail Ivanova meant in her recent post, an exclusive preview of the upcoming “San Jose” informal meeting benches. The design in this prototype is named “Royal”.

Knowing when to say when

April 30, 2008

All artists experience a point where they either have to stop messing with a work, or risk ruining it. Knowing when to say “It’s done.” or “I can’t make this any better.” is never the same. It is different for each project. I have found it is easier sometimes to be making something for someone else and let them say when it is done. It takes a certain amount of energy expenditure to make the design decisions, if that makes any sense.
I have been working on a couch texture and I have gotten there I think. I took care of some realism detailing and now I am creating the color/pattern schemes. It will soon be ready for animation work. This will, of course, introduce a whole new slew of ‘when to say when’ moments. Bear with me. I’ll get you a place to sit down soon.