More on Mesh

An interesting forum thread has opened on the subject of mesh buildings. This is a subject close to my heart, as I’m a prim builder, and while I think that mesh will be a major boon to Second Life, it will not come without cost to many (including myself).

The thread contains much that is of interest – including much of what still has to be decided and insight into just how thorny an issue mesh is likely to prove in the technical side alone. It also contains a few hard-to-swallow but entirely fair home truths for those in the same boat as myself and find the whole world of 3D rendering a confusing morass of tools, terms and concepts.

I’d still like to try and dip my toe into the waters of mesh; I’ve even downloaded Blender…but I have to admit, that having looked at it (and remember that while I sometimes talk the talk, I am not a technical person in any way, shape size or form – I just (usually) learn quickly) – I can well understand the comments from the OP in the thread when he states, “On to Blender. First, you make your structure….Next, apply materials to your model. This is where you start swearing at Blender….Then you texture your model. This is where you abandon your will to live….”

My only difference of opinion with his view is that after commenting, “First, you make your structure”, he added “This is the easy part”, – something I found anything but, despite pouring over an on-line tutorial. Thus, I instead opted to skim through the swearing part and settle on the losing the will to live before spending an hour under my desk cuddling my (rather bewildered) cat…

Even so, for those interested in mesh, the thread is well worth a read; it may well answer many of your questions.

Mesh-ing around with Second Life

Jack Linden has announced the next steps in the scheme of things to establish “full” Mesh imports into Second Life.

Mesh has been something of an elusive Holy Grail for many when it comes to content creation in Second Life; it’s been promised for years and various You Tube videos demonstrating it have been around for almost as long, yet it has always remained tantalisingly over the horizon, leaving those wanting it faced with gazing at tea leaves in an effort to guess when it would actually arrive.

For those unfamiliar, Mesh is the system used to create our avatars, using a complex series of polygons to render highly detailed forms. Mesh is common through the gaming world, and is alive and kicking in “rivals” to Second Life such as Blue Mars.

Unlike the current system of primitives, Mesh constructs are created using graphics rendering programs that provide a complexity of detail far beyond anything that can be achieved in-world – as the images and videos accompanying the announcement show. They could, quite simply revolutionise and revitalise Second Life.

Mesh properly entered the SL roadmap earlier this year, with Mark Kingdon and others indicating that it would be entering a beta phase around now, with a potential roll-out by the end of the year. However, following Kingdon’s departure and Philip Rosedale’s “return”, things on the Mesh front went quiet – almost ominously so, with barely a mention being given in various addresses, prompting some to wonder if the entire idea was once again vanishing over the horizon. It was not until SLCC 10 in July that Philip confirmed the plans were still moving ahead, although on a revised timetable.

Now Jack’s blog provides further – if sketchy – insight to further moves.

There is little doubt that given the capabilities presented by Mesh, that it could very well revolutionise the appearance  – and possibly the appeal – of Second Life; as such, its arrival should be largely welcomed; but that is not to say there are still concerns surrounding its eventual use. Question such as how it will be placed alongside the “traditional” means of prim-based design and construction of objects and what Mesh means to those who are proficient in prim building, but who are unable to move to 3D rendering for whatever reason. There are even questions around how it could impact in-world “building for pleasure” activities. Beyond this, as N, a good friend with considerable knowledge of 3D rendering, there is also the question of intellectual property and ripped content; there are already masses of rendered material out there, much of it in breach of established copyrights and IP rights: what mechanisms will be put in place to prevent such material flooding into SL?

It’s good to know Mesh is coming; but I think it far to say there are many who are as anxious about the answers to some of these questions as they are enthusiastic about the arrival of Mesh.