Realism and Elegance in this new InMOTION AO: Jess

Jess is the new AO by InMOTION. I love this since it’s elegant and the movements’ realism is impressive.

References

The customization of the Avatar: an interview with the talented Nihan Evermore

One of the most exciting aspects of Second Life is the ability to customize your avatar in a very detailed way. Over time, thanks to the quality of the heads, bodies, skins, and all the different BOM levels (bake on mesh) offered on the market, the users’ creativity is manifested in the creation of Avatars of exceptional quality. Whether realism or fantasy is the user’s preferred choice, the customization possibilities are nearly endless.

In this post, I talk about it with Nihan Evermore, who caught my attention on Facebook after posting images of a high-quality avatar (many appreciated his work by writing in the comments).

I wanted to ask her a few questions that can help those who need to perfect their skills in shape modeling and customizing the avatar in general. Nihan is also the owner of Evermore, a store that can help a lot in the avatar customization process.

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Image Courtesy Nihan

Oema: Hi Nihan; I thought of you for this article on shape customization after seeing the splendid avatar you created on Facebook. First of all, I wanted to ask you: do you prefer to try to give your avatar realism, or do you like to add aspects of fantasy?

Nihan: Thanks so much for the invitation; it means very much to me. I believe that so much creativity lies within mixing realism with fantasy. To me, shape customization has been much like drawing a character. I’ve never been the most skilled artist when it comes to a pencil, but customizing shapes in Second Life gives you the opportunity to breathe life into these drawings. The drawings are our avatars, giving us the ability to build upon this drawing in 3D. This is where things get interesting. Everyone has a different perspective and definition of realism and fantasy. In my case, I prefer to add a touch of both. Using a realistic approach to proportions while not restraining your imagination, is more my style. A lot of fun things happen when you attempt to make the intangible, tangible.

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Image Courtesy Nihan

Oema: When you work on the shape, do you let yourself be guided by instinct, or do you think it is important to respect rules of proportion with the RL?

Nihan: I feel most of it is guided by instinct. Character customization has been such a fascination to me, that I can probably say I’ve experimented with every mainstream mesh body/head attachment there has been available. If I were to line up a row of photos with snapshots of every avatar I’ve created on Second Life though, they would all share some features in common. This is where instinct comes into play. I think it’s really fun and important to build upon a single shape over time, making copies and experimenting by tweaking things here and there. Then making more unique shapes for different skins comes much easier with time. As for rules, the right skin can do wonders with the right shape and vice versa. If a skin does not sit right on my shape (and I really want to use this skin), then I make a copy and adjust the shape according to the skin’s features, or try on another until one line up nicely. I can’t say I think it’s important to respect rules of proportion, because of the nature of Second Life and it would imply there is a “correct” way of being or looking when there is not. There is only what your preferences are and what you want to mold out of those preferences. The avatar is a canvas for each one of us and some of the most interesting avatars I’ve seen on Second Life weren’t realistically shaped, some not even human! My preference for proportions, though? I’ve always enjoyed the character proportions of most 90’s anime!

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Image Courtesy Nihan

Oema: What are your favorite brands for the head, body, and skin?

Nihan: My longtime favorite mesh body parts to use have been Lelutka mesh heads and TheShops! (or TheMeshProject) Legacy body. I recently purchased the eBody REBORN body, which is also very nice, with so many deformers available for further customization! But Legacy has been my go-to since it’s been released. As for skins, that is a very long list. There are so many incredible skin creators on Second Life; it’s mind-blowing. Some of my long-time favorites have been Mudskin, Avoixs, Enfer Sombre, Avarosa, Boataom, and Heaux. But there are so many; every skin creator has a different style to offer. There is always something for everyone; it’s amazing what they can do.

Oema: Would you suggest to a newbie to buy a shape, or do you think “do it yourself” is always the best choice?

Nihan: I don’t believe “do it yourself” is the best advice for someone just starting to make shapes. I’ve purchased countless shapes, using most of them as a base to start from when I had difficulty with a certain mesh head’s reactions to sliders. As you continue trying on and editing different shapes and skins, you improve upon the kind of character you want to create over time. Because it is not just the shape that makes the avatar, genetic and cosmetic layers can make a shape look very different from its base! Then, I’d say that “do it yourself” would be worth a try. After familiarizing yourself with the various sliders and tabs within a shape, creating one from scratch becomes a lot easier! It can be discouraging at times; creating a shape is tedious and very time-consuming, but also the most rewarding effort if you stick with it and try different things.

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Image Courtesy Nihan

Oema: Do you often change your avatar’s appearance or identify yourself in a particular aspect?

Nihan: Some have playfully complained that I never commit to a single look for my avatar, but I feel that all the different looks I’ve created have a striking similarity between them. While I do change my avatar’s appearance quite often, I identify myself through the contours of the face and body and the expression on the face. These and a beauty spot on the side of the lower lip that I share with my avatar in RL. This way, I’ve been able to have some identifiable consistency between my countless avatars.

Oema: Do you think Second Life allows a good avatar personalization, or could it offer more?

Nihan: I have had the most incredible time creating characters on Second Life since joining back in 2012. So much, that it has spoiled me rotten, and couldn’t look at video game character customization the same again. I believe Second Life is very much like that, a second life. Which has been possible by the very hard work of those behind Linden Labs, our favorite platform viewers, who have improved upon the windows in which we view our creations and the effort of the diverse creator community therein. I think Second Life, through the wonderful imagination and consistency of all its creators, has done a magnificent job of offering near-limitless possibilities for avatar personalization. With tenacity and a little elbow grease, I can’t think of an avatar impossible to make on Second Life! I do feel there could be various improvements made to the very basis of Second Life as a platform when it comes to avatar customization, but in my opinion, Linden Lab has improved upon its platform over recent years after shifting its focus from Sansar. This, coupled with the immense talent in our creator community, it’s just uphill from here.

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Image Courtesy Nihan

Oema: Finally, thank you for your availability for this mini-interview; I ask you to introduce your EVERMORE shop and tell us how it can help personalize the avatar (I have seen some beautiful eye-lashes, for example!)

Nihan: Thank you so much for inviting me to participate. I welcome any opportunity to show some love for this platform and the creativity within it! EVERMORE is my personal shop in Second Life, my artistic escape! In this shop there is no consistent theme; we thrive in the unpredictable and all things unconventional and aesthetically pleasing! We have a little something for everyone to provide your avatar with the pièce de résistance you may be looking for. We sell mesh accessories, poses, avatar components, cosmetics, decor, and more! One of our specialties is our huge collection of very unique lash appliers, ranging from more realistic looks to anime-inspired styles! Don’t underestimate how a pair of wonderful lashes can shape your face and eyes~ We’d love to have you visit the shop and hope you enjoy its atmosphere. We are always looking to amaze our customers with every release and provide a wide variety of customization for all our items.

Thank YOU, Nihan for sharing with us your suggestions and ideas about this so important topic for Second Life users.

References

The Metaverse vs Second Life

What are the differences between Second Life and the Metaverse we have heard so much about? In this video, Lori-Lee Elliott explores the characteristics of Second Life and the hypothetical characteristics that a metaverse should have to understand if Second Life has (today) what it takes to aspire to be the Metaverse of the future.

The Metaverse vs. Second Life

What are the differences between Second Life and the Metaverse we have heard so much about? In this video, Lori-Lee Elliott explores the characteristics of Second Life and the hypothetical characteristics that a metaverse should have to understand if Second Life has (today) what it takes to aspire to be the Metaverse of the future.

I state that the video contains errors and some inaccuracies: in particular, in the video, it is said that Second Life was born in 2013, but in reality, it was born in 2003. Furthermore, the video said that Second Life had its maximum diffusion in 2013, but he got it in 2007.

The aspect that I find most interesting about the video is that it gives an accurate view of Second Life to date and highlights 4 characteristics that the Metaverse should have and which, according to Lori-Lee Elliott, it does not. Let’s see them.

  1. Immersive interfaceLori-Lee Elliott says Philip (Rosendale) was evident on the point, saying he didn’t want an immersive Second Life. You also specify that Philip Rosendale (the founder of Second Life) has repeatedly said that a mix between reality and augmented reality is not a perspective for the Metaverse of the future. This is in stark contrast to Microsoft / Meta, which have different (I would say, opposite) strategies and perspectives. According to Youtuber, it is likely that the Metaverse will consist of a superimposition of levels: real Life can be enriched by a virtual group accessible through a virtual reality helmet or, even, specific contact lenses for it.
  2. Inter-operability. It consists of the possibility of a user switching from one experience to another without logging out or accessing an app. Everything must work well in a giant virtual sandbox. For example, if you are shopping with a friend, you should also be able to cross the street and go to a nearby concert without having to log out. To do this, brands should cooperate together. In the case of Second Life, this does not happen, says the Youtuber, as the founder of Second Life is adamant on the point. In fact, he specifies that the contents in Second Life are created either by Linden Lab or by the users themselves, but he does not seem to want brands to build their own content within Second Life. In short, Philip does not wish brands or third parties on the platform. The consequence is that, even if you have spent real money on Second Life to purchase items, you cannot take them off the platform. 
  3. Scalability. Meta has 3.5 billion active users, while Second Life had 1 million active users in its heyday. Many have tried to speculate why Second Life has failed to go beyond the million active users, and the main reason seems to be the difficulty in learning the game. Furthermore, while it is true that you can customize your avatar to the nth degree, it is also true that learning how to do it is not really easy. I would add that, indeed, it is becoming more and more complex. Just think, for example, of the transition to EvoX in the case of the Lelutka heads. The EvoX certainly gives realism, but if it is difficult for an experienced user to customize their avatar with it, we can easily imagine how real it can be for a new user. There could be several other examples, too, of course.
  4. The possibility of earning. Second Life made $ 650 million in 2021 from in-game sales, an exciting figure considering the user base is around 1 million. However, Second Life limits users’ ability to make money, whereas the Metaverse absolutely does not want this limitation. This is because it limits potential, limits growth, and limits revenue. In the Metaverse, just to give an example, it should be possible to virtually order an object and receive it in reality. This does not mean that Second Life will not be victorious, but it represents a further difference from the Metaverse that Microsoft, Meta, and the tech giants aspire to.

The Youtuber concludes that the Metaverse is not a game or something already made and hasn’t worked in the past, but something completely new. And, like all new opportunities, knowing how to move from the start can make a big difference in your project’s success (or failure).


Il Metaverso vs Second Life

Che differenze ci sono tra Second Life e il Metaverso di cui tanto abbiamo sentito parlare? In questo video, Lori-Lee Elliott esplora le caratteristiche di Second Life e le ipotetiche caratteristiche che un metaverso dovrebbe avere allo scopo di comprendere se Second Life ha (oggi) le carte in regola per aspirare ad essere il metaverso del futuro.

Premetto che il video contiene degli errori e alcune imprecisioni: in particolare, nel video si dice che Second Life è nata nel 2013, ma in realtà è nata nel 2003. Nel video si dice che Second Life ha avuto la sua massima diffusione nel 2013, ma in realtà l’ha avuta nel 2007.

L’aspetto che trovo più interessante del video è che dà una visione veritiera di Second Life ad oggi e mette in evidenza 4 caratteristiche che il metaverso dovrebbe avere e che, secondo Lori-Lee Elliott non ha. Vediamole.

  1. Interfaccia Immersiva. Lori-Lee Elliott dice che Philip (Rosendale) è stato molto chiaro sul punto, affermando di non volere una Second Life immersiva. Specifica inolte che Philip Rosendale (il fondatore di Second Life) ha più volte detto che un mix tra realtà e realtà aumentata non è una prospettiva per il metaverso del futuro. Questo aspetto è in netto contrasto con Microsoft/Meta, che hanno strategie e prospettive differenti (direi, opposte). Secondo la Youtuber, è probabile che il metaverso consisterà in una sovrapposizione di livelli: la vita reale potrà essere arricchita da un livello virtuale accessibile tramite un casco per realtà virtuale o, addirittura, delle lenti a contatto specifiche per essa.
  2. Inter-operabilità. Essa consiste nella possibilità per un utente di passare da un’esperienza a un’altra senza disconnettersi o senza accedere a una app: tutto deve funzionare bene in una grande sandbox virtuale. Ad esempio, se stai facendo acquisti con un amico, dovresti essere anche in grado di attraversare la strada e andare a un concerto che si tiene lì vicino, senza doverti sloggare. Per fare questo, i brands dovrebbero cooperare insieme. Nel caso di Second Life questo non accade, dice la Youtuber, in quanto il fondatore di Second Life è irremovibile sul punto. Egli precisa, infatti, che i contenuti presenti in Second Life sono creati o da Linden Lab oppure dagli utenti medesimi, ma non sembra volere che i brands costruiscano contenuti propri all’interno di Second Life. Insomma, Philip non vuole marchi o terze parti sulla piattaforma. La conseguenza è che, anche se hai speso soldi reali su Second Life per acquistare degli oggetti, non puoi portarli fuori dalla piattaforma.
  3. Scalabilità. Meta ha 3,5 miliardi di utenti attivi, mentre Second Life ha avuto nel suo periodo d’oro, 1 milione di utenti attivi. In molti hanno cercato di ipotizzare perchè Second LIfe non è riuscita ad andare oltre il milione di utenti attivi e la principale ragione sembra essere la difficoltà nell’apprendere il gioco. Inoltre, se è vero che è possibile personalizzare il proprio avatar all’ennesima potenza, è anche vero che imparare a farlo non è davvero semplice. Io aggiungerei che, anzi, diventa sempre più complesso. Basti pensare, ad esempio, al passaggio alla EvoX nel caso delle teste Lelutka. La EvoX dà sicuramente realismo, ma se è difficile per un utente esperto personalizzare il proprio avatar con essa, possiamo facilmente immaginare quanto lo possa essere per un nuovo utente. Ci potrebbero essere anche diversi altri esempi, naturalmente.
  4. La possibilità di guadagno. Second Life ha realizzato 650 milioni di dollari nel 2021 dalle vendite nel gioco, una cifra interessante tenuto conto del fatto che la base utenti è di circa 1 milione. Tuttavia Second Life limita gli utenti nel modo in cui possono guadagnare, laddove il Metaverso non vuole assolutamente questo tipo di limitazioni. Questo perchè limita il potenziale, limita la crescita e limita le entrate. Nel metarerso, giusto per dare un esempio, dovrebbe essere possibile ordinare virtualmente un oggetto e riceverlo nella realtà. Questo non significa che Second Life non avrà successo, ma rappresenta una differenza ulteriore rispetto al Metaverso a cui aspirano Microsoft, Meta e i giganti tecnologici.

La Youtuber conclude dicendo che il metaverso non è un gioco o qualcosa di già realizzato e che non ha funzionato in passato, ma qualcosa di completamente nuovo. E, come tutte le nuove opportunità, sapere come muoversi sin dall’inizio, può fare una grande diffrerenza nel successo (o meno) del tuo progetto.

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