baker Blinker's Weblog

First and Second Life at least.

Edwardston Station Art, Part 2 July 26, 2008

Filed under: Uncategorized — baker Blinker @ 8:02 am
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Edwardston Station Art, Part 1

Filed under: Edwardston Station Gallery — baker Blinker @ 8:00 am
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Hidalgo Gallery Expanded (!), Part 4 (To Finish Off) July 22, 2008

Filed under: Uncategorized — baker Blinker @ 9:40 am
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An aerial shots now. The new gallery is, in effect, spread out over most of area of the two properties I own.

A rather tangled mass of black and orange.

One more area Baker Bloch finds while wandering the grounds… the remains of yet another subway entrance, this time partially submerged into the ground itself.

And then yet another escalator, but with the working “bits” removed, and also leading to a dead end.

The gallery and grounds from directly overhead. You can see how spread out it is.

I should also add here that the position of the old Hidalgo Gallery was little altered in the transition to new, mega-gallery (mega compared with the old one, that is). It was only raised a couple of meters and perhaps moved back toward the road ,oh, maybe less than a meter this time. I feel actually pretty lucky to pull off all this aligning of different and often disparate parts so that it actually works for the most part.

 

Hidalgo Gallery Expanded (!), Part 3

Filed under: Uncategorized — baker Blinker @ 9:37 am
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The escalator ride turned out to be a pretty long one. Baker Bloch emerges at the top to find the familiar and much larger, burnt sienna wall tile of the Hidalgo Gallery. But the floor is like that of the tunnels still. And the view out the window looks different as well. Then Blochs remembers that he was able to spy several new windows from his vantage point down below just a minute ago. This must be one of ’em, he rationalizes.

A look back down from whence he came.

Through the small sliding door just behind the subway escalator entrance and turning to the right, Baker Bloch finds this familar vista, complete with windmill and large willow tree. He knows he is looking to the east now, above the neighbor’s property. He is on almost the extreme end of their own property.

Then turning around and seeing the new extent of the gallery. Wow!

Baker Bloch moves into the next chamber, which lies directly above the southern mouth of the subway system. Still not in the old Hidalgo Gallery part yet, though.

A new window looking to the north. “That must be the top part of the gate I passed under before,” Baker cleverly theorizes.

Finally in familar territory: the “old” Hidalgo Gallery! Same as it was before, teleporter and all.

 

Hidalgo Gallery Expanded (!), Part 2

Filed under: Uncategorized — baker Blinker @ 8:58 am
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Safe and sound at the top. Weird floor in the room doesn’t help Baker Bloch’s trepidation here. But of course this is all silliness because Baker Blinker would never attempt to trap or purposely scare Blochs. Would she?

Out of the room and again into tunnels, much like the tunnels found in the Sewer Wing of the Temple of TILE, Baker Bloch thinks.

Looking to the tunnel which veers off the left at a crossroad of tunnels. At this crossroads there are tunnels branching off in all four directions.

Heading down to the right now. I forgot to insert any pictures of this but all four tunnels lead to the same kind of rooms, with minor variations, and these rooms are exactly the same type of Arcadia Asylum created rooms found within the old part (30x30x30 cube) of the temple. The Gangster’s Hideout would be an example. Baker Bloch, however, finds no objects in any of the 4 rooms yet.

Seeing all tunnels end at the rooms and with no other way to exit from this level, Baker Bloch retraces his steps, descending once again into the subway system. He decides to at least peek his head through the other opening to see where he is. “The gallery!” he exclaims when looking up. “What has Baker Blinker done in the course of one afternoon??”

Blochs then finds the escalator in the other subway entrance adjacent to the first.

Once again looking around the back rooms (formerly: bathrooms) before ascending again. Part of the wall has been removed here that formerly separated the two rooms.

“Cool, the escalator’s sides up there are covered in tile!” Blochs thinks.

 

Hidalgo Gallery Expanded (!), Part 1

Filed under: Uncategorized — baker Blinker @ 8:55 am
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Very large and very unexpected Hidalgo Gallery modifications, all in the span of a couple of hrs. (!) This time Baker Blinker is the lone constructionist. She sends in Baker Bloch again to use his observation and photography skills in looking the place over. She says to start at the road and look for a hidden opening. Here Blochs teleports in just to the west of the property line. “That does look different,” he thinks, “the gallery is raised off the ground in a different way.”

Looking for the entrance from the road, Baker Bloch revisits the pool area and was at first shocked to find the 2 upper, smaller pools now merged into one larger pool abutting a very large, dark structure that reminded him of much of the Arcadia Asylum material used in the Temple of TILE renovations. And in checking the creator’s name, sure enough, found it was Asylum stuff again. The grafitti on the side of the wall here, obviously, is one giveaway. But after thinking about it later on, Blochs approves of the modifications. He was, however, glad to find the lowest and deepest of these small pools to the north of the old Victorian house little altered.

Two tiny little islands here as well. Baker Blinker later tells Baker Bloch that the formerly largest pool on the property under the old Victorian house (also deleted now, of course) has been wiped out. And that these two tiny little islets are the only “islands” on the property now.


Looking up the rather massive black structure that Blochs doesn’t understand the nature of yet.

Baker Bloch finds the “hole” just above and in front of the new pool described above. It’s an entrance to some kind of subway system! This must be the Asylum subway station Baker Blinker mentioned she couldn’t use in the temple. Blinks later tells Baker that she had to dig the maximum number of meters down (only 4 allowed on Azure Islands) to correctly place the subway, and even then only the middle part remains aboveground. But Baker Bloch thinks it still works this way — not the train system itself, because no train was to be found here (Blochs later learns that the subway came with a train but Blinks deleted it to keep the prim count lower), but just the aesthetics of the place.

And then to the station entrance itself. Baker Bloch didn’t realize it yet, but Blinks actually collaged *two* separate subway entrances together as one here, with the most obvious difference being that one contained an escalator while the other didn’t. Baker Bloch’s first stop is the entrance where there is no escalator. Instead a maintenance ladder, such as the one in the sewer system of the Temple of TILE, beckons him upwards and onwards, once more.

But first a look around the back rooms. These are two bathrooms that Blinker has pulled the fixtures out of, again primarly to reduce prim count. Baker Blinker later reveals to Baker Bloch that she had to delete 8 comodes in total in these renovations, along with a number of stalls, sinks, and even baby changing stations. “Forgive me Arcadia!” she then adds.

Is Baker Bloch shaking once more? Get on up there you poor little scardy cat!

 

Artsy Renderings Of High Res Pond Picture From Below July 18, 2008

Filed under: Delphic Archipelago,Uncategorized — baker Blinker @ 9:25 pm
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Big Falls, Skywalk, New Front Of Temple July 17, 2008

Filed under: Uncategorized — baker Blinker @ 1:03 am
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I experimented with a lot of textures before settling on this particular one to cover the “front” of the temple. You like? It’s a temple of tile, after all, so why not cover it with tile? Makes sense.

Then we go with Baker Bloch inside to look at the bottom of what Hucka D. is calling, simply enough, Big Falls. Appropriate name, since the falls span the complete vertical height of the temple, making a total of 30 meters. 10 meters are seen here in this lower part of the falls. I also like the logic of the water of the falls emptying into Bag Pool (just out of sight near Baker Bloch’s feet in below photo). Perhaps Hucka D. should think about renaming them *Bag* Falls. Maybe not.

Then it’s up to Floor 3 to view the remaining 20 meter drop… this is actually a pretty impressive sight, one of the finest in the temple.

From the bottom of the top drop…

Then up the stairs we go again to get a view from nearer the top of the falls. I wanted to say here that you can just make out the 90% transparent circle that we’re calling the Sky Walk. Can you see it? I thought you could.

And actually you can see it still here in this shot, just below the waterfall’s top. Blochs is standing on a corner of Floor 6 again for this photo.

A longer view of the new tile exterior of the temple’s front. I also changed the texture of the other sides to a kind of scratched metal type thingie. You dig more? Thought so.

Better, eh?

 

ToT Floor Plans And Comments, Part 2 of 2 July 15, 2008

Filed under: Hucka D. — baker Blinker @ 7:43 am
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bb:

Alright Hucka, we’re going to make another run at an overall interpretation of the temple. Let’s see, where did we stop? Floor 4?

Hucka D.:

We were just getting started with Floor 4. I read it over just before beginning tonight. It should be added about Floor 3 that, unlike Floor 2, we *have* access into the central grassy part of the temple offered here. One can drop 5 meters from the opening provided at the stairs and your in. Paradise is entered. In fact, this floor and the stairs just above are the only places in the temple that proffer this access.

bb:

Good thing to point out for sure. Now since our last discussion two important things have been added to the temple. We should now also mention that from Floor 3 you can clearly see the larger, top part of Big Falls, the unbroken 20 meter drop. The bottom of the falls is viewable from Floor 1 but also from the windows of Floor 2, and lies directly behind the giant golden bamboo planted on Floor 1. I’ll get to more of a description of Big Falls in a future post, though.

Hucka D.:

It is a beautiful sight.

bb:

And then we’ll get to the skywalk when talking about Floor 5.

Hucka D.:

Another very interesting development. Just tonight we decided that it has to be almost totally transparent, unlike when it was first created this afternoon.

bb:

So back to Floor 4, then. Here is the central floor of the whole complex. Everything on this level in the floor plan provided above is colored blue, which means that it is all made up of Arcadia Asylum related material. This is the peak of penetration into the temple for this darker energy. It comes close to the central region containing the spinning Tyle cube but does not enter — a wall still exists between the two.

Hucka D.:

That is another important point. The spinning cube, as I mentioned before, is also on this level, since it is at the very center of the overall cube both top to bottom and side to side in any compass direction. But the “darkness” is kept at bay still.

bb:

The symmetrical twin to the pipe also present in Floor 3 is found here, but this time it connects two Arcadia Asylum related rooms instead of the one room for Floor 3 [Gangsters’ Hideout]. Have you named these rooms as well, Hucka D.?

Hucka D.:

Tenatively: Alt Elvis and Neu Elvis Rooms. Altelvis and Neuelvis, perhaps. They are balanced because each contains a game in the corner bordering the wall of the temple itself. In Altelvis Room this is a pinball machine. In Neuelvis Room it is a video game called Burgertime, I believe.

bb:

Neuelvis Room has a picture of “New Elvis” which is actually young Elvis. Is that correct?

Hucka D.:

Well, I was thinking the opposite, [and] that “New Elvis” represents the newer version of Elvis at the time, which would actually be an aged Elvis. But perhaps you are right. At any rate, the *young* Elvis’ portrait hanging in the pinball dominated room, and old Elvis’ picture is found in the room with the Burgertime video machine.

bb:

A couple of days ago, you created a hole in the ceiling of the room containing the Old Elvis pic. Before this was, in effect, a sealed system, not directly accessible from other parts of the structure.

Hucka D.:

Correct. But in creating the new Arcadia Asylum related room on Floor 5, we solved this isolation problem by linking it to the Floor above and its teleporter. The whole structure, in this way and others, reminds me of a cave, where you keep linking to other, separate caves — a Mammoth Cave idea again.

bb:

Meaning that Mammoth Cave keeps linking to nearby cave systems and thus extending its already world record length. I see that metaphor. So let’s move to Floor 5, which is a twin to Floor 3.

Hucka D.:

That is correct for the most part. We start now, in floors above 4, to begin to mirror in reverse order the floors below the 4th, which is the most unique in design of all 7 of the floors of the temple. So on Floor 5, you have basically the same situation as Floor 3, with a fronting rugged area in direct proximity to a backing grassy or landscaped area. Again you have the windows which allow the view from rugged area to landscaped area, but not visa versa. But unlike Floor 5 you have no way to access one area from another directly. There is no open space in the wall between the two here. The only way to physically access the landscaped area of Floor 5 is to drop down from Floor 6 directly above it.

As you said, here we have one of the two teleporters in the building currently, and in the rugged area. Again, as on Floor 3, we have a view into the center of the temple and the spinning cube, although one has to look down instead of up for this view.

Then we’ve also added the Arcadia related room more recently, in the east direction on our provided plan of the floor. This is accessed by just walking around the corner from the rugged area, an easy enough task. And this is another important point, because here, unlike anywhere else in the temple, the wall between the Arcadia related rooms and the rugged or landscape areas is partially open — there is direct access between the two for the first time here. Without this important link, Floor 4 of the temple would still be isolated from the rest because this Arcadia related room on Floor 5 has a hole in the center as well that leads down, via a maintenance ladder, into the Neuelvis Room of Floor 4. But the penetration of Aracdia related material is beginning to wane, also corresponding to the roughly symmetrical plan of Floor 3.

Is that clear enough?

bb:

Clear enough, I suppose. And then, just today, we have another element added — the skywalk. Do we want to go into that tonight?

Hucka D.:

Well, this lies just beyond the Arcadia room on this floor, and makes a loop… let’s save it, yeah. It doesn’t count, now, in the Arcadia related material in a way, because it is almost totally transparent.

bb:

So we’re ready for Floor 6, which is the twin for the most part of Floor 2.

Hucka D.:

Yes. Like Floor 2, the surface area of Floor 6 is concentrated more around the center of the temple. But in this case, we do not have rugged or even landscaped/grassy tiles but merely the construction tiles created at the beginning of the temple, colored yellow here in our plans. We are moving to a more primitive state, then, more akin to B_Hivia in a way and its own Floor 6. It seems that with the continued retreat here of Arcadia Asylum related creations in the original 30x30x30 part of the temple, we also have the retreat of the grassy and rugged areas as well, the more conservative balance to Asylum’s more radical or more topical creations. It’s all about balance and cycles and relationships, you see. The tension is lessening even more here on Floor 6, returning us to a more primitive or basal state. Not a negative state, as one might describe some of Asylum’s more extreme creations especially, but just of a void state, before good and evil — no let’s just keep it as a void state… emptiness or the state of being emptied.

bb:

We also have the balcony now, which is the top of the Arcadia Room on Floor 5.

Hucka D.:

From this balcony we can view the whole top of the Sewer Wing of the temple. But the energy, the tension, is fading.

bb:

Then its up to the top and Floor 7, which I suppose would represent the total emptying, as you’re putting it, of the temple as a whole.

Hucka D.:

That seems to be correct, since it is a balance to Floor 1 — in that it is a collection of 8 tiles surround a central, empty tile — but there is no development of these surrounding tiles at all. They are construction tiles again (yellow), and with nothing on them currently. Although that may change at some point. But even the new additions of the temple seem to be focusing on things below the 7th, the balancing first floor in particular. But I would also like to point out that this 7th floor is crucial to the whole structure still. Without the void there is no creation in the first place. You have to begin with the basal state, the emptiness, and build up from that. Or in this case, *down*. Floor 7 represents the stripped down nature of the temple, before creation began.

bb:

Like a resting 7th day.

Hucka D.:

Blasphemy!

bb:

Yeah, right. So is that it my bee friend?

Hucka D.:

Appears to be. Let’s move on to Big Falls and the Skywalk. (smile)

 

ToT Floor Plans And Comments, Part 1 of 2 July 14, 2008

Filed under: Hucka D. — baker Blinker @ 8:00 pm
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bb:

Hucka D., let’s talk about these plans a bit. Let’s start with Floor 1. To me, it seems right off the bat we have a dichtomy between the old part of the temple, or the 30x30x30 meter cube that we began with, and then the Arcadia Asylum inspired additions marked in blue throughout these plans. This is an opposition between light and dark. The Floor 1 tunnel allows access between the two parts. And now they seem to be blending a bit more with the presence of Lavender Falls and the lavender colored snapdragon immediately behind the falls but in the Arcadia sewer section instead of the older part of the temple. There’s a dichotomy of two master builders here with very different asthetics: Luna Bliss (waterfall creator) and Arcadia Asylum (sewer creator). A sewage system is incredibly different from a beautiful waterfall, although each is powered by water.

Hucka D.:

You are doing a good job here baker b. You should mention the green Floor 1 of the temple represents grassy or landscaping tiles, 8 in all.

bb:

Right. And here we have the first major departure, or improvement perhaps, over and above B_Hivia, which only contained what we can call construction tiles. Early on in the development of the Temple of TILE after B_Hivia was created, I decided to use both landscaping tiles and rug tiles on top of the construction tiles. If you were to literally pull up the grass and rugs, you would still see the construction tiles underneath.

So the ground or “floor” of Floor 1 of the old part of the temple is made up of these grassy tiles. And then on top of these grassy tiles, 8 in all as you said — all 10×10 meters — I positioned the various rocks and plants.

Hucka D.:

I constructed the building — created these construction tiles but also the grassy and rug tiles, and then Baker Blinker, that aspect of yourself, then “decorated” them with the landscaping prims and furniture/object prims. Yes, I agree that this goes beyond the mere construction prims of B_Hivia. This Bliss-Asylum dichotomy also interests me greatly, concentrated, as it is, in that small area around and behind the waterfall. The sewer is getting beautified, as it should.

bb:

Arcadia may not approve!

Hucka D.:

She has no choice and that’s her choice to do so. That’s her highest gift to this Second Life. They’re all free to copy and modify as you wish. That’s how you stumbled upon them. You must give her equal level to any creator in SL. Now Bliss is a different specimen, an entrepeneur for sure but one closer to your own aesthetic.

bb:

True. I love beautiful landscapes.

Hucka D.:

Floor 1 of the old temple is becoming just such, thanks to the waterfall in part now, and also the vegetation rezzers. Fern Hill would be another focus.

bb:

Yet just beyond this hill you find Bag Pool with a reminder of the “dark side” of beauty in the trash bag present there. This is just real life intruding into the dream. People create smelly trash. People need to go to the bathroom, and thus we have to have sewers. This is just reality.

Hucka D.:

Right. It doesn’t need to be placed front and center but it has to exist nonetheless. To deny it is to deny your own fleshy existence in a manner.

bb:

So that’s the story of Floor 1. What happens, Hucka D., when we move to Floor 2?

Hucka D.:

One attempts to move even further away from the dark side of natural things by creating rugged areas. You see the rug tiles in red here, in contrast to the green grassy tiles of Floor 1 and also the blue colored Arcadia Asylum related tiles there. The rugged areas attempt to concentrate in the center of the old part of the temple, but the dark side “follows” them there, in essence. Here we have the first penetration of the Asylum tiles (blue) through the walls of the original 30x30x30 temple, to the north. This is the laundry room presently.

bb:

This is what we needed to get at tonight in part, this penetration of dark into light. In the middle of the temple, north to south, or top to bottom I suppose I should say, this darkness totally penetrates the light.

Hucka D.:

No. There is light in the center, still, the ultimate light of TILE. But it is corrupted into Tyle. But it is not a corruption really. But it is. The spinning Tyle cube lies at the very center of the whole structure, and thus at the center of the central floor, top to bottom, of the complex. Darkness lies all around it, true, but darkness is completely walled off from the center here. There is no communication, although it is true that the darkness has penetrated as far as it can into the old part of the temple. But we should deal with floors 2 and 3 first.

bb:

As you can see in the plans, Floor 2 is made up of a rugged area (red) completely surrounding the green central area of the temple that represents another grassy tile. This is the place where the central lemon tree is planted as well, surrounded by the 11 objects that represent the 11 rocks encircling Lemon World on Hilo Peak Mtn. Do you agree with this, Hucka D.?

Hucka D.:

No doubt. Nature has penetrated the center. This is the ultimate beauty. Tyle cube spins at the top of the lemon tree. This is the ultimate. The rugged areas direct the attention of the viewer inward toward this center. One can see outside, to the lovely tops of the palm trees planted on Floor 1. This is a tropical feel to Floor 2, then. One goes round and round and round forever. There is no exit to Floor 2 except to drop into Floor 1 again. That’s the only way to escape from the cycle of perfection, or cycle of self-enclosure. We must fall again. I should add that there is also no way to reach the central, grassy part of temple here. You can view but you cannot enter. It is all walled off. So Floor 2 represents the viewer without direct experience. You can view paradise but you cannot enter paradise. You can only circumnavigate it. To reach the middle, you must, ironically, Fall. And this is probably mirrored in Lavender Falls now, which one can view in the 2 chairs provided on Floor 2. The falls provide a visual clue to the next step, as it were.

Also I should add that from Floor 2 of the interior of the temple, the rugged part, one can also peak inside the Laundy Room with all the Arcadia Asylum stuff, and also glimpse other Asylum parts of Floor 2 beyond. But again we cannot enter — there is a wall between us and it. So again it is all about viewing and not touching, but this time we look toward the outside. It is an interesting floor to visit, as are all of them, if I can say so myself.

bb:

Let’s move to Floor 3, then. As you said, this cannot be accessed directly from Floor 2, just as you cannot access Floor 2 directly from Floor 1. The shortest way between Floor 1 and Floor 2 is Floor 3.

Hucka D.:

Right. The temple is also a bit unlike B_Hivia in that you cannot think linearly in attempting to go from point A to point B. Now to Floor 3: looking at the plans you now have the Arcadia Asylum creations penetrating the central, older part of the temple a bit more. There’s only 1 room dedicated to her creations still, but it is larger than the Laundry Room of Floor 2, and contains more items. I have named this room the Gangster’s Hideout, because it contains a safe but also for other reasons. Now you also have an interesting sharing between landscaped or grassy tiled areas and rugged areas on this floor. There is a wall between the two but there’s also an opening in one spot, under the stairs and where you walk past one of the 3 drink machines in the building. Grass and rug are not totally separate here, as they are on Floor 5. You can access one from the other; they are directly adjacent. And this is the reason that you can access the Gangster room on this floor as well, because the opening to the tunnel leading to that room is found on a wall in the landscaped area directly behind the rugged area. It is hidden by a tree and may not be readily apparently to an uninitiated visitor. But it is not too hard to discover. Another interesting floor.

bb:

In looking at the plans, we should probably add that this pipe tunnel, totally symmetrical in design to the one on Floor 4, is not a part of the old temple but lies just outside and around it. The two pipe tunnels, in combination, wrap around this old part, like a rope or belt.

Hucka D.

Snake. Black.

bb:

The rugged part (red) of Floor 3 lies directly above a section of rug on Floor 2, just as the landscaped or grassy part (green) lies directly above the grassy section of Floor 1. Again we have a dichotomy of inner rugged area and outer landscaped area, just as on Floor 2. Except here the plants and rocks are found on the same floor level, immediately behind the rugged area. The plants and trees also come from more of a winter environment.

Hucka D.:

That is an interesting distinction. There are no raised parts of the landscape here, nor on Floor 5, unlike Grassy Knoll and Fern Hill of Floor 1. All is flat. The space is too narrow.

bb:

Let’s move to Floor 4, the center.

(to be continued)…