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Rift: The Anachronaut’s House
I’ve been having a lot of fun lately (and a lot of irritation, to be honest) playing with creating a dimension in Rift. The base dimension, the Central Necropolis, is a large ruined house with sweeping staircases in a bare landscape with small temples/mausoleums and a tumbled graveyard.
My concept was to create the remains of a house owned by a lost time traveller and inventor. There are a lot of very steampunk elements available for dimensions, and I utilised as many of those as I could make or afford in the shop. I’ll keep adding to it as I can. Eventually I’ll add a lot of ground cover outside, so the area looks lush rather than bleak, and may even add a garden maze.
So, this is my house. Slowly falling into ruin as the books become mildewed and the machines shut down one by one. And somewhere, lost in time, is the inventor who created it all.
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Rift: A Lack of Dimension
This last weekend was a bank holiday in the UK, which meant three uninterrupted days of gaming. Of course, I did have my yearly brainfart moment which finds me watching TV and seeing coverage of the book festival at Hay-On-Wye, which I forget every damn year until I see it on the news. It was too late, and we’re too short on money to just go on short notice this year. Next year, I swear.
I’ve gotten back into Rift in a big way and this weekend I spent hours try to build a dimension (in-game character housing). My house really sucks. I’ve always thought that I had a certain amount of artistic talent, and certain sense of aesthetics in relation to visual design, but those talents definitely do not translate to 3D design. My walls are wonky and I spend ages building loft platforms only to realise that I haven’t left any space for stairs to reach them. I can take a gorgeous starting environment and turn it into a tarpaper shanty in a matter of hours, which is quite disappointing.
Here’s an example of someone who has some actual skillz in 3D environment design. This house is not mine.