Saturday, June 17, 2017

East Beach

Submitted by Kanjena Sweetleaf

I came to Second Life (SL) to make movies. I was invited by an artist friend, M4SK22 Melody to come in to Second Life and help him with some Machinima projects he was working on. I arrived at 'Noobland' or whatever it's called and blundered around for a while until I received a message from my friend with a teleport ride to the sim where he was filming. The sim was Chi. This is where I discovered SL surfing. Riding the virtual waves (badly) was literally the third thing I did here, the first was blundering around noobland as mentioned above, and the second was getting dressed as an owl and making an art movie, but that's another story.

A few months ago I was chatting to my friend and we talked about making a new movie.  He had some music which he'd made in his composer/producer alter-ego known as 'The Records We Never Made'  that he thought would be good for a Machinima video, and I suggested that we make a surfing movie as we hadn't ever done that before. 

So we decided how to do it. I would film scenes of myself surfing, and he would film some scenes of me surfing.  Then we'd mix it all together and see what happens. We talked about 'real' surfing, too, and our experiences in the North Coast of Scotland and particularly the amazing swell of East Beach in Thurso, a town on the North Atlantic coast of Scotland, whose name means 'Thor's River' in the ancient Norse language Norn.

We chose Austin Novaland's Playa Perdida as the location for our SL shoot and that footage was mixed with some scenes from North Scotland that my friend had collected. We call this form 'Hybrid Machinima' a cinematic mashup of real world and virtual world.

Here it is, the finished product, as the ghostly North Coast meets the hallucinatory Virtual coast. 


Friday, June 16, 2017

The Legends Series: Syx Toshi Interviews Leogarto Burt (Originally Posted 11/17/2009)

Within the pages of SurfWatch is the rich history of Second Life (SL) surfing from the mouths of the surfers that created or developed or promoted or excelled in this virtual sport over the years.  Enjoy these interviews and the perspective from these surf legends as SurfWatch begins "The Legends Series".

submitted by Syx Toshi

Recently I dropped by HP Surf Point to see how Leogarto Burt was coming along with his new wave, the Teahupoo. Fresh off his lecture at Surf Fest, Leo was eager to talk about his latest creation.  As always, I believe in full disclosure; as many of you may know, I use HP4 products throughout my regions. I’m a big fan of HP4 Board designs and sell them in my shop.

Syx Toshi:  Leo, for all those people out there that really enjoy your waves and surfboards but don’t know much about you the creator, could you tell me how you first came to Second Life and how you became involved in the great surf community?
Leogarto Burt:  I knew of Second Life through an article in a magazine, but my first experience was frustrating because my computer at the time did not meet the requirements. After purchasing other equipment, I could get into SL - this was in mid-2007.  After about two days with a pounding headache, I found search and what was the first word I entered?!? "SURF", of course. I found that I could visit several islands with surf and chose the now defunct Kahuna Beach as my favorite and where I began my activities.

Syx Toshi:  What inspired you to start creating your own waves and boards?
Leogarto Burt:  At this point, I think the main reason is the love of surfing in RL, an activity that I have enjoyed for more than 20 years and reflects my lifestyle, so it was surfing that I brought voluntarily to SL.
With the theme in mind and being endlessly curious, I had the support of my wife (also a surfer), a great patriotism and willingness to innovate. I've always had a keen creative spirit and thus was inspired to just get out there and start creating in SL.

Syx Toshi:  Leo, what was the progression of wave development for you that has ultimately culminated in your latest creation, the Teahupoo Waves?
Leogarto Burt:  The Wave, Teahupoo, is the result of our work where we have joined all the best practices gained in previous models, in which can be highlighted:
- Use of sculpted prims, giving a much more harmonious than the objects made directly in SL;
- Use of megaprims, eliminating the seams and the problems of timing;
- Use of several sculpted prims in sequence, giving a sense of movement never before developed;
- Use of textures, sounds and particles, such as increased quality and reality.

Syx Toshi:  What do you see as the major advancements that your latest wave has over your Jaws Waves?
Leogarto Burt:  The design of Teahupoo brings two important events - the first refers to its shape, where sculpted prims were built to give the impression of a wave breaking over the side and not centralized as Jaws and Sunset. The second is to change the script so that the wave will move to the front, as usual, but also moves to the side indicated by the formation, continuing the wave. Thus, a fast and extensive wave arises providing more than 200 meters of fun!

Syx Toshi:  I have surfed the Teahupoo and it is stunningly beautiful and behaves closer to a real wave than anything I’ve seen in SL to date. How did you achieve this sculpted marvel?
Leogarto Burt:  After watching several videos of surfing at RL Teahupoo, along with the experience from other projects designed in 2D, I created a whole sequence of the wave, which served as template for the 3D rendering. This required much work to create the look which I felt to be extremely critical to the success of this wave.

Syx Toshi:  One thing that I’m very curious about is the technical specifications of the wave. What will the waves dimensions and features that people will have to choose from? Additionally what will the performance requirements be? As you know all waves in SL can be run on HS sims, but waves like your Jaws and SSI EPICS run best on full sims.
Leogarto Burt:  Teahupoo -The Waves is a wave with 100 meters in width and variable height of approximately 10 meters. It has a series of 20 stages and constant speed back and left with a life expectancy of more than 40 seconds. The installation requires a specific area of ocean with the ocean floor terraformed to slope similar to a backslash "\" or the left leg of a letter "V". Then with a rectangle of 220 x 180 meters, one can take alternate corners, one bottom and one above, for sand and buildings.   Due to the complexity of managing all these innovations presented and the need for performance, there is unfortunately no possibility for the owner to change the variables of the script at this time, however this is something that might perhaps be available in the future. However, by buying such a product, all can be assured that it has been rigorously tested and its variables determined to present the best possible performance. Regarding the performance on a HS, I can say that one can halve the time of the script compared to Jaws Waves, which after the last upgrade, already had the same conditions in a HS not overloaded with other scripts as did in a full.

Syx Toshi:  Once you have perfected the wave, what is going to be your pricing strategy? Will you be pricing this for a select few that can afford the best, or going after the mass market?
Leogarto Burt:  Recently, I have significantly reduced the prices of Sunsets and Jaws, to encourage new purchases. Now available with Teahupoo, Jaws should see further price reduction or new upgrade for better functioning. Waves like Jaws and Teahupoo, because of their size, require large areas which prevents the use by the masses and this, together with its benefits should be maintained at a slightly higher price, but always in tune with the market.  Once I have more free time, I will make smaller, more simple waves to supply the market of new residential and commercial property that do not have large areas of ocean. These waves will be priced much more affordably.

Syx Toshi:  Considering the size and dynamic traits of this wave, do you see this as the main competition waves for your organization?
Leogarto Burt:  Surely this wave is my best creation, I myself was surprised with its performance and how close it is to my initial idealization. Now, it is better to let Second Life surfers respond.

Syx Toshi:  Leo, in your opinion where do you see surfing and wave development going in Second Life?
Leogarto Burt:  After all this contact with the SL, its internal resources and external tools, I have the feeling that there is no ceiling where everything is even and no limit to the imagination and creativity. So I can say nothing to what the future promises.

Syx Toshi:  Leo, finally I’ll ask you the same question I asked of Sebastian (Saramago); Now that you are ready to release the new wave, what is next for HP4 in the way of surfboard and wave advancement?
Leogarto Burt:  Bahhh, I see I will have to keep all these promises, lol. Initially HP4 Jaws, had an excellent interaction with Waves Teahupoo, but certainly there are some changes and new developments that should be taken in making better use of the new wave. Perhaps soon we will post the version HP4 Teahupoo, to the public. And in 2010, you can look for version HP5, with more significant changes.

Syx Toshi:  Leogarto, thanks for taking time out of your busy schedule to talk about the amazing Teahupoo wave.
Leogarto Burt:  Syx, I am grateful for the opportunity provided by Surf Monkey to present my work, I received the invitation with great honor. Finally, I want to say that the new Teahupoo Waves, can already be purchased directly from me, until the vendor is available in stores HP. The good that can come out of contacting me directly - a discount or premium trading, which I personally enjoy. The more I am able to answer any questions and assist in whatever is needed for optimal functioning of the New Teahupoo, the more all will enjoy as well. A big hug to everyone.

Closing from Syx Toshi:
I will be providing a full review of this wave once it has been released but having surfed this baby, I think the world of SL surfing is on the verge of a major advancement. With the Teahupoo and New EPIC being released shortly, the face of virtual surfing is in for a treat not seen since the first wave rose from the SL oceans!

If you want to see Teahupoo Waves in all its glory, go to:

As always these are my opinions ☺ If you want to contact me put a message in a bottle and send it to

Thursday, June 15, 2017

Country Girls Grand Opening

Submitted by TraceyM0424

Country Girls Club and Live Music Venue & Shops, Isolated Heights (119, 68, 22) - Moderate


Gary Jonstone is considered the premiere male country voice in Second Life. His high energy and   easy, friendly way with people makes him extremely popular. Combine that with the smoothest,         deepest voice you're ever likely to hear on the grid, and you have one of the most uniquely powerful shows anywhere!!





The Surferrazzi Strikes...

The surferazzi are all over the beach these days.  Who knows what unsuspecting photos will show up?  Just who forgot their face???  Be forwarned - the surferazzi can be anywhere!

Wednesday, June 14, 2017

SurfWatch Fashion Focus: Jasmina Mesh Bikini by Rebel Hope

Submitted by Valerie Lavender

There's more to the Second Life (SL) surf scene than the wave.  Beaches are full of dudes and babes checking each other out and checking out the latest in beach fashion.  Stay tuned for Valerie's regular series on SurfWatch Beach Fashion.

Available at Fameshed which is open until June 27th, 2017!

Individual colors or fatpack available.

Model:  Valerie
Location:  Valica Coffee House

Get it while it's hot!

Tuesday, June 13, 2017

Naked Surf Nation

Photo courtesy Opal Rivers

Party, Surf, Dance, Surf, Drink, Surf, LONAO

You can't hide when you're doesn't matter if you're a CEO or a janitor when you're's about skin, sky, sun, surf, spray...

Join the Nation - the Naked Surf Nation!  Home of the original Surfs Naked tag!  We'll spontaneously send out group notices to grab a couple of quick naked waves!  Everyone welcome and free to join!

Monday, June 12, 2017

The Legends Series: Interview with Analog Jun (Originally Posted 4/15/2009)

Within the pages of SurfWatch is the rich history of Second Life (SL) surfing from the mouths of the surfers that created or developed or promoted or excelled in this virtual sport over the years.  Enjoy these interviews and the perspective from these surf legends as SurfWatch begins "The Legends Series".

SurfWatch recently caught up with Analog Jun, known throughout SL surfing for his high quality boards, to find out how he got involved with SL surfing and what projects he's currently working on.

SurfWatch: Tell us where your shops are located and what kind of boards you currently sell.
Analog Jun: I own a main shop at Eastfield sim and directly manage two other shops at Primworks sim and Cocololo sim. I also run about 80 franchise stores all over SL. All the boards now for sale are equipped with a surf script provided by Heather Goodliffe (HG). Our boards are classified into long and short as shown below:

LE* - Long Epic (normal prims are used)
SC* - Sculpted (long board with the use of sculpted prims)
SSC* - Short Sculpted (short board with the use of sculpted prims)
SSCQ* - Short sculpted with Quad fins (short board with the use of sculpted prims and also with four sculpted fins - quad)

For the new boards scheduled for release soon, a new function called, "Adjust Avatar Position" will be added to the script so that they will bein accordance with SLSA surf competition regulations. With the new models, you can take natural snapshots while riding on the board. Like the newest model boards with 6.4 surfing scripts, all the Fins are constructed from sculpted prims (quad for short models). This achieves a realistic feeling when displayed.

SW: How did you get started with SL surfing? Who taught you?
AJ: I rented land by the sea on Okinawa Island when I started SL and I thought of selling some items related to the sea. Deliberate consideration brought to mind manufacturing surfboards. The first original surfboard I made was of very poor quality with no paddle function and not ridable on the waves. I felt quite uneasy on this board at surfing sims. I was once warned by Seano Osumi, the director of the SLSA at that time, who said to me, "Enjoy yourself somewhere else" (laughing out loud). One day someone kindly gave me a board with a HG script. I can no longer remember who it was, but I can still vividly remember the emotional feeling I felt on that excellent surfboard. I learned the skills of surfing on my own and it was only recently that I learned how to "crouch" (laughing).

SW: Where did you surf when you began and where do you surf now?
AJ: I started surfing at Japanese Sunset Beach (JSB). It moved to Brackish sim later and was renamed the Japan SL Surfing Association (JSSA). Many surfers visited there because the sea had epic waves. Unfortunately, JSSA no longer exists, but I believe there are many Japanese who continue to surf. Currently, I often play at Mori Pwani.

SW: What board and script do you currently ride?
AJ: I often embark on a SC* model with version 6.4 surf script from HG. I am personally fond of the designs of SC* Phoenix series and the next new models: SC* Tribal2 series and SC*Dragon series, etc.

SW: How did you get started designing your own boards?
AJ: The design of the model of my first collaboration with HG was, I must confess, tasteless with an all-white rear surface and poor shading effect. It was such a low quality that I no longer sell this model (laughing). Later, I had an opportunity to get together with Sebastian Saramago at Primworks sim, and he kindly showed me a prototype of a 3-D new type surfboard. Sebastian recommended I apply a texture onto a sculpted board. At that time, however, it appeared very difficult for me to apply a texture to a sculpted board, so I asked him to give me a mod/copy-permitted sculpted board for practice. Soon after, I concentrated on the preparation of textures for application to boards but, as I imagined, textures distorted greatly and it was a hard task to get a good balance. Even now, I have to prepare 20-30 textures before I select one with a good balance to finish designing. After that step in the process, I move on to color variations. All the designs and color variations are discarded even when I feel the slightest sense of discomfort. About 70% of the designs are sold as products.

SW: What other products do you sell?
AJ: In addition to surfboards, I sell wet suits, board shorts and bikinis, surf necklaces, beach chairs, inner tubes, and a variety of signs in my shops. Starting this year, I am planning to develop a new apparel brand (GARCONS TOKYO) and a modern architectural brand (GARCONS Design). As the time I can currently allocate to these creative works is limited, I am not yet certain when I'll be able to develop these GARCONS series projects and it may be postponed until next year.

Just a Man and a Dog...and a SurfBoard

Photo courtesy Maxwell Silvansky

Bodhi Lowtide trying to explain the intricacies of surfing to Bandit

Sunday, June 11, 2017

Enjoying the Surf at Tai

Photos courtesy Maxwell Silvansky

Chilling out at Tai, watching the sun slowly sink into the horizon while everyone tries to catch that last ride of the day...

SurfWatch Fashion Focus: COLLABOR88 - Shop Until July 6th!

Submitted by Valerie Lavender

There's more to the Second Life (SL) surf scene than the wave.  Beaches are full of dudes and babes checking each other out and checking out the latest in beach fashion.  Stay tuned for Valerie's regular series on SurfWatch Beach Fashion.

I found many nice Summer things at Collabor88 this round, including this fun romper.  Single colors or fatpack available by [Cynful]  It's called the Rendezvous Romper.  I also found the cute flip flops by [Atomic] (see photo) - fatpack available.  I also found some really cute kinis which I will feature very soon!  TP on over to Collabor88 and have a look -

If you have any questions just contact me!  
Valerie (Valium) Lavender

Location:  Monkey Cove