How do I make a wall hanging picture
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Winter Phoenix
Voyager of Experiences
Join date: 15 Nov 2004
Posts: 683
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01-09-2005 12:20
Seems like this would be simple enough. But I could use the details. For example, how large should the image file of the intended wall hanging be before I download it to my SL inventory? And once this image is saved in my texture file, how do I turn it into a wall hanging portrait? And if a friend stops by and says, " HEY THATS KOOL, I WANT ONE!" How do I sell them a copy for an exhorbitent fee? Too many questions? I know, BUT I NEEDS TA KNOW! 
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Dragon Stryker
Destroyer of Heavens
Join date: 4 Jun 2004
Posts: 156
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01-09-2005 13:24
If you want a picture frame around it, you could either make the frame its own set of prims with the "painting" image a seperate prim inside, thus looking like a real painting would (3D), OR you could go the much easier route and just put a frame around the image before you upload it using whatever graphic program you made the painting with. Upload the texture. Then you create a cube prim, size it to what you want (making it thin of course), then "Select Texture" and apply your image to one side of the prim. Under the General tab, you can set the object to be bought by others, and specify a price for it. How big should the image be before uploading? 512x512 seems to be a good safe size.
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Winter Phoenix
Voyager of Experiences
Join date: 15 Nov 2004
Posts: 683
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01-09-2005 22:15
Thanks Dragon, appreciate the assistance 
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Zina LeMay
Registered User
Join date: 23 Jan 2005
Posts: 237
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thanks!
02-04-2005 10:47
Thanks this answers the exact question I had too. I also want to go one step further and ask how you would make that picture then unable to be copied, so if you sold it it would stay an original? Hope this makes sense. And I have noticed that on obects there are no copy, no give or something? What are these different options and how do you get them? Ta!
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Lecktor Hannibal
YOUR MOM
Join date: 1 Jul 2004
Posts: 6,734
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02-04-2005 11:03
From: Zina LeMay Thanks this answers the exact question I had too. I also want to go one step further and ask how you would make that picture then unable to be copied, so if you sold it it would stay an original? Hope this makes sense. And I have noticed that on obects there are no copy, no give or something? What are these different options and how do you get them? Ta! Very easy, when you set your object out for sale do this: Right click and go into edit Click more to see all of the edit box Select the general tab Select for sale/ set price / set original/copy or/ contents Set permission for next owner Copy/Modify/Transfer If you set Transfer for the next owner they CAN sell it off.
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Lora Morgan
Puts the "eek" in "geek"
Join date: 19 Mar 2004
Posts: 779
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02-04-2005 12:27
From: someone 512x512 seems to be a good safe size. 256x256 is plenty big enough, unless the painting is going to be half the size of the wall. And it's four times smaller. If it's a normal/smallish size painting, 128x128 is probably be big enough, and it's sixteen times smaller than 512x512. That means 16x faster display for visitors. Always go small unless you have a need to go bigger. Help make SL a faster rezzing world!
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Mike Zidane
Registered User
Join date: 10 Apr 2004
Posts: 255
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02-05-2005 16:11
I've gotta take exception to that Lora.
128, or even 256 is great if the camera is tied to the avatar all the time. But in SL, people zoom their cameras in real close to see things in detail.
Furthermore, the JPEG2k thing they got rigged automatically adjusts resolution on an as-needed basis. So given that, I'm not sure I see any reason to skimp on the textures at all. You don't gain anything from using a smaller image other than upload time. The client is only going to get as much data as it needs, so there shouldn't be much savings there (not tested).
A compelling argument can be made for smaller textures on an object when the textures on that object are variable (such as a vending machine). But if you use 128 or 256 textures to decorate your buildings, it's going to look like cheeze.
Go back and play Doom again if you wanna see what 256 textures look like -when used by professionals-. Those still looked bad, and most of us are not even close to as skilled as those guys.
Hypothetically, if we all knew how to do it all, we could get more done for less. But that isn't happening around SL currently.
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Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
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02-05-2005 17:18
smaller is better yeah, on the server and client size
please do not overdo
and do not UL copyrighted material
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Zina LeMay
Registered User
Join date: 23 Jan 2005
Posts: 237
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02-09-2005 05:48
Thanks everyone, that's fantastic help. If anyone is interested I will be selling paintings of wildlife - originals. Let me know if you are interested! I will give anyone on this post a discount for helping too.
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Winter Phoenix
Voyager of Experiences
Join date: 15 Nov 2004
Posts: 683
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02-09-2005 13:35
good answers all around. I only do originals myself. ENJOY
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