Newbie Texture Questions
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Kenn Nilsson
AeonVox
Join date: 24 May 2005
Posts: 897
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05-28-2005 22:01
So I'm not exactly unfamiliar with using programs like PSP or Photoshop...but I have one very big question:
When creating a texture to cover an object--how in the world do I know what pixel size to build the texture at? I mean...if I want to cover a cylinder of a specific size...???
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Lazarus Lumiere
Registered User
Join date: 4 Jun 2004
Posts: 106
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05-28-2005 22:10
Welcome to SL, Kenn
Rule of thumb is to use the smallest texture possible to minimize the loading time. That being said, any texture you upload should be a power of 2 (i.e. 128x128, 256x256, 128x256, etc.). If you need to, you can manipulate the scaling and repeats using the Texture tab in the edit window. Play around with some of the Library textures, and see how they work on the object you're trying to create, that will help you determine how a texture works.
If you need more help, IM me in-world.
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Kenn Nilsson
AeonVox
Join date: 24 May 2005
Posts: 897
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05-28-2005 23:03
O.k...that makes sense...I guess it's just because I can't really build my texture to "repeat" on the vertical axis...only horizontally for this project.
Additionally, I've built the file with a transparent part to it (window)...and only the window is alpha...but the entire texture is partially transparent? The windows are much more transparent...but the entire texture is see-through (it's a .tga with transparent background but solid colors on top).
BTW...I'm drawing in Fireworks, saving as a .TGA in Freehand...and then uploading. I don't have PSP or Photoshp.
Thanks for the help already Lazarus, I'll IM you in world sometime.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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05-29-2005 02:39
From: Kenn Nilsson Additionally, I've built the file with a transparent part to it (window)...and only the window is alpha...but the entire texture is partially transparent? The windows are much more transparent...but the entire texture is see-through (it's a .tga with transparent background but solid colors on top). Two things to check: 1. Is your alpha completely white in the parts you want to be opaque? If it's any shade of gray, it will be partially transparent. Actually come to think of it, did you even make an alpha at all? TGA files require an alpha channel to govern the transparency of each pixel, just as they require RGB channels to govern the color of each pixel. 2. Is the in-world transparency setting for the prim texture set to zero? On the texture tab, there is a box for transparency. Make sure it's set to zero or it will turn the entire texture see-through. Good luck. If you have any more questions, shoot.
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Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested.
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Cindy Claveau
Gignowanasanafonicon
Join date: 16 May 2005
Posts: 2,008
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05-29-2005 07:18
My problem is somewhat related to this. As an apologetic preface, I've tinkered with graphics before but never to the extent I'm trying to do now. My familiarity with alpha channels and transparencies is pre-kindergarten level  As a learning exercise, all I want to do is create a simple black undershirt with white lettering on it. I can invert that and have a useful product in roughly 2 minutes, but I don't want black lettering on white. I want white lettering on black. If I simply create a .TGA without an alpha channel, the black overwhelms the lettering and it disappears. If I create a mask and save it to alpha channel, the entire shirt disappears except for the lettering. Thus, like the discovery of fire, I now know how to make tattoos  If I invert the mask, I end up (as to be expected) with a black shirt with peek-a-boo holes shaped like my letters.. Thus, also accidentally, I now have experience modifying the shape/pattern of a garment  Apparently my problem has to do with colors. The only remaining solution I can think of is to create the entire garment in the .TGA file, but before I go to that troublesome extent I want to be sure there isn't a simpler way that only involves manipulating masks and transparencies. Cindy
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Blueman Steele
Registered User
Join date: 28 Dec 2004
Posts: 1,038
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Test Texture
05-29-2005 08:12
From: Kenn Nilsson So I'm not exactly unfamiliar with using programs like PSP or Photoshop...but I have one very big question:
When creating a texture to cover an object--how in the world do I know what pixel size to build the texture at? I mean...if I want to cover a cylinder of a specific size...??? IM me in world for a 'test texture' I use to map out a prim's use of a texture.
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Kenn Nilsson
AeonVox
Join date: 24 May 2005
Posts: 897
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05-29-2005 09:03
Hmmm...thanks for the help all. It looks like my problem lies in that I did not create an alpha channel. Guess it's time to learn that  (done plenty of web graphics, no 3D graphics...work with jpegs and gifs, not tga). I looked around a bit in Freehand for a "alpha channel" tool...but no luck. Is anyone familiar with the program enough to give me a hint as to how to create one? The tool you're using Blueman sounds like a lifesaver. I'll definitely IM you in world. I understand making small repeatable textures for most items, but if you've got somethin' that's just not gonna tile...using that tool would be a lifesaver.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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05-29-2005 12:43
This is one of the problems with attempting to use web graphics applications for other purposes. I'm fairly certain Freehand is only capable of preserving already existing alphas in imported images, but not able to actually create new ones. If I'm worng on that, hopefully someone will correct me, but I'm 99% certain that's the case. I believe Fireworks is capable of creating rudimentary alphas for its own purposes, but I'm not sure it can export them in a way that will be useful once the file is in Freehand.
To do transparency the right way, you're going to need a fully functional raster editor. Get Photoshop if you can afford it; it's worth every penny. If not, PSP works but I don't personally recommend it since GIMP is free, and it can do almost everythig Photoshop can do (If you're not gonna spend the money on Photoshop, you might as well not spend any at all). There are any number of tutorials on the web for creating alpha's in all three of these programs.
As good as Macromedia stuff is for the web, it just isn't intended for this sort of thing.
_____________________
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Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested.
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Kenn Nilsson
AeonVox
Join date: 24 May 2005
Posts: 897
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05-29-2005 14:54
Hmmm...looks like I'm gonna have to get Photoshop re-installed on my computer (had it until I did a reformat 2 months ago). Was just tryin' to work with what I already had installed (and I'm much more familiar with Fireworks).
Thanks everyone.
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