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How To: Texture Zones

Julian Fate
80's Pop Star
Join date: 19 Oct 2003
Posts: 1,020
03-29-2006 11:55
I don't think this qualifies as a fansite post. My shiny new SL blog has a new article about dividing textures into zones. It's a beginner-level introduction to an intermediate texturing technique which will make you more efficient, make your builds more impressive, and generally bring about world peace.
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Cid Jacobs
Theoretical Meteorologist
Join date: 18 Jul 2004
Posts: 4,304
03-30-2006 06:05
Very nice work and great mini tutorial, btw you owe me a cool looking cart now :p
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
03-30-2006 07:39
Julian, that is positively brilliant!

I've done that for simple projects, like making one texture that will be used for four different signs, by showing only partial repeats and adjusting offsets. And I regularly work with texture templates for clothing in SL. Yet I hadn't considered extrapolating from there, to do all sides of a planned object!

It was an excellent tutorial. Perhaps a bit thin for the beginner on how to select just the part of the texture that you want for the object, but the highlighting trick will help a lot there.

Well done!
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
03-30-2006 10:27
ive done this many many times before, and probally much more in the future thanks to plannar mapping :)

as long as your camera is true, works every time
Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
03-30-2006 11:24
From: Osgeld Barmy
ive done this many many times before, and probally much more in the future thanks to plannar mapping :)

as long as your camera is true, works every time


I'd love to have the option to display the map plane with tiling (and maybe have a field to input the aspect ratio) so we could get a screenshot that included it. It would make using screenshots as a guide for texturing a whole lot more useful.

Nice tutorial, Julian, and awesome texturing job on the cart!
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
03-30-2006 14:49
Just to add to it. You can actually take 'straight on' screenshot easily by attaching the object to your HUD. This way you don't have to deal with perspective distortion in your screenshots.
Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
03-30-2006 15:40
From: Cottonteil Muromachi
Just to add to it. You can actually take 'straight on' screenshot easily by attaching the object to your HUD. This way you don't have to deal with perspective distortion in your screenshots.


Good idea. I wouldn't have thought of that.
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Nepenthes Ixchel
Broadly Offended.
Join date: 6 Dec 2005
Posts: 696
03-30-2006 18:15
From: Cottonteil Muromachi
Just to add to it. You can actually take 'straight on' screenshot easily by attaching the object to your HUD. This way you don't have to deal with perspective distortion in your screenshots.


I use a simple script:

CODE

default
{
state_entry()
{
llSetCameraEyeOffset(<2, 0, 0>);
llSetCameraAtOffset(<1, 0, 0>);
llSitTarget(<0,0,3>,ZERO_ROTATION);

}

}


Put that in a prim, sit on it, and you get nice orthogonal picture. Adjust the exact camera position (llSetCameraEyeOffset) to control how far it is from the object.
Julian Fate
80's Pop Star
Join date: 19 Oct 2003
Posts: 1,020
03-31-2006 18:15
Thanks for the input, everyone. "How To" might have been a little ambitious as a title. "Introduction" would be better but I plan to get more in-depth later.

That is a great tip about attaching the object to a HUD point for template screenshots. Usually I take shots after hitting Control-Zero a few times to adjust the field of view (Control-9 to reset) since I only need approximate proportions but I will try the HUD method for sure.
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Molly Montale
Blumfielder
Join date: 3 Nov 2005
Posts: 80
04-28-2006 12:44
Before I start trying this in-world, are there any additional tips on textures zones and how best to use them?
Fenrir Reitveld
Crazy? Don't mind if I do
Join date: 20 Apr 2005
Posts: 459
04-28-2006 21:53
Thank you for pointing this out. I wish more content creators (even the for-fun ones) would try to understand this.

Those of us who've done game art are used to packing textures like this, usually because we're only allowed one or two 512x512 maps per object. (And usually a LOT less.) Also, don't be afraid to reuse a texture, but stretch it out or rotate it otherwise try to hide the fact that it's the same texture you used for the wall but now on the ceiling.

There's no reason to use a 1024x1024 texture for, say, the railing of your walkway when likely %99.99 of the people on SL will have their camera a good 7m away from it.

Then again, even I myself have been guilty of "oh I'll just use seperate textures.." but I try to keep it to just 3-4 small-sized maps. I mainly do that when I want to be able to change the hue of the texture just by adjusting the prim's color.
Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
04-28-2006 23:04
good job for this tutorial , but i would like to point a little thing, this is like, the basics of texturing for real time rendering, what is a shame is that only now someone made a tutorial to make it , considering its what you have to learn in the real world before even starting to texture.

it's probably one of the many reasons SL's performances suck

there should be a link somewhere in SL's documentation or something that direct peoples to this way of doing, so they learn this one straight away
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Shukran Fahid
Registered User
Join date: 15 Jul 2005
Posts: 17
brilliant brilliand....
04-30-2006 15:18
i always wanted to know more about mapping and zoning! you rock!!!
MC Seattle
Registered User
Join date: 3 Apr 2006
Posts: 63
04-30-2006 16:18
I'm trying to figure out how to better integrate traditional 3D designer workflows in to Second Life. Has anyone looked in to exporting objects from Second Life (possibly through OGLE?) and texture mapping it with Deep UV or a similar tool, then bringing those textures back in to SL?
Fuzzel Drebin
Registered User
Join date: 9 Apr 2006
Posts: 25
04-30-2006 16:25
This is very helpful , if only it was forced to be used or at least have a limit on Texturesize to Object size. Such as 1m>300PX
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