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question about texture size on clothing layers

Ralektra Breda
Template Painter
Join date: 7 Apr 2008
Posts: 1,875
05-03-2009 06:53
Ever since I read the sticky about filesize almost a year ago, I have uploaded textures for clothing at only 512 (and 256 on 'swatches' to be used on primwork whenever possible). But recently I have been told that even if I upload a texture at 1024, SL resizes it to 512 when the texture is applies to a clothing layer.

The same person said that fine detail shows better when you upload it at 1204 (even though apparently it is resized automatically when it goes onto a clothing layer) which makes sense of course.

So my question is this: on clothing layers, does SL really resize textures to 512? I would love to be able to have a little bit finer detail, but don't want to bog down everyone in my general area. I'm not the sort of person to just believe something so I have to come here and ask people that I know KNOW :)
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
05-03-2009 07:21
When the clothing layers are combined (baked), the generated textures are 512x512 regardless of the original. It's possible that higher resolution textures with Alpha will be overlaid better at the edges if they are higher resolution, depending on his the "baking" operation is implemented, but it's also possible that a higher resolution than 512 will have sampling problems and actually look worse.
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Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
05-03-2009 07:23
Yes, it always gets squished down to 512 at baking time, so that higher detail is going to be stripped out anyway. I guess an argument could be made that you have better source material at baking time with the larger texture, since baking adds another compress step, but you're still smashing stuff down to 1/4 the size at that time so that's really pushing things.

Also there is a legacy quirk in the current avatar system that makes the unbaked textures available to everyone. Larger textures make copying and touch-up easier. This loophole was supposed to be going away once people start using the 1.23 viewer, but I haven't tested to see if LL followed through on that plan yet.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
05-03-2009 07:29
So that's why unbaked avatars were invisible in the 1.23 RC before they pulled it.

They're going to have to do a LOT of tweaking to the implementation before they roll that out. Oh well, any stumbling block in the road to Porntopia is a good one.
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Argent Stonecutter - http://globalcausalityviolation.blogspot.com/

"And now I'm going to show you something really cool."

Skyhook Station - http://xrl.us/skyhook23
Coonspiracy Store - http://xrl.us/coonstore
Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
05-03-2009 07:43
I think the invisibility thing might be a slightly different problem, it looks like they may be defaulting to masked out and should do the opposite. I noticed that in 1.23 our own avatar shows up in naked Ruthskin at first, so maybe the invisibility was a quicky hack inspired by the same trainwreck of thought that brought us the clouds?
Ralektra Breda
Template Painter
Join date: 7 Apr 2008
Posts: 1,875
05-03-2009 07:50
Thanks guys :) I believe I will continue on using 512s :)
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Mainstore: http://slurl.com/secondlife/Phantasm/51/164/501
http://rbzdesign.blogspot.com/
I'm not a designer IRL, but I RP one on SL!
Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
05-03-2009 14:13
Depending on what app you're using it's probably going to do a better, cleaner job of scaling down your texture than SL will, so you're better doing it yourself and uploading at 512x512. Your friend may be thinking it looks better because when you upload you'll see the version from your cache, not the resized SL version. That's more evident on prims than with avatar textures. You won't see the same version everyone else sees until you relog and the texture in question reloads.
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Ralektra Breda
Template Painter
Join date: 7 Apr 2008
Posts: 1,875
05-04-2009 03:22
thanks Chip!
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Mainstore: http://slurl.com/secondlife/Phantasm/51/164/501
http://rbzdesign.blogspot.com/
I'm not a designer IRL, but I RP one on SL!
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
05-04-2009 06:15
I will agree with Chip. Virtually any ghraphics app will do a better job of scaling your texture down to 512 x 512 than the SL client upload will. I usually work at 1024 x 1024 ot 2048 x 2048, and then "save as" and reduce that to 512 x 512 just before importing to SL, thereby keeping a seperate full-sized and layered master on my system.
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