From: PetGirl Bergman
What shall i think about when i save pictures in Photoshop and want to upload them to SL - pls.
72 dpi are inuff in al cases?
Yes, 72 dpi is standard resolution for images intended to be displayed on a compunter monitor. You should only go higher than that for images intended for print, which for SL means never.
From: PetGirl Bergman
or larger files....??
How large in saved size shall the file be for best result... of course that are depending on how large the prim will be??
Don't worry about file size directly, as that is a function of the canvas size of your images. For example, a color TGA that is 512x512 pixels will always be either 768KB or 1MB, depending on if it has an alpha channel or not. A color TGA at 256x256 will always be either 192KB or 256KB, again depending on whether or not it has an alpha channel. So, what you should be thinking about is not how big the file will be in terms of bytes, but how large the image will be in pixels. Here are some guidelines:
1. Always work in powers of two for your canvas size, meaning 128x128, 256x256, 512x512, 256x512, etc.
2. Keep the images as small as possible. The larger the image, the more system resources it consumes in order to be displayed, and the longer it takes to rez when you view it inworld. 256x256 is usually big enough for 90% of the things we look at in SL. 512x512 is okay as long as you do it sparingly. You should almost never go as big as 1024x1024, the only worthy exception being for images that have a lot of fine text on them that would be illegible at any smaller size.
3. You asked about prim size in relation to image size. Contrary to what a lot of people tend to assume, prim size is not really a good guage for determining how big to make a texture. The question is not how big is the object physically inworld, but how much of the screen is it likely to occupy. An object might be 40 meters wide inworld, but what the heck does an SL meter mean to your display? Absolutely nothing. Your monitor only cares about how many pixels it has on its screen, and that's all you should really care about as well. If you're confident that an object is going to occupy a large portion of the screen when people look at it, then use a larger texture. If you feel an object will only take up a small portion of the screen, then use a smaller texture. Keep in mind that if your monitor is 1024x768, then you can NEVER even see an image that is 1024x1024 at full size, so there's pretty much never any point in making a picture that big. SL really excels at making small images look great at full screen size. In fact, it's one of the best programs I've ever seen for doing that. So, in most cases a 256x256 will look just as good as a 1024x1024 would have, while using just 1/16 of the resources.
Here's your rhyme for the day: keep those textures small, or else you lag us all.
From: PetGirl Bergman
Any other ”trick” the get the pics sharp in SL???...
Never use jpeg. Always use TGA. When you use jpeg, you lose quality many times over. Jpeg is a highly compressed, inherently lossy format. It's intended for web pages, where speed is more important than quality. It's not good at all for a 3D environment like SL, especially considering that SL itself is going to take whatever you give it and convert it to jpeg2000 anyway, another type of compressed format. So, when you upload a jpeg to SL, you're compressing it twice, which is kind of like making a copy of a copy on a Xerox machine; it doesn't look so good. When you upload a TGA, it only gets compressed once, and there's virtually no discernable loss of quality.