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Still utility in generating 128x128 bitmaps for sculpties?

Omei Turnbull
Registered User
Join date: 19 Jun 2005
Posts: 577
08-15-2008 14:06
When sculpties were still young, we discovered that using 128x128 bitmaps generally gave the least compression distortion. Since then, Qarl added a lossless compression option, and then struggled though various latent viewer bugs that this exposed. I haven't been following those issues closely. So I'm wondering whether anyone who has actually been making sculpties knows of a scenario where a 128x128 bitmap is still needed.

(My primary interest is of course the Wings 3D exporter, but I don't know of any reason the answer would be unique to Wings.)
2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
08-15-2008 14:32
Yep, I wont use anything but lossy 128x128 sculptmaps. I would rather suffer the quality loss than have customers stand and stare at a warped (lossless) model while it waits to rez. But it's okay for me because I don't make hard edged models.

If I wanted to make hard edged stuff like swords then I'd use regular prims.

I read somewhere that a Linden said something about them planning on updating the texture management code (cache etc) in Q4 2008. This was in response to the sculptmap issues we're having.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
08-15-2008 14:48
All my sculpt maps are 64x64. As far as I know, no one has ever had any problem viewing them at full quality.
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2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
08-15-2008 14:52
From: Chosen Few
All my sculpt maps are 64x64. As far as I know, no one has ever had any problem viewing them at full quality.


I went to view your Cylon. It was well worth the wait. ;)
Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
08-15-2008 16:41
I use 64x64 lossless when I need exact models - tricky folds, precise shapes or hard edges. I use 64x64 lossy for most everything else.

I have not noticed any problems specific to lossless sculptmaps lately. Sculpties do sometimes still take extra time to load for me (maybe 1 out of 50 sculpted prims?), but that slow load effects both lossless and regular sculpties. I've never really had the problem of distorted sculpties, just some that stay as spheres longer than they should.
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Aminom Marvin
Registered User
Join date: 31 Dec 2006
Posts: 520
08-16-2008 00:26
In general, if the sculpts are optimized for only the data that is needed (no extraneous points not needed) 128x128 will load faster than 64x64, due to funkiness in how SL downloads images.

However, I've heard from Qarl Linden that the RC candidate client to be released next week has a lot of fixes for just about all the sculpt bugs (including the loading priority bug), so we'll have to see if this still holds true :)