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RayneBurnwood

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  1. I'm quite familiar with Truth Hair and I didn't recall this one. I checked the whole marketplace store and didn't find it. I might also check in-world store but to me it doesn't look like Truth.
  2. Hello All, Does anyone know where I can find the given hair used in this Tee*fy vendor picture? (first on the right)
  3. Thanks for such a clear tutorial, Aquila. I’ve just finished my work using overlay mesh plane solution. Dividing one surface into four (or more) wouldn’t work in case or irregularly shaped meshes and it would also have too high land impact. The other problem I had with other piece was that the wall had only one face while AO map consisted of both interior and exterior so I had to use additional copy of that plane not to affect interior wall and that was not satisfying as the wall has 8 LI. Anyway, thank you all for support, I’m attaching final effect of my work which wouldn't have succeded without your help
  4. Thank you all for explaining the subject so clearly. I have another question though. I'm trying to work out overlaying two mesh planes but I've got myself confused with alpha blending. I uploaded AO maps with alpha channel which I edited in gimp, however, while I'm changing alpha mode nothing happens. Then I realised that only alpha channel existing is not enough so I changed opacity in gimp, but again failure. I've no idea how to deal with alpha to get an effect described by arton Rotaru. I am a noob in that respect. I've tried to tweak all alpha mode settings but no success. Can someone please explain me how to do it? How should I prepare a texture in order to get a desired effect?
  5. I'll give your suggestion a try. Although it's quite tricky and tortuous and I would prefer to have one nicely done texture with baked shadows it seems to be the only solution at the moment. Z-buffering may be overcome if two planes are kept separately enough so I wouldn't worry about it. I just wonder. If a texture can be stretched without losing its quality in SL there must be a way to do so in some graphic programme. Isn't it true?
  6. I'm not sure if I understood you, but my problem is not AO map as it is to remain untouched, only overlaid in the end. What I want to do is to tile wood floor texture so it fits AO map ideally. I think the problem is that the floor area on this particular AO is far too small and therefore if one wants ideal match one have to tile material texture numerous times. My goal is to tile/stretch (or whatever) the wood floor texture in a way that the width of five floor panels will be equal to the width of this one particular light dropped shadow. I'm seeking an answer to the question if there is a way to tile a texture without actually affecting its quality in bigger resolution - I need 1024 x 1024. The original size of that wood texture is 2048 x 2048 so it's not small.
  7. Hello all, I'm not sure if there had been such thread before, but I haven't found any so I'm writing this... I am a very beginner when it comes to texturing. Some time ago I had purchased pull perm building with AO maps so I can practise editing textures. The problem I’ve been struggling with is that I cannot edit ready texture (originally 2048x2048, later scaled to 1024x1024) with AO map (originally originally1024x1024) I have. I have wood floor panel texture, however, all textures I have are too big (not too high resolution) for my AO map. I tried to make small tiles in gimp and this effect works very good, but it affects the quality of the wood texture so it’s useless. It’s very pixelated and of poor quality. I also tried to increase the resolution of the AO map and paste a few smaller copies of the floor texture so consequentially it will remain unaffected but it’s still not good enough. There is an easy way to stretch textures in SL without affecting the quality. Can regular floor textures which can be bought on marketplace be used with such AO map without being pixelated as well? I’m attaching sample of textures I’m trying to work with.
  8. I experience such issue at times as well. Despite changing the maturity rate it switches to General/Moderate. My solution is to set up General/Moderate/Adult rate and then type anything in search and search for it. Maturity rate changes automatically and then I can use it properly. I know, quite tricky, but at least it works. I hope it would help you as well.
  9. Dear All, I've been searching for a residential building which would resemble this kind of style, or something similarly looking. Sadly, despite being very familiar with most SL designers I have failed to find such building anywhere. The structure is required for kind of Southern United States town placed in a sim with blues bar, but the house will be resided by private person in a small parcel. I'm not interested in tacky quality made of old prims block, but mesh with decent texture work as I'm quite a quiality freak myself. Since it's very uncommon for SL style I do not expect positive responses, but maybe someone have seen something similar by any chance? I would appreciate any brownstone/tenement suitable for blues atmosphere. I'm attaching pictures showing the main idea: (balconies aren't a priority)
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