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Coby Foden

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Posts posted by Coby Foden

  1. Yes indeed you're right.

    As I said in one of my earlier post "people are imagining things" - i.e. if they think that uploading a texture in bigger size than what SL actually uses gives a better result than downsizing in graphics editing program and uploading that to SL. It's futile, self deceptive and totally unnecessary practice.


    Once again, the best practice is:

    • Design the texture in large size, like 2048 x 2048 for example.
    • Downsize the texture to a size what you want it to be in SL (never upload bigger than the max SL size limits).
    • After downsizing apply a bit of sharpening.
    • Save the file as TGA or PNG (never use JPG).
    • Finally upload that downsized and sharpened texture to SL.

    Done. Enjoy the result of clear, sharp and beautiful texture in SL. :matte-motes-smile:


  2. LlewLlwyd wrote:

    I though that, given the occasional thread here which might be considered better located in the ANSWERS section, participants in General Discussions who didn't normally look over there might be interested in what the kind cut-and-pasters who man the phones there have to cope with.

    Here are a few of the current unresolved queries:

    * Can I get SL on Kindle Hd 7?

    * My head its a different color!

    * What is the meaning of life?

    * Items appering in avis bum

    The second one is interesting: to see how it develops. Drake1 answered the question, and in his answer he also made some questions (in effect starting a discussion) to the original question maker (Kio86).

    Now, how on earth does Kio86 reply to Drake1's question in the answers section?  :smileysurprised: :smileyfrustrated:

    This clearly shows how very bad the format in the answers is. :smileymad:  :smileysad:


  3. Richtea57 wrote:

     

    They've still got pomegranates at four for a quid, so two packs of them are a must...as pomegranates are an awkward fruit that require considerable ingenuity and no small amount of physical effort before they can be eaten,

    Opening a pomegranate is a piece of cake when you know how to. No juicy mess all around.  :smileyhappy:

    ... and another one, look at the street vendor guy (just after the lady's introduction speech) - super fast!.  :matte-motes-big-grin:


  4. Conifer Dada wrote:


    Drake1 Nightfire wrote:


    Coby Foden wrote:

    If you upload 2048 x 2048 texture it will be downsized to 1024 x 1024 pixels because that is the maximum texture size.

    For clothing layers (skins, tattoos, alphas, etc.)  the maximum size is 512 x 512 pixels.

     

     

    The proof is here:

    • Maximum texture size -
    1024 × 1024
    pixels

      -
    Some textures inworld have a resolution as high as 2048×2048;

         this is due to a previous limit that was higher. 

    • Max Clothing Texture size -
    512 x 512
    px (except 128x128 px for eyes)

    That may be so, but uploading a 2048 give a much crisper, cleaner finished image when applied to clothing, tattoos or mesh. especially if it has an alpha layer to the image.

    I once made an item of clothing and when uploaded it looked more pixellated and poorer resolution than normal.  Then I realised I'd made it on a 512 x 512 template by mistake.  As it was only a simple item, I made it again on a 1024 x 1024 template and it looked much better when worn.   So I can back up what  Drake says.

    You are mixing things a bit. Drake is claiming that uploading big resolution (2048 x 2048 pixels) clothing texture gives better image quality than uploading the same texture in 512 x 512 pixels. This has nothing to do with the original template's resolution.

    As you have noticed, naturally it is very good to use big resolution template (like 2048 x 2048 instead of 512 x 512) when designing the texture because then you have bigger canvas to work on and you can see finer detail while working on the texture.

    However, it is totally useless to upload the texture at 2048 x 2048 pixels because SL will downsize it to 512 x 512 pixels (if it is a clothing layer texture).

    You will get excellent results when you design the clothing textures at 2048 x 2048 pixels. When ready, you downsize it to 512 x 512 pixels in your grapahics editing software, then add a bit sharpening and after that you upload it. In upload you will use either TARGA or PNG file which both are lossless file formats, do not use JPG - never.

     

    You can make test to see what happens:

     

    • Design at 2048 x 2048, then upload at 2048 x 2048 and apply it to your clothing item.

    • Design at 2048 x 2048, then in your graphics editing software: downsize to 512 x 512, add a bit of sharpening after downsizing, then upload this downsized texture and apply to your clothing item.

    Compare the two applied textures inworld. I'm pretty sure that you cannot see much difference between the two textures when they are applied to the clothing item. Actually the texture downsized in graphics editing software before uploading will look a bit better than the texture which has been downsized by SL

     

    PS.

    One more thing: If we upload a clothing texture at 2048 x 2048 pixels then SL will downsize it first to 1024 x 1024 (maximum size for general texture in SL). When the texture is applied to clothing, SL will downsize the 1024 x 1024 pixel texture to 512 x 512 pixels because 512 x 512 is the maximum size for clothing layer texture. Thus SL has downsized the original texture twice, propably with poorer result than what can be achieved in graphics editing software.

  5. About avatar skin.

    Skin itself is not a texture. It's a texture container. It has three textures in it:
    • Head texture
    • Upper body texture
    • Lower body texture

    Each of those textures have a specific size in SL, it is 512 x 512 pixels.

    The Wiki states about clothing layer textures (skin textures too are clothing layer textures):
    Max Clothing Texture - 512x512 px (except 128x128 px for eyes) - Server Side Appearance will downsize larger textures.

    So it's totally useless to upload any larger textures for those.


  6. Elinah Iredell wrote:

    I know some skin creatores use 512 and some use 1024 I did not know that it would automatically be shrunk down to a 512 no matter what size you uploaded. But now you are saying that even if a 1024 is shrunk down it will still be clearer than a 512 ? And that if you upload a 2048 it will be clearer still? How can that be if it is all automatically shrunk down? And does it take a longer time to rez that way ? Will it be blurry  or gray longer?

    People are imagining things.

    If what they claim would be true then we could get amazingly clear textures by uploading them in extremely huge sizes, like 40960 x 40960 for example.

     

    A 512 x 512 holds just as much information as that size can hold. If it was bigger earlier like 2048 x 2048, and then it was downsized to 512 x 512, the downsized texture naturally cannot hold the clarity/quality/information what it had in that bigger size.


  7. Drake1 Nightfire wrote:


    Coby Foden wrote:

    If you upload 2048 x 2048 texture it will be downsized to 1024 x 1024 pixels because that is the maximum texture size.

    For clothing layers (skins, tattoos, alphas, etc.)  the maximum size is 512 x 512 pixels.

     

     

    The proof is here:

    • Maximum texture size -
    1024 × 1024
    pixels

      -
    Some textures inworld have a resolution as high as 2048×2048;

         this is due to a previous limit that was higher. 

    • Max Clothing Texture size -
    512 x 512
    px (except 128x128 px for eyes)

    That may be so, but uploading a 2048 give a much crisper, cleaner finished image when applied to clothing, tattoos or mesh. especially if it has an alpha layer to the image.

    The maximum texture sizes mentioned in the wiki page are not just "that may be so", but they are a fact.

    If your texture is bigger than the maximum then SL will downsize it.

     

    Let's say that you design a texture at 2048 x 2048 pixels.

    There are two possibilities how you can do the uploading:

    1. You upload the texture at 2048 x 2048 pixels, SL will do the downsizing.

    2. You downsize the 2048 x 2048 texture in your graphics editing software and upload that to SL.

         (you might even add a bit of sharpening to this downsized image before uploading.)

    Which one does better job in downsizing: SL's downsizing or graphics software's downsizing?

     

    Personally, I tend to think that scenario 2 will give better result.


  8. Elinah Iredell wrote:

    The lighting on beta grid just is not the same and sometimes that does matter. Especially when I have been trying to experiment with skin creating. I would think it looked good in beta then upload it to the main grid and it didn't look the same.

    That you see the lighting in the BETA grid differently than in the main grid is most propably due to that you have different Windlight setting and different time of day on those two grids. Naturally then the lighting indeed will look different.

    When you actually do have the same the Windlight and same time of day on both grids, then the lighting should look exactly the same on both grids. At least I haven't noticed any difference in the lighting when the settings are the same on both grids.


  9. Linden Lab wrote:

    Though we don't currently have an update on what started the change in behavior, we are working on indentifying and addressing the cause.

    Good to know that you are working on it. :smileyhappy:

     

    But the the BUG report about this issue https://jira.secondlife.com/browse/BUG-8953 still has:

    Status: Awaiting Review

    Assignee: Unassigned

    From that, one could get a wrong idea that nobody is actually working on it.  :smileyindifferent:


  10. kiramanell wrote:

    “No more Linden Programming Language, so you can use existing experts.”

    Wait, wut?! No more LSL?! Oh yeah, that's gonna work great for backwards compatibility.

    The Next Generation Platform (as Linden Lab refers to it at the moment) will not be an upgrade of Second Life.

    It is totally brand new world. Just think that it has nothing at all to do with SL and then you're fine.


  11. LlewLlwyd wrote:

    Disciplinary offences should be things like:

    * Offering an opinion without justification

    * Posting a non-cogent argument

    * Indicating agreement and adding nothing else to the debate

    *
    Posting LOLcats

    cat-eyes.jpg

    :catsad:   :catfrustrated:   :catmad:

  12. If you upload 2048 x 2048 texture it will be downsized to 1024 x 1024 pixels because that is the maximum texture size.
    For clothing layers (skins, tattoos, alphas, etc.)  the maximum size is 512 x 512 pixels.


    The proof is here:

    http://wiki.secondlife.com/wiki/Limits

    • Maximum texture size - 1024 × 1024 pixels
      - Some textures inworld have a resolution as high as 2048×2048;
         this is due to a previous limit that was higher. 

    • Max Clothing Texture size - 512 x 512 px (except 128x128 px for eyes)


  13. LlazarusLlong wrote:


    LondieMonroe wrote:

    Your response was really not necessary.

    This is the General Discussion forum. You are not the forum police so you don't get to tell people what they can or can't do here, ...

    :smileytongue:

    Some get to tell, some don't.  :smileywink: :smileyvery-happy:

  14. As there is confusion about attachment points and clothing layers, the truth can be found here:

    http://wiki.secondlife.com/wiki/Limits

    I copy some of the text from the link here:

    • Max. number of attachments - 38 combined HUD or body attachments.
      • You can attach up to 38 total objects, and they can all be attached to a single point [if you select foolishly to do so].
    • Max. number of clothing layers including alpha, tattoo, shoe base, physics, socks, gloves, undershirt, underpants, shirt, pants, jacket, skirt
      • On viewers from before the layer limits project: 5 per slot
      • On viewers with revised layer limits: up to 60 total, no per-slot limit. As of March 2015, this is only available in project viewers.


    So nothing changes concerning the maximum number of attachment points for attachments.

    What will change is the maximum number of clothing layers (which will be 60), and the limit of 5 per slot (i.e. clothing layer) goes away. Thus, for example, we can wear sixty tattoo layers if we wear nothing else.
     

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