I've been banging the rocks on my head for about 2 weeks to no avail; need help and icebag.
I'm working on a simple mesh kit for a man's coat. I found some very nice quality fabric that the texture creator provides as 1024's, a convenient size to work on and then I know to reduce the size to 512 for use in SL. The kit came with the usual sample textures and shadow/UV map to use as examples for making shadows and so forth.
It looks great if I simply slap the 1024 on the mesh kit and set repeats, but then using the kit creator's shadowmap/AO isn't an option with the repeats. I was wondering about the materials slots but don't want a shiny or bumpy look.
It looks almost as good with a simple resized and repeated 512 of the plain fabric, very little difference (the example shown is the 1024). With the darker fabrics, this would be fine.
When I uploaded it previously, I was not sure if in GIMP I should leave the OLE compression box ticked or unticked. It seems to be better left unticked as the textures came out blurry on upload to the beta grid (or viewing as local textures on main grid). It seems fine now, as a plain fabric, with lossy compression off - is that right? I changed SL graphics preferences following a recent discussion here.
The real problem is I'd like to add some shadows for the lighter fabrics. I thought to scale the fabric in GIMP that I would use either "small tiles" to scale the repeats, and then overlay the shadows. But no matter what I do, the fabric (small-tiled, or pattern filled from a pattern I made) comes out blurry.
Is there a better way to do this in GIMP so that this nicely tileable plaid-ish wool can show the repeats, yet remain crisp and sharp on upload?
I'm sure it's some setting somewhere and I am being a complete doofus. The image below is crisp, but I can't get that effect unless it's the plain fabric, repeated in the SL edit window.
Grateful for your input! I did mess with my graphics settings (in Firestorm) to increase AA and anisotropic filtering. Should I back off from that?