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I just wanted to share this interesting article I stumbled across where someone built an entire environment in Unreal with the goal of only using one single texture. One-Texture Environment And here's a thread on Polycount where the artist posted WIP shots over the course of creating the environment. Granted, the artist here uses a lot of technical tricks that aren't available to SL users but it's still fascinating. And while this is on the extreme end it does highlight how much emphasis is placed on optimization for realtime 3D art outside of SL, something I wish we'd see more of in this community. While modular textures are common in game design, I can't say I've ever seen the particular trick used in content made for Second Life. If we ever want to see better performance in SL, and more reasonable hardware requirements for what we see on screen, it's something the SL community really needs to push towards. The thread in General regarding the Crystal Cave skybox LL released for Premium accounts got me thinking again about how LL's in-house content should really do more to showcase good creation habits that users might learn from, or at least be able to see examples and the performance gains possible.