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Found 36 results

  1. Hello everyone! So I have finally acquired my own Region! I am trying to get the soil texture of mine to ONLY be under the water line so the "lakes" I have made into the ground using terraforming will have the soil texture below the "water line" I am having quite the struggle trying to do this as the dirt is showing up on hills and area above the limit I set the textures at...but I don't think I have fully grasped how the terrain texture editing works yet. This image below is what I'm working on so far. Damn you DIRT! I want you BELOW the water line HAHA!
  2. Hello! I recently (about two weeks) have been experiencing constant difficulties in trying to upload textures and mesh in a beta grid firestorm. not shown balance, permanent errors and feils. On main grid problems too. something is wrong with the sky and the stars, then all black is unclear what. what is happening? Who else has such problems? what is the reason?
  3. Hi everyone! So I have been trying to read up past posts about Substance painter export settings without luck and such because I am struggling with getting a PROPER way to export my work from Substance Painter into Second Life without it looking blehhhh. I have been using the screenshot method from a 4096 quality in Substance, but i always seem to struggle when it comes to keeping the quality of the textures from substance when i import to SL..... (now i understand i will lose some because of the screenshot method not being the best way to work) but ive seen some people create and when they import their work it looks EXACLY the same so obviously there has to be something im not doing right... but I would really appreciate if someone could guide me properly with a step by step of what the proper export settings are n such because im really just frustrated with this. I have been asking around on social media and noone seems to want to help with this. I would greatly appreciate any help at this point because I seem to have just hit a wall and in the previous posts about this subject on this new forum stuff i don't see any of the media attached previously so its of no help unfortunately. So any help would be greatly appreciated! Ive just grown very frustrated because I can work with substance no problem, I can work with or without the baked lighting node, depending on whats required, i know enough to get around in the program itself however, i just seem to be at an impass of what needs to be done properly in order to have successful textures in SL. Thanks a bunch <3 Faith
  4. Hello, I am looking to hire someone to create me a custom texture for the Pro Street Rescue 2 Vehicle (Link below); it'll involve the body of the vehicle to be re-designed to a specification for my new roleplay group that'll operate in the Blake Sea Region and surrounding areas. If interested, please drop me an IM or reply here and we can discuss the requirements further and costings. Vehicle: https://marketplace.secondlife.com/p/PSC-Rescue-2/12856318 Kind Rdgs, Jericho
  5. New website Share Textures has released over 250 free sets of photographic textures under a CC0 licence, including ground materials, flooring, concrete, metal, plaster and fabric. All of the textures are provided at 4,096 x 4,096px resolution and include diffuse, displacement, normal, specular and ambient occlusion maps in TIFF or PNG format. If you like the textures, support future texture development via Patreon A $3 pledge gets you a direct Google Drive link enabling you to download all of the texture maps with a single click, or you can show your appreciation by making a one-time donation via Ko-fi. Free Seamless CC0 PBR Texture Library
  6. What are the websites that provide some high quality architectural seamless textures for my SL builds? Also, their usage in SL should not be prohibited. Kindly assist me. Thanks!
  7. I am having trouble getting meshes into SL with proper UVs and textures. I'll describe my workflow (3ds Max) and maybe someone can tell me what I'm doing wrong or if I'm missing a step. I've attached an image that show the problems I'm getting in a nutshell. # I create model in MAX # I unwrap and UV the model inside MAX # I export UV template and edit it in Photoshop to apply textures to chosen UV islands # I bring the texture back into MAX and use it as diffuse map for a material # I name the material without spaces and do the same for the diffuse map's name (I heard SL does not like names with spaces etc) # I apply the material to my model in MAX - everything looks correct. # I do a quick render and again all looks correct. # I export the model as DAE (1) As Max's default DAE exporter using defaults and (2) As Max's alternate OpenCollada DAE using defaults. # I go to SL BETA Grid (Latest Firestorm viewer) # I go through the UPLOAD process for both models using the default upload settings for the most part # If I chose to include textures, I get an error - missing textures (see image), for BOTH uploads. # I upload without textures, and this works ok. # I upload the texture I created in photoshop (.png) so as to apply it manually within SL # Applying the texture gives screwy results - see image. But different results on each model. So - This is the process I followed. What am I doing wrong or what am i not doing? Any help, guide or tutorial pointers very much appreciated.
  8. Hello! I have a question. Can a single particle system use different textures one by one? or does each texture need a separate system? if it can, please tell me how to implement it. Thanks for any help!
  9. I was looking through the marketplace & I found the old [ Tampon Inside ] marketplace store. I purchased a few of them, & then purchased more. Those really are great old builds. She really put a lot of work into that. Various of those builds must have 100 textures for things she sells for less 100L$. I thought to update the builds with a lower prim edition. They were built with the 10m size limit, & various of them are really primmy. She's probably not active in SL these days, not actually, though I thought to rebuild those old designs. Your comments are welcome.
  10. I'm a noob when it comes to building and dealing with textures. Can someone recommend a good video tutorial? I see several online. Just want to watch the one that's most current In a nutshell: I put a prefab home on a hill. And I then put a block shape under the home, and I'd like to copy one of the textures of the home and add it to the block under the home. Thanks.
  11. Now I seldom agree wholeheartedly with @Penny Patton BUT I have a little mini-rant here and she will likely appreciate it. We have been pretty quite about let's call it "laggy mesh" these last couple of months. After that thread that went on forever with the disappearing trees and the 1024 texture for MATCH STICK HEADS, most of us probably shelved the issue for later. We can do what WE do to make changes but we can't influence others all that much. This week I had several OMG moments in the texture field. There may have been mesh issues also but these were overshadowed by the overuse of huge textures. No names, not even hints but here is the scenario. SUPER cute outdoor build that included some rugs and pillow things to sit on. I wanted to change the color of one blanket for color coordination (it was mod, I could do that). It turned out that JUST the top of the blanket (not trim, not underside) was FOUR TEXTURES. I can't think of any logical reason for that. None. I did some more inspecting and sent the OHSOCUTE item into the trash. A few days later I got another super snazzy new release which included a storage space (not all that large). In trying to tint that I discovered (upon Firestorm inspection) that it was made up of 11 textures (I would have used one). The item didn't even have any grain, it was simple white with shadows. There were some parts of the set that were customizable and one tiny piece (about six inches in real life) had a 1024 texture on it. Now my head is shaking a bit here. These were both well-known designers, not beginners by any means. MY POINT IS --- (well eventually I would get to that) When the new land impact rules come into being, they SO NEED to have the texture load figured in along with the vertex count. I sincerely hope there is SOME way that this can happen. We need some better RULES since obviously we aren't policing ourselves.
  12. i trying create skins but when i test them their patchy no seamless is there a class or video about skins and textures also like to have some information on mesh building too as well bento head creation.
  13. okay, this is weird. i'm making a texture applier, and if there is no texture, it of course uses the blank texture. but i have used both the default blank texture key, as well as the constant BLANK_TEXTURE (or is it TEXTURE_BLANK? you know what i mean.) when i'm editing the object, and i select the texture swatch, and click 'blank,' i get a blank white texture. (i'm using firestorm, if that makes any difference.) when i apply the blank texture from the script, i'm getting a middle-grey blank texture. when i go to edit this, and hit the 'blank' button, the texture definitely changes. when i set it to the white blank, and fetch its UUID from the script, and use that, i ALSO get the grey blank texture when i apply it via that key. i kinda need the applier to set the blank textures to a WHITE blank texture, so any colours/tints applied are correct, and not darkened by the middle grey. help?
  14. I'm sharing an asset that would be helpful, it's not an SL group. Commission Central is a Discord created as a community to share art and link up content creators with clients. https://discord.gg/dbxcqNz Please share!
  15. A few people have asked about this in the "A Conversation with Linden Lab CEO Ebbe Altberg" thread so rather than derailing there, I'm making a new thread here to give people some insight into this issue. To get a higher and more stable framerate in SL would require LL to really discourage poorly optimized content in SL while also providing tools to encourage better optimized content, and make it easier for content creators to optimize their work. As well as tools for consumers to make more educated purchasing decisions, and disincentives for purchasing content that uses excessive amounts of resources. For example, excessive texture use is far and away the biggest framerate killer in Second Life right now. Based on months of observation using a viewer used to demonstrate some VRAM management tools, I'd say that your average avatar is walking around with over 200MB worth of textures. Avatars exceeding 500MB of textures are not as uncommon as you'd think. I've regularly seen avatars pushing 800MB to a GB of textures.That's one full gigabyte of data that you have to download and hold in your graphics memory, for one single avatar. There are sims out there using over 10GB of memory just on textures alone. Why do people do this? Because there's absolutely nothing to discourage them from doing it except the performance hit, and too few people know how this issue affects them so they blame it on bad viewer code or some other strawman. How much VRAM does your videocard have? Even if you have an expensive, high end gaming card you probably only have 8GB of memory. Chances are, most of us have much less than that. Also, VRAM isn't just for textures. Shadows, DoF effects, light effects and more all need VRAM. This makes the "just buy a better videocard" argument unhelpful, to put it politely. And there are people who will argue "but SL doesn't load all those textures at full resolution all at once!" ignoring that as you move and cam around SL you're hardware is constantly sifting textures in and out of data. Constantly moving that much data in and out of memory is a huge burden on both your videocard and your bandwidth. Go to a sim built by someone who understands VRAM issues and you could easily find yourself experiencing double or triple the FPS you typically experience in Second Life. At least until one of those 1GB avatars wanders into view. In some cases, after optimizing an environment I've found myself enjoying FIVE TIMES the fps compared to what I saw before optimizing texture use. That fact alone should be enough to prove the point. You want higher and more stable FPS? LL needs to step up and start discouraging excessive resource use in content. Giving users a tool to derender avatars with excessive VRAM use. Tools that let users see the VRAM use of all of their attachments and rezzed objects. LL needs to start including texture use in Land Impact calculations, so that objects with excessive VRAM use cost far too much LI for anyone to want to use. LL needs to add texture memory to the information marketplace sellers can display in their listings, so people can make informed choices and start avoiding content with high memory use, or content which fails to list memory use (just like people tend to avoid products that fail to list land impact cost). Give people tools and all of this can be super easy, for both content creators and the people who buy that content. There's good, easy to learn tricks to reducing memory use but LL doesn't make it available through any official channels. There's no official SL building tutorials, and the tutorials out there are made by other residents, typically those who do not have any experience or education regarding game design. LL needs to improve the "jelly doll" feature so the resources used by avatars get released when they're jelly-dolled. Right now their textures, at least those that loaded before the avatar gets derendered, remain in VRAM. And that's just textures. Avatar attachments, not limited by LI costs, tend to be far too high-poly. Some of the mesh bodies out there are absolutely ridiculous. There's tricks people use to get around reasonable LI and draw weight costs (avoid any content where the creator recommends you increase your LOD threshold), LL needs to close those loopholes and rework LI and draw weight to be more useful. To better encourage good content creation habits, and better discourage the bad habits. It's very important to note that discouraging bad habits does not mean reigning in creative freedom, or making content creation more difficult. A lot of people hear what I've posted above and are terrified that if LL did these things it would drive them out of SL. That's simply not the case. Optimizing is easy! It's just a matter of learning where you need extra texture detail, where you can get away with less, and learning not to create textures that are filled with unused space. Tell people new limits are coming, give them the tools to work within those limits, the time to learn to use those tools, and it will not be a problem. According to LL some of these tools are coming! That's a very good sign that in the future we may very well experience a Second Life where higher framerates are the norm. If LL handles this right they could even increase the maximum texture resolution cap in SL.
  16. I have uploaded textures before without any issues. However, this time I am seeing quite the resolution loss on the textures I am uploading. The textures are 1024 by 1024 resolution both on my computer and in world. The texture is a rose knit pattern that is clear on my computer and if i load in-world using 'local' as a temp it shows all the details no problem. However once I upload into world the resolution is lost. There is immediately noticeable loss of resolution. Image was uploaded "Use Lossless Compression" checked. I have tried uploading the image as both a PNG and as a TGA file. The main details become smeared as if the image was dropped to half resolution. This makes the texture totally unusable for build. Why is there such resolution loss and what can be done to fix this?
  17. Hello! I am wanting to make a portrait that changes from one texture to another when a very CERTAIN avatar is near by. Is this possible? If so, how !? Thank you!
  18. I spend most of my time over on the MESH forum but wanted to start a thread here about textures. Historically I have used (what I THOUGHT) were fairly large textures on items. Like a 1024 for a wardrobe closet say. Well it turns out that I wasn't even NEAR the record breaking line of overly abundant textures. While it was possible to check on texture size previously, the new version of Firestorm's Inspect Objects tab let you do that easily. We talk a LOT (a whole lot) about low poly game asset mesh on the MESH forum, but let's not forget about the texture part of the equation. Below are two example's of texture use. This first one (not even a HINT of the object in the background purposefully) is a VERY small bench -- about a meter in size: OMG! and this is my 40 x 23 building for Fantasy Faire: Now the Fantasy Faire building is not my norm either but was purposefully made to help keep the lag down and that it does very well. This disconcerting revelation came about as I was teleporting back and forth filling up my mock shop to see if the smallest building would be big enough for me (yep, plenty). Every time I TPed back in the bench (gorgeous bench by the way) was gray for a LONG time. My computer doesn't normally see gray ^^. Eventually I really wanted to know what was going on and so I did a quick inspection (thanks you dev that added this) and had an Oh My moment. I deleted the bench. So when people are complaining that their home or sim is laggy, it is very likely a COMBINATION of dense mesh and too many large textures. So let's all think about that now and then :D.
  19. Hello everyone, I'm sure this has been answered but I searched and really couldn't find what I'm hoping for... so I apologize in advance if it's a redundant question! I'm looking for a good way to create seamless textures for the SL av by painting directly onto the model and then exporting the textures. I'm trying to create tattoos that go seamlessly from upper body to lower body, wrap around the arms, etc. I have Photoshop CS6 Extended and imported the default SL av model with Robin Wood templates into Photoshop and began painting on the model but the painting isn't wrapping correctly around the legs, waist, arms, etc... it gets weirdly warped. After a while the more I paint the blurrier and more distorted the textures get, too. This is really frustrating and I can't do any fine details on the textures because they turn out blurry. I'm a super noob when it comes to all of this so I don't know if I'm missing a setting or doing something wrong... Here is an example image of me just painting a squiggle on the 3D avatar in Photoshop, and even just that simple fat line got distorted... Could anyone offer some tips please? I'm also willing to try out some other programs if Photoshop isn't ideal for this type of thing. Thanks!
  20. I am trying to learn to build, things other than my square, boxy, houses. So, I am trying to build a wall fountain. Regarding the texture I am told to click on "Select Face". Easy enough. This is what it says: Put a check mark in front of "select face". --> Bottom face, color dark mossy green to black. --> Top face *Horizontal scale = 1.0 *Vertical scale = 0.2 Texture rotations = 90 Get out of "select face". My question, where the heck are "Bottom Face" and "Top Face"? I see nothing in the build interface referencing this at all. Thank you, very much.
  21. leGustav

    Weird textures

    Hello, could someone help me with this issue... Lately I've seeing stuff like this... https://i.gyazo.com/9640d9ecd10bb5057a41683917df5d7e.jpg https://i.gyazo.com/ae132cff83e2ca15d3beb70cfee9e348.png https://i.gyazo.com/993cd5020c5b3c64ab9bc00d76dfefa6.jpg
  22. Hey so, I'm a fairly new SL player so I'm still getting used to the game and all, but I'm struggling to texture some of my custom parts for my avatar. What seems to happen is that I'll go to apply a texture to something and either the texture disappears before I can apply it, or it simply won't load at all. I should be able to apply this texture to the head I've bought but for some reason it just won't go. I've attached a gif of the textures disappearing and not applying, is there a bug revolving around this? Do I have dodgy items? Or am I simply making newbie mistakes? I'm pretty confused.
  23. I've been looking around for a while now for somebody to do some custom textures for the Kemono body, Paws Feline Head, Paws Big Ears, and possibly the [BI] Huge bento tail. I have a reference sheet of what I want done. I can pay through paypal or with $L. Picture is the reference for the textures.
  24. 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?
  25. As somebody who wishes to get into creating multi-textured anything.. I am still primitive in the fact that I do not know where to look for a HUD to customize (I guess?) into becoming a HUD for selecting hair textures out of multiple textures to apply to a mesh hair.. or any object I wish to have multiple colors of something for. Where does one go about finding a color changing HUD? I mean.. I make my own textures for stuff.. so I do not need something pre-loaded at all if I do not have to have one.. but where does one start? or... How does one start making one? Any learning curves I have to look into?
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