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  1. Hi everyone! I have a few questions about texturing in SL, For now is about avatars. Decided to customize my avatar with my own textures (makeup, skin details, etc). Currently, I have a Genus Head/Legacy body combo. I have found templates and developers kit for my heads and bodies. However... Where do I get a lashes template? or, How that works? I see that I can add an applier texture for my lashes but I have not seen or figured out how the lashes texture is supposed to be laid out using a UV map. Also, Are most skins and most lipsticks etc in SL a photoshop manipulated image? how are people getting these extreme realistic skins? (asking cuz all i do is draw and you can guess how it felt comparing texture quality). I have searched all over for tutorials and I have not seen a lashes tutorial on how to apply that method to modern heads and appliers. As a matter of fact... most of the content for creating things in SL I have found is EXTREMELY outdated. I have been very thankful for the updated ones! I will appreciate your help!
  2. I am looking for an experienced mesh clothing designer who is familiar with all bodies both male and female. We are primarily looking for t-shirts at this time , however for a experienced designer with high quality work there is the possibility for other clothing such as hoodies, sweatshirts, sweatpants , hats etc. This will be an going project for the right person with regular orders. Experience and high quality textures are necessary. Detail to timeframes and deadlines a must. Your own mesh is not necessary, templates can be used. For more information please contact Jasmine Tryce in world Thank you for your time and talents.
  3. Hello Everyone So I been noticing that every once in awhile that textures re-baking on friends clothing or tattoos re-baking on friends skins and such more on the weekends then anything else but it sometimes does it during the week Please help me with getting this issue down so it doesn't happen as much Below is everything copied from under - About Firestorm - Info Firestorm 6.3.2 (58052) Sep 28 2019 09:08:31 (32bit) (Firestorm-Release) with Havok support Release Notes CPU: AMD A8-7410 APU with AMD Radeon R5 Graphics (2195.88 MHz) Memory: 3543 MB OS Version: Microsoft Windows 8 64-bit (Build 9200) Graphics Card Vendor: ATI Technologies Inc. Graphics Card: AMD Radeon(TM) R5 Graphics Windows Graphics Driver Version: 23.20.808.1536 OpenGL Version: 4.2.13497 Compatibility Profile Context 23.20.808.1536 RestrainedLove API: (disabled) libcurl Version: libcurl/7.54.1 OpenSSL/1.0.2l zlib/1.2.8 nghttp2/1.25.0 J2C Decoder Version: KDU v7.10.7 Audio Driver Version: FMOD Studio 2.00.03 Dullahan: 1.1.1320 / CEF: 3.3626.1895.g7001d56 / Chromium: 72.0.3626.121 LibVLC Version: 2.2.8 Voice Server Version: Not Connected Settings mode: Firestorm Viewer Skin: Firestorm (Grey) Window size: 1920x1001 px Font Used: Deja Vu (96 dpi) Font Size Adjustment: 0 pt UI Scaling: 1 Draw distance: 64 m Bandwidth: 550 kbit/s LOD factor: 2 Render quality: Low (1/7) Advanced Lighting Model: No Texture memory: 512 MB (1) VFS (cache) creation time (UTC): 2019-11-3T4:41:39 Built with MSVC version 1800 November 02 2019 20:42:34 SLT
  4. Hello! I am looking for a .psd texture file for the Default body. Preferable one with already included basic (or good ) shadows so I can have some kind of base to start from to add my own shadows and textures. Any help will be deeply appreciated ♥ Thanks
  5. 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!
  6. Created a HUD, works rezzed and worn but only on rezzed item, not worn item. When the socks are worn the textures do change with the HUD but they are extremely blurry and never load. Not sure what to do here to fix this. Anyone else had this experience?
  7. Created a HUD, works rezzed and worn but only on rezzed item, not worn item. When the socks are worn the textures do change with the HUD but they are extremely blurry and never load. Not sure what to do here to fix this. Anyone else had this experience?
  8. Hi I have written asking about this mystery a couple of times before but no one seems to have any idea, which I find difficult to believe, so I'm trying again with a fresh example. There is a particular technique of animating a mesh object that I am seeing that utterly baffles me and I wonder if any smart mesh coder out there can point the way for me? Now one method I'm familair with is by combining many models together, each with a slightly moved posture, linking them all together into one multi-limbed monstrosity, then using LSL to switch them all invisible but one, then cycle through which one is visible to create the desired effect. You have one new model for each 'frame' of the finished animation. Now I understand that and that is NOT the technique I'm asking about. The mystery technique operates on a single mesh object (no linked parts) that reports only 2 faces. An actual example: I recently bought a shark that has 4 tail swim positions. I have seen things with about 10 positions but lets keep this simple as an example. When working, the shark switches tail positions to create the illusion of wagging it's tail left and right. As there are only 4 positions in this example, the illusion is a little jerky, but it's the 'how'? of it I want to ask about. This shark is one object - not four. It's not one torso with four tails either. It's the Shiva of sharks - all one body with several tail fins. So - switching one body visible and the rest 'off' isn't possible here. Clicking on the various tails as I have to get their face number doesn't solve it either, as at least three of the tails have the exact same face number. I have seen other cretaures that have many more than 4 positions, and these too are all one model with a similar paucity of faces, so - it's NOT about addressing different faces and telling different faces to switch on and off either. So summary - we have a multi-phase animated creature with more 3D new positions than there are objects - or faces - in it's composition. How on earth can I start to accomplish something like that myself? Only if you actually know please! Regards Frankie.
  9. I don't usually run across this issue because its not something I've really had to deal with before. I am building a grocery store in SL, and I went to my Real life grocery store and took a bunch of photos of products on the shelves to use as images on the shelves to reduce prims of having a bunch of prim items.... anyway, some of these products are name brand products... oreo, Jiffy peanut butter, Orville popcorn just to name a few that are shown in these images. By using these images am I am breaking any copyright infringements? Do I need to go through and change the names of everything? Or is there a work around that would allow me to use these images and not get in trouble for it? Thanks in advance for responses and helping me out in this...
  10. I am having an ongoing issue with textures going in and out of focus (see pics). It happens constantly and I can't even take a picture without random textures going from sharp to fuzzy to sharp again several times a minute. Other textures will stay fine but certain others just get crazy, no matter the distance of the camera to the object. See pics. I have the latest Firestorm; I have ALM off, I have object LOD at 2; I don't have Malewarebytes as others suggested in similar post. I've reduced scripts on my land, I've cleared my cache, I've gotten rid of heavily scripted items, I rebake textures with no real results. This only happens: 1. In a particular building I have which has many objects; on the same land in other houses, I don't have this problem. 2. Related or not, I'm not sure, but my FPS goes down to the 20s when I'm on my land. I go to my Linden house, and it shoots up to the 50s. I have a really good graphics card, btw altho its two years old. Any help would be gratefully appreciated. Thanks.
  11. 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!
  12. 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?
  13. 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
  14. 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
  15. 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
  16. 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.
  17. 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!
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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?
  23. 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!
  24. 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.
  25. 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?
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