[sldev] Texture optimization (was: Reformatting Textures for
the cache)
John Hurliman
jhurliman at wsu.edu
Thu Mar 22 10:45:04 PDT 2007
Judith Combs wrote:
> So are you saying that unique new textures wouldn't rez well? That
> sounds like hell for artists (content creators) like me. I'm reading
> this thread with fascination, and it's already changed the way I
> handle textures now, for the better. (And I think that more education
> that's easier to find, for the non-programmer-content-creators would
> be a good idea, so we don't do so many dumb things.) But I think this
> idea would drive content creation to a more mediocre level, instead of
> encouraging new and original visual ideas.
The best thing you can do as a texture artist to optimize your work for
SL is reusing textures. Lets say you are making a car; instead of
uploading a separate texture for each piece of the interior, the grill,
the windshield, the mirrors, license plate, etc., make a single 512x512
image and put each texture in a different part of the 512x512 image. Use
the Compress Texture menu item under the Client menu in Second Life to
test out the JPEG2000 compression locally without having to spend L$10
uploading and realize the text on your license plate was destroyed.
John Hurliman
More information about the SLDev
mailing list