from past posts you can tell that i like “staying native” (going commando?) and like to build with minimal imported textures. it’s not so much because textures can incur a big load on the viewer because when they are properly made, they can save on prim count. it’s also a subjective thing as to their value in your work . . . but there’s no doubt that well crafted textures add tremendously to a build and great textures are key to great clothing
so if it’s not the size and load, assuming i am capable of creating an efficient texture, then why do i shy away from textures?
in my move from Second Life i was able to export many things which then were imported into a private grid with Reaction Grid, then exported and imported into their community grid, and then exported and imported into our SimHost grid. in all that moving, i lost some textures and some became corrupted. additionally, subQuark likes the simplicity of “native” builds and uses the analogy of creating things with Legos – to learn how a wheel turns on an axle of a Lego car, it doesn’t matter that the Lego bricks are limited in their colours
for the sim-on-a-stick build
i ripped off i was inspired by Tintin’s rocket in Destination Moon and in true Ener commando spirit i did not use any imported textures. i simply duplicated the same prim umpteen times and cut and dimpled it by differing amounts to make the checkered pattern on the rocket fuselage
this is an extreme example of my stubborness – the prim rocket is a total of 35 prims versus 16 for the textured one below – and the texture file size?
221 bytes! not kilobytes – 221 bytes! if i used four of those, it would still be under 1 kb!
it’s pretty obvious that one tiny texture is far less viewer load than 19 cut and dimpled spheres! phew, i’m stubborn! =D
what are you stubborn about when it comes to virtual worlds?