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make textures light in colour for greater flexibility

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last week i was on a texture rampage and that continues in-world. i had a sloppy collection of textures from Second Life and of textures i have made on the fly. the problem is that i typically make my textures as 512 pixel squares when a 256 or even a 128 will do. of course the size you use depends on the detail you need and its final use. clothing textures typically need more detail than general building textures like concrete

for those general textures, being disciplined and creating your own “go to” pack of textures will help you look more consistent, save viewer load, reduce rez time, and lower your cognitive load in trying to decide what to use (lol, for me that last one is a big deal because i easily overthink stuff – like textures!) =p

eh_rubberMat128p8some textures lend themselves to being used in multiple applications if their base colour is kept to a light shade. i use a dark rubber mat texture in many places and the texture is an old one that i have no clue how large it is but i’m guessing it was a 512. for this mat which is just repeating rubber discs, there’s no need to have it that big so i redid it as a 4 dot 128 pixel square and made it a light grey. there is still a little variation in the four discs but in this case it is supposed to be fairly uniform (same could be true for concrete, asphalt, some wood, rust, metal, paint, and other mundane but common textures)

in this simple example, i had a rubber mat in a fallout shelter kitchen using that original and unknown size texture (first image). the second image shows it with the new “untinted” texture, and the third shows it tinted to dark gray. since this texture was light, i was also able to add it to an anti-slip mat at the shelter’s entrance which had previously been untextured (4th and 5th pics below)

it’s a simple concept that many others use but it is one that, for me anyway, requires a little discipline and patience to put into practice =)

lightTextures_001

origional texture - did have nice grunginess to it

lightTextures_002

new untinted 6 KB texture

lightTextures_003

tinted to be dark - clearly better housekeeping as this one is not grungy

lightTextures_004

*yawn* - boring untextured mat, easy to slip on when escaping from zombies

lightTextures_005

tinted and now anti-slip and zombie rated =)

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written by Ener Hax

February 19th, 2012 at 3:57 pm

posted in OpenSim,virtual worlds

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8 comments to 'make textures light in colour for greater flexibility'

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  1. I like the idea of a “go to” texture set. A smallish subset of frequently used textures would be easier to use and easier to load to a new grid. Like traveling with a small bag of luggage. That would also be a good idea for scripts. (makes a note to get some Zombie-Rated mats before next Fall)

    Kimika Ying

    19 Feb 12 at 10:40 pm

  2. *anti-slip* Oh you are so domesticated! My “home” look like sh-t… I need a domestic little lady fixing it up *hint hint*

    Mera

    20 Feb 12 at 6:15 am

  3. And don’t forget the default texture “Bumpiness” settings… you can get a similar result to your tiny texture above by simply applying the “discs” or “suction” bumpiness to a (blank) texture.

    There are also concrete, brick, weave, and other bump textures, and I’m pretty sure they all load in a flash.

    IMAGE: http://tinypic.com/r/2s1skl1/5

    You can also use the “bumpiness” textures on non-blank textures for some mixed effects.

    I also like the trick someone mentioned in a previous post:

    Tile 4 or more favorite textures into a 512×512 image, then use the texture adjustment settings (horizontal/vertical offsets and repeats) to show just the 1 texture you need on a particular surface. It does save on load times, for sure.

    For your next post, maybe you can educate us on how to create seamless textures from a stock texture that’s NOT seamless (there are lots of ways, which is easiest in your opinion?)

    DreamWalker

    21 Feb 12 at 3:57 am

  4. Seamless “how to” yesh pleaze! I havent found any easy way, I always mess up :(

    Mera

    22 Feb 12 at 5:39 am

  5. i do like using bumpiness for some things like the Haxor Lunar Lounge and i use ‘brick’ for my skid steer loader tires

    Mera have you tried:

    http://www.blitzbasic.com/Community/posts.php?topic=46368

    i have not yet but Beacara likes it =)

    Ener Hax

    22 Feb 12 at 7:04 am

  6. That TextureStudio thing looks like a great tool, Ener!

    Another one that’s supposedly easy (and no download required) is Aviary. ( http://www.aviary.com/ )

    Tutorial:
    http://designfestival.com/creating-seamless-textures-without-even-leaving-your-browser/

    You can do all sorts of photoshop-like tweaking, as well. And it’s free.

    DreamWalker

    22 Feb 12 at 1:04 pm

  7. nice DreamWalker! and a tut link too! =)

    Ener Hax

    23 Feb 12 at 8:26 am

  8. [...] several months ago i mentioned that i was trying to get better with textures. mainly by being more careful in how i organise them and about their file sizes. i’ve been diligent about uploading the originals to Flickr (post about that) and also trying to make light-coloured textures to allow for more flexibility by tinting them so that fewer textures need to be used (post about that) [...]

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