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Pine Lake is an isolated sim in the middle of nowhere. It gets a lot of visitors of all kinds and it's my responsibiity to make sure it's enjoyable to everybody in SL, not just to myself. Coniston is at a very public location on mainland and crisscrossed by roads and waterways. There is one crucial difference between Coniston and Pine Lake though. I can't remember if I cried when I had to strip down Coniston but I may well. That requires a lot of artistic skills and also the willingness to make some really, really tough decisions. So the great secret to good content creation will always be to make as much as possible out of as little as possible. It is not and will never be possible to make a dynamic 3D computer simulation with all the details we'd all love it to have. Designing a scene where you will never get to see farther away than X distance is a necessary skill to design packed scenes, and would be useful in SL too if you could force-reduce the drawing distance of incoming visitors, so that they render only at the intended distance, while the culled area beyond that is constantly covered from viewĪll that beautiful detail, held back by the technology. An experienced Environment artist know how many polygons are allowed in the polygon budget and should not exceed that, however if the scene has to be very densely item-populated, the culling distance plays a big role.
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SL is on the opposite side, and rendering something that is constantly updating through the internet has a different load of computational costs. That may be true for single player games or these newer platforms where you download the place before you can enter, where realtime environment changes can't happen because you upload your experience/place for others to download and then enjoy. I'm sorry but a scene that shows around 1.8 million triangles within the culling distance/drawing distance definitely IS ans excessive number at one time. You're not seeing an excessive number of triangles at any one time. This is mostly a level of detail problem. If you are going to model the sign as a mesh object, I'd recommend to check out the video tutorials for Blender on youtube.Ī basic description of how to upload mesh models into Second Life can be found here:įor a general Second Life Mesh overview, this page has quite soem information: Here is a Photoshop tut about transparency in textures for SL:Īlso important to know is how to eliminate the white halo in textures with transparency. I don't know Inkscape, but google returned this on how to safe a PNG with a transparent background. The texture will have to be saved with an alpha channel (32 bit). Modeling a sign as a mesh, or creating a sign as a texture? A PNG is just a texture, which can work perfectly fine as a neon sign.
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So, first of all we should try to find out what you are trying to do. Yeah but my thing is, how can I upload it to SL?
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