This is the third installment featuring Second Life® creators discussing their work and the limitations that determine what is possible. Again, I thank the following designers for their generous gift of time and willingness to participate: Cyclic Gearz (CG), SySy Chapman (SS), Tyr Rozenblum (TR), Siddean Munro (SM), Anya Ohmai (AO), Shai Delacroix (SD).
For the complete series, see Creators Roundtable #1 , #2 and #4.
Why are so many details baked into the textures rather than created as individual pieces – like belts on clothing or doorknobs on cupboards?
CG: Anything you see in SL has to be downloaded to your computer. The more complex it is, the longer it takes. Mesh is made up of individual shapes, called polygons. The lower the amount of polygons a mesh object is, the easier on your computer it will be. To add all of these details in as mesh, increases polygons, which in turn increases the Land Impact, which not only increases how much prims it takes up (in the case of furniture), but increases how long it takes for your computer to load in from the server. Many designers compensate for this by using textures to add in the detail so you can have more mesh visible without it taking a long time to load.
Again, as I said before, you can either have mesh that loads faster, and puts less stress on your computer/the SL servers, or you can have highly detailed physical mesh. There are some creators who do add this detail and bring down the land impact with some tricks in the uploader, but that doesn’t really reduce the strain on the server or your computer.
TR: This is something we don’t do anymore unless an item just isnt going ot have any options (or need to turn something off). How I learned to do it was to bake it all together. Now I just don’t see the point. Maybe I’m reading this question wrong. So I’ll answer it a second way (because, i’m not sure if I got confused here sorry!) we don’t bake all the details in to our stuff because unlike home and gardens, we’re not really trying to save on prims. I know, okay, that it’s probably not the best way, but for the most part as a fashion designer we follow what our customers want. PC’s be damned, they want detail. So we’ll generally model it in, but use the lower poly, or decimated versions. I know earlier on I personally went a little nuts >.> with face count. I don’t think fashion design can get away with the same stuff home and gardens do to cut corners. When people shop home and gardens they look for the lowest possible prim, with best look. With fashion they just want the most detail, come hell or high water.
SD: Some users have a hard time downloading mesh to their clients due to hardware limits or bandwidth . Some computers aren’t as updated to render current game graphics. I live on a 5 MB DSL connection that limits my streaming. Before mesh, I had a hard time building anything with prims as it would lag or double up. I think of this as a standard for my clients. That’s why I personally prefer to do most of it on texture and normal maps. As a character artist, I try to keep my mesh in good topology and low in polycount with proper LODs. This is industry standard. There are details you can’t sacrifice and there are weighting issues to address with unnecessary polygons. In 3D movies or next gen games, you decide which area requires more details as the camera focuses on it. In SL, everything is in scrutiny, everyone is a hero character. My challenge lies in balancing these issues with the overall style in mind. Continue reading →