Difference between revisions of "SL Cert - Basic Textures"

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=Introduction: Textures in and for Second Life=
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First level certification should require the basic understanding of the use of Textures in Second Life.
==Overview==


Here a rough overview, which will become more detailed over the time:
This is the criteria required for a person to become certified on texturing for Second Life.
(Links to topics which can be found in this wiki will be added)


Texturing in Second Life means to apply an image to an object, avatar body part, clothes or map in order to colorize or shape it, or to create particles (temporary animated holograms).
==Audience==


The texturing skill set can be divided into two basic categories:
Anyone who intends to demonstrate that they have texturing skills.
This would be very useful for Second Life builder for example and texture artists.
 
==Pre-requisites==
 
Basic understanding of the Second Life user interface, basic skills in a graphic program outside of Second Life, and some money in the Second Life account to upload textures.
 
==Testing Criteria==
 
Ability to apply an image to an object, avatar body part, clothes or sculpt map in order to texture or shape it, or to create particles.
Creation of textures that are ideal for the use within Second Life to create certain visual effects.
 
The texturing skill set can be divided into the following sub-categories:


1. Creation of the texture outside of  Second Life
1. Creation of the texture outside of  Second Life


2. Utilizing the texture within Second Life  
2. Valid texture upload formats and recommended sizes for best rendering quality.
3.      Use of the texture in Second Life  
 
4.      Permissions and copyright


All skills should be demonstrated as a combination of theoretical (multiple-choice) test and practical application inworld.
==Basic Level==
Basic level certification candidates should demonstrate an understanding of the use of Textures in Second Life. This includes the following topics:




1. Texture creation outside of Second Life
1. Texture creation outside of Second Life


1.1 Surface texture creation (the “skin” of objects, maps, avatar body parts, clothes and particles)
1.1 Surface texture creation - The “skin” of objects, maps, avatar body parts, clothes and particles. The difference between opaque and transparent (alpha) textures, how to avoid the "white halo".
 
1.2 Sculpt maps - What are they, what are their specialities, how are they made. Theoretical test only on this level
 
1.3 RAW files - What are they, what are they used for, how are they made. Theoretical test only
 
 
2. Texturing inside Second Life:
 
An understanding of the several categories and uses of textures in Second Life should be demonstrated:
 


1.2 Sculpt map creation
2.1 Clothes texture, body texture, eye texture, skin texture - Texturing a body part or clothes of an avatar in the appearance editor


1.3 RAW file creation
2.2 Sculpt map - Applying a sculpt map on an object’s sculpt map tab to shape the object


2.3 RAW file - Knowing what this is and how they are used in Second Life. Theoretical test only.


2.4 Particle Texture - Using the textures to create particles with a particle script


2. Texturing inside Second Life:
2.5    Photos / Snapshots - What are their specialities and how they differ from texture uploads, understanding of the options in the snapshot window, knowing how to do a screen print and how it differs from a Second Life snapshot. This should definately be tested practical.
 
 
3.      Upload formats and sizes
 
3.1    Upload formats as to date - jpg, png, tga, and bmp. Which formats are good for which results, quality, transparency, loading times etc.


There are currently several categories or uses of textures in Second Life:
3.2    Upload sizes in pixel - Knowing the basics, which sizes work well for which purposes and which totally not, size minimum and maximum etc.


2.1 Object Texture - Texturing the surface of an object or terrain to colorize it in it’s texture tab


2.2 Clothes texture, Body Texture, Eye texture, Skin texture. Texturing a body part or clothes of an avatar in the appearance editor
4.     Use of the Second Life texture tab, "Select texture", "Edit linked parts" and "Stretch texture", in edit mode.


2.3 Sculpt map - Applying a sculpt map on an object’s sculpt map tab to shape the object
4.1    On the basic level, at least the repeats, rotation and offset settings as well as the options for transparency, full bright, glow, and flipping should be well known, and understanding of them should be demonstrated on the object.


2.4 RAW file - Applying a RAW file on a terrain to shape the terrain
4.2     Applying textures and colors - Texturing whole objects or particular prims or faces of prims, setting repeats, rotation, offset, coloring with the color picker, using the eye-dropper tool, finding RGB values should definately be demonstrated practically.


2.5 Particle Texture - Using the textures to create particles in a particle script
4.3    Understanding of the "Select Texture", "Edit linked parts" and "Stretch Textures" checkboxes should be demonstrated practically.




5.      Required permissions on objects to change textures, required texture permissions, and the change of object permissions with texture / sculpt map permissions should be well understood. A texture artist should know already on the basic level, that full permission is a MUST for commercially used surface textures and why.


Particle textures:


Usually the script and texture are put into an object and the script will read the texture and act with it according to it’s specified parameters. There are also scripts where you need to insert the UUID of the texture directly into it, usually the line can be found by looking for the line with the word “TEXTURE” or a line llSetTexture(“ “, ALL_SIDES); or the like. The UUID has to be put between quotation marks if inserted directly into a script.
6.     A basic understanding of copyrights - Copyrights on 100% self-made textures, copyrights on thirdparty textures, license agreements, and why altering a thirdparty texture does not circumvent copyrights. Theoretical test only.

Latest revision as of 08:42, 6 September 2010

Overview

This is the criteria required for a person to become certified on texturing for Second Life.

Audience

Anyone who intends to demonstrate that they have texturing skills. This would be very useful for Second Life builder for example and texture artists.

Pre-requisites

Basic understanding of the Second Life user interface, basic skills in a graphic program outside of Second Life, and some money in the Second Life account to upload textures.

Testing Criteria

Ability to apply an image to an object, avatar body part, clothes or sculpt map in order to texture or shape it, or to create particles. Creation of textures that are ideal for the use within Second Life to create certain visual effects.

The texturing skill set can be divided into the following sub-categories:

1. Creation of the texture outside of Second Life

2. Valid texture upload formats and recommended sizes for best rendering quality.

3. Use of the texture in Second Life

4. Permissions and copyright

All skills should be demonstrated as a combination of theoretical (multiple-choice) test and practical application inworld.

Basic Level

Basic level certification candidates should demonstrate an understanding of the use of Textures in Second Life. This includes the following topics:


1. Texture creation outside of Second Life

1.1 Surface texture creation - The “skin” of objects, maps, avatar body parts, clothes and particles. The difference between opaque and transparent (alpha) textures, how to avoid the "white halo".

1.2 Sculpt maps - What are they, what are their specialities, how are they made. Theoretical test only on this level

1.3 RAW files - What are they, what are they used for, how are they made. Theoretical test only


2. Texturing inside Second Life:

An understanding of the several categories and uses of textures in Second Life should be demonstrated:


2.1 Clothes texture, body texture, eye texture, skin texture - Texturing a body part or clothes of an avatar in the appearance editor

2.2 Sculpt map - Applying a sculpt map on an object’s sculpt map tab to shape the object

2.3 RAW file - Knowing what this is and how they are used in Second Life. Theoretical test only.

2.4 Particle Texture - Using the textures to create particles with a particle script

2.5 Photos / Snapshots - What are their specialities and how they differ from texture uploads, understanding of the options in the snapshot window, knowing how to do a screen print and how it differs from a Second Life snapshot. This should definately be tested practical.


3. Upload formats and sizes

3.1 Upload formats as to date - jpg, png, tga, and bmp. Which formats are good for which results, quality, transparency, loading times etc.

3.2 Upload sizes in pixel - Knowing the basics, which sizes work well for which purposes and which totally not, size minimum and maximum etc.


4. Use of the Second Life texture tab, "Select texture", "Edit linked parts" and "Stretch texture", in edit mode.

4.1 On the basic level, at least the repeats, rotation and offset settings as well as the options for transparency, full bright, glow, and flipping should be well known, and understanding of them should be demonstrated on the object.

4.2 Applying textures and colors - Texturing whole objects or particular prims or faces of prims, setting repeats, rotation, offset, coloring with the color picker, using the eye-dropper tool, finding RGB values should definately be demonstrated practically.

4.3 Understanding of the "Select Texture", "Edit linked parts" and "Stretch Textures" checkboxes should be demonstrated practically.


5. Required permissions on objects to change textures, required texture permissions, and the change of object permissions with texture / sculpt map permissions should be well understood. A texture artist should know already on the basic level, that full permission is a MUST for commercially used surface textures and why.


6. A basic understanding of copyrights - Copyrights on 100% self-made textures, copyrights on thirdparty textures, license agreements, and why altering a thirdparty texture does not circumvent copyrights. Theoretical test only.