Difference between revisions of "SL Cert - Basic Textures"

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==Testing Criteria==
==Testing Criteria==


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


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3.      Use of the texture in Second Life  
3.      Use of the texture in Second Life  


4.      Permissions
4.      Permissions and copyright


All skills should be demonstrated as a combination of theoretical (multiple-choice) test and practical application inworld.
All skills should be demonstrated as a combination of theoretical (multiple-choice) test and practical application inworld.
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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 map creation
1.2 Sculpt maps - What are they, what are their specialities, how are they made. Theoretical test only on this level


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




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


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


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


2.4 RAW file - Applying a RAW file on a terrain to shape the terrain
2.3 RAW file - Knowing what this is and how they are used in Second Life. Theoretical test only.


2.5 Particle Texture - Using the textures to create particles with a particle script
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.      Upload formats and sizes


3.1    Upload formats as to date: jpg, png, tga, and bmp There should be a basic understanding of which are good for which results.(quality, transparency, loading times etc.)
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 and which totally not, size minium and maximum etc.
 
 
4.      Use of the Second Life texture tab in edit mode.
 
4.1    On the basic level, at least the repeats, rotation and offset settings as well as the checkboxes for transparency, fullbright, glow and flipping should be well known, and understanding of them should be demonstrated on the object.
 
4.2    Applying textures and color with color picker on objects should also be demonstrated.
 
 
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 textures and why.
 
==Intermediate Level==
 
 
Intermediate level certification candidates should demonstrate an understanding of  the following topics:
 
1. Copyrights on textures
 
1.1 Basic knowledge about copyrights on textures, when it begins, where it ends.
 
1.2 Knowing about the DMCA, what it means, where it applies, who can use it, and the procedure of filing a claim and a counter claim with Linden Lab.
 
1.3 Basic overview over common security leaks and options of texture theft in Second Life (just theoretical), and the best possible protection options but also the limits. (for example to make created items no modify to grey out the texture picker, signatures on invisible places on body textures, license agreements that come with textures/products etc.).
 
 
2. Texture templates
 
2.1 Knowing where to find the official templates for avatar body parts and clothes and being able to use them.
 
2.2 Knowing about the most common quirks of the avatar body ( mismatching of back and front mesh, same texture for both arms/legs/eyes etc).
 
 
3. Animated textures
 
3.1 Knowledge about how to transform an animated gif into an identical appearance on a Second Life object.
 
3.2 Knowledge about the different options to animate textures in Second Life and how to produce the effects.
 
 
4. Texture tab options
 
4.1 All options on the texture tab in the edit window should be well understood and the candidate should be able to produce effects with them after specifications.
 
 
5. Features and their influence on textures
 
5.1 All interconnections between the features tab in edit mode and applied textures on objects, body parts etc. should be understood. (For example inworld  lighting)
 
 
 
==Advanced Level==
 
 
Advanced level certification candidates should demonstrate an understanding of  the following topics:
 
1. Sculpt maps and textures
 
1.1 Ability to produce and upload a working and transparent or otherwise protected sculpt map texture.
 
1.2 Ability to produce a sculpty surface texture with baked shadow/lighting for a given sculpt map.


1.3 Ability to produce a sculpt map and sculpty surface texture to given specifications.
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. Graphic program skills:
4.      Use of the Second Life texture tab, "Select texture", "Edit linked parts" and "Stretch texture", in edit mode.


2.1 Understanding of at least: text on textures, gradients, image cutting, shadow/lighting, sharpening, smoothing, bump mapping, patterns, selection, layers, and channels in a graphic program of choice.
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.


2.2 Ability to produce seamless textures, seamless clothes, skins etc.
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.


3. Working to specifications


3.1 Producing any possible texture to specifications, using and combining several above mentioned methods.
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.


3.2 Recognizing texturing limits that are Second Life specific and communicate these after reading the specifications and before starting on a texturing project. (sculpty shapes, formats options, lighting etc.)


3.3 Patience and professionalism, discussing licensing, timelines, expenses for given specifications.
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.