Difference between revisions of "SL Cert - Basic Textures"

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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  
1.1 Surface texture creation (the “skin” of objects, maps, avatar body parts, clothes and particles)
        and particles)


1.2 Sculpt map creation
1.2 Sculpt map creation
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4.      Use of the Second Life texture tab in edit mode.
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
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.
        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.
4.2    Applying textures and color with color picker on objects should also be demonstrated.

Revision as of 17:22, 6 November 2009

Overview

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

Audience

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

Pre-requisites

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

Testing Criteria

First level certification should require the basic understanding of the use of Textures in Second Life.

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).

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

1. Creation of the texture outside of Second Life

2. Utilizing the texture within Second Life

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

4. Use of the texture tab in the Second Life edit mode on prims

5. Permissions


1. Texture creation outside of Second Life

1.1 Surface texture creation (the “skin” of objects, maps, avatar body parts, clothes and particles)

1.2 Sculpt map creation

1.3 RAW file creation


2. Texturing inside Second Life:

There are currently several categories or uses of textures in Second Life:

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

2.3 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

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

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.)

3.2 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.