Difference between revisions of "ModelingSkills"

From Second Life Wiki
Jump to navigation Jump to search
Line 49: Line 49:


===Balancing and minimizing lag===
===Balancing and minimizing lag===
Textures, shapes, levels of detail, etc... Understands relationship between rotating objects and high resolution textures on system resources, megaprims effect on drawdistance, etc...
Textures, shapes, levels of detail, etc...


===Basic script usage===
===Basic script usage===

Revision as of 05:26, 22 June 2007

This is a summary, with minor edits, of the topics listed on the Modeling Certification page. Please use the discussion page if you disagree with this list.

The next step is to define the activity or activities to test each of these topics/skills. There are two ways to approach this: one is to create an object that demonstrates the requisite knowledge (or to assemble it from existing components); the other is to take something that is broken (i.e., something with alpha flicker) and ask them to fix it.

Modeling Certification Topics

Prim Basics

Edit Control and basic prim creation and manipulation. Proof that a person can use the edit controls in basic ways. Create, select, move, rotate, copy, delete. Hollow, cut, resize, dimple. Convert one prim type into another. Resize using the edit window, resize by grabbing the 'handles'. Grid modes.

Texture Basics

Choosing colors and textures, aligning textures, transparent/opaque, fullbright. Understanding shiny, bumpmapped, and how alpha affects them.

Linking and Unlinking

Manipulating linked groups of prims (individually and as a group) - moving, texturing, coloring, resizing. Deleting a prim in a linkset. Knows that a stable linkset can't be a mix of phantom and real, etc. Understanding relationship of the parent (root) to child prims and the effect on rotation, position, the maximum number of prims in a set for physics-enabled sets and sets not physics-enabled, and distance limits from parent prim. Be familiar with script tools that let you work around link limitations.

(needs topic)

Alpha flicker and techniques to prevent it. Positioning, "blacksiding", Z-fighting, etc. Rendering priority issues.

Attachments

How to make a prim into an attachment. Setting it to an attachment point. Using the edit window's grid mode for attachments. Making a basic one-prim HUD.

Lighting

How to make them, what you can edit, limitations (6 sources, no shadows ).

Flexi prims

Knowledge of flexi. How to make them, what you can edit, limitations (only some shapes can be flexi, always phantom)

Mini Prims

Making "mini" prims with different techniques - cutting, dimpling, hollowing with a transparent texture on the outside.

Oversized prims

How to do the ones that are technique (like flattening a 10M box to create a 15M plane) and best practices with the huge or mega prims that were introduced thru the Havoc hack (phantom is best, don't make them physical, bounding box and hollowing issues, beware of parcel boundaries).

Prim torture shapes

Double Loop Single Prim is one test idea.

Sculpted Prims

(text goes here)

Working with curves and organic shapes

Cutting, twisting, hole size effect, shear, taper, profile cuts, taper, radius delta effects and revolutions and how they shape and effect shapes like torus and ring. Show a working knowledge of combining these tools to get organic and curve shapes.

Texturing techniques

Techniques that influence building. Shadowing, lighting, details, alpha games... texture maps. Textures and lag. Size, tiling, alpha channel issues, formats for upload. Common uses of alpha textures. Varying texture(s) by prim face for best effect.

Minimizing Prim Count

Techniques to minimize your prim count

Balancing and minimizing lag

Textures, shapes, levels of detail, etc...

Basic script usage

More of a "drop it in and let it run" sort of thing. Animating textures, basic sound use, setting sit targets and assembling pose balls, removing hoverscript and particles, basic doors...

Permissions

Implications of different combinations. Behavior of mixed permission objects & contents. Groups and permissions.