Archive for the ‘Textures’ Category

Steampunk Textures – Set 10

Tuesday, December 21st, 2010

I’m clearly on a roll! Here is the next installment of the current collection of Steampunk textures, this time walls with pipes and portholes. There are 30 + 5 textures in all, the +5 being transparent versions of five other textures.

Steampunk Textures Set 10, Sample 1Steampunk Textures Set 10, Sample 2

You’ll find them on the Second Life Marketplace, and of course in-world at the Templar Creations main store in Second Life, as well as at the store in Inworldz, at Tulare 134/220/22.

Second Life Marketplace Page

Templar Creations Main Store

Steampunk Textures – Set 9

Saturday, December 18th, 2010

Another set of Steampunk textures, following on from the Instrument Panel textures of last week. This is a collection of (mainly) wall and door textures, suitable for engine-rooms and exteriors.

A quick preview:

Steampunk Set 9 Sample 1Steampunk Set 9 Sample 2

As usual, you’ll find these on the SL Marketplace, and in-world at the Templar Creations store.

SL Marketplace page

Main Store

You’ll also find them in Inworldz, at the Templar Store at Tulare 134/220/22.

Steampunk Textures – Set 8

Sunday, December 12th, 2010

This is the first of a new set of textures designed for Steampunk vessels, and will be followed up by sets of wall textures for engine rooms and for living quarters (you can catch a glimpse of one these in the sample picture below).

There are 40 textures in all, at 256×256 size. They tile seamlessly, although they are really intended to be used on single panels (as will probably be obvious).

Steampunk texture set 8 example

The set isn’t available in Inworldz yet, but probably will be later today. See the update below.

For Second Life, you can pick up a copy at the Second Life Marketplace, or in-world at the main store (you’ll find it on the second floor).

Second Life Marketplace Page

Main Store

Update: The set is now available in Inworldz, in the Templar Creations Main Store at Tulare 134/220/22.

Castle Textures – Set 5

Wednesday, October 20th, 2010

It’s been a while, but finally here is a new texture set, and several more are on their way.

This one is another set of castle walls, with a few flagstone floors as well.  There are a couple of walls with windows, and these come in opaque and  transparent versions.

You can see them all in the texture gallery, and here’s a quick preview:
Castle textures example

As usual, you will find them online at the store, and also in the Second Life

Second Life Marketplace page

Main Store (in-world)

You will also find them in Inworldz, in the Templar Creations Main Store at Tulare 134/220/22.

In other news
Ah yes, the new Second Life Marketplace website. It replaces XstreetSL, and  broke all the links from my texture galleries. Fun. I think I’ve now corrected all the links, so clicking on the gallery thumb-nail pictures should now take you to the right page.

Castle Textures – Set 4

Sunday, August 8th, 2010

If you missed the TextureMania hunt, the Castle Textures set that was the gift from Templar Creations is now available for purchase.

The set of textures consists of miscellaneous stone wall and wood floor textures, designed for Castle builds (although many of the floor textures could easily be used in other kinds of builds).

There are 30 textures, all at 512×512 in size.

Here are a few samples, and you can preview the whole set on the Texture Gallery page.

Castle Textures Set 1, Sample 1

Castle Textures Set 1, Sample 1

As usual, you can find them inworld, at the main store, and on the XStreetSL site:

XStreet Page

Templar Creations Main Store

You will also find them at the Templar Creations store in Inworldz, if you are a resident there.

Second Life Prim Lights – 3

Saturday, July 10th, 2010

Full-bright and Glow

This is the last article in my short (and rather infrequent) series about lights in Second Life. I’m going to take a look at two elements of textures which are often used in conjunction with lights, and which are also widely misunderstood and misused.

Let’s start with Full-bright. This can be switched on or off on the Texture tab of the Build dialog, and applies to the currently selected texture, or to all the textures on the currently selected object if you haven’t selected an  individual face.

What does it actually do? The most obvious effect is that during SL ‘night’ the texture will appear bright (as the name of the option suggests). During daylight the effect is, predictably, less obvious. In fact, sometimes the object might actually appear to be darker in daylight.

Here is the same scene in both day and night. The picture on the wall has full-bright set on it, and you can probably see that the picture is displayed identically in both light settings.

Full-bright example

Let’s step back a moment. How does Second Life create the ‘night-time’ effect? Well, apart from changing the sky, it obviously makes all the objects in the world darker. It does this by taking the colour which they should be, and blending it with the ‘nighttime’ colours.

What might be less obvious, is that it does something similar during daylight. It takes the colours, and adjusts them according to the current lighting. This is how you get the distinctive orange lighting effect at sunset that some people  complained about when Windlight was first released.

When you set a texture to full-bright, this blending is switched off for that texture, so it always displayed at it’s actual colour, regardless of the current lighting. At night, this has the effect of making the object seem to light up — in fact, it is simply not being darkened.

So much for full-bright. Now what about its companion, Glow? Unlike full-bright, this is exactly what it says. When you set a glow value for an object, it acquires a glowing halo around it. This can range from a subtle, barely visible aura, up to a near-blinding glare.

Glow example

Transparency tends to lessen the effect of glow slightly (the lower row in the picture has transparency applied).

Under most circumstances, using low values is best, usually no more than about 0.25, and often less than that.

One thing to be aware of is that if two glowing objects overlap in the viewer, the glow effect is doubled. This is not always what you want to happen, so you probably need to be careful if you place glowing objects close together.

Overlapped glow example

Another unfortunate effect that I’ve often seen is where the glow is being used with an object which has a partially-transparent texture. For the glow to show up in this case it needs to be set quite high. When the texture is fully loaded, the effect is subtle and often beautiful. Unfortunately, while the texture is still being loaded, the glow is in full force, and often overwhelmingly bright. There is not much that can be done about this, but if you intend to use this kind of effect, you should be aware of this pitfall.

Partially-rezzed glow example

Glow and full-bright work very effectively together when creating a light. As a simple example, rez a prim, set its transparency to 25 (if you set it too high you will lose some of the effect), then switch full-bright on and set the glow to 0.2. The result will, of course, not actually illumine the surroundings unless you set the Light feature on, but this kind of ‘fake light’ can give the illusion of there being more lights than SL actually supports, especially if you use several of these in conjunction with a single ‘real’ light.

Full-bright and glow lighting example

Some SL photographers make use of a interesting effect which happens when an avatar stands in front of a ‘glowing’ texture. This is easier to show than to describe, although the effect is quite subtle, and is caused by the glow slightly spilling over the edges of anything in front of it. Here are ‘without’ and ‘with’ glow versions (this is a rather exaggerated version, with the glow set quite high to make the effect obvious):

Photo-glow effect

However, if you intend to save your photos, there is an issue to be aware of, which is that the Second Life snapshots tend not to capture glow correctly. For example, the scene of streetlights on a wall (above) was captured using my computer’s screen-capture, rather than the Second Life screenshot, which looked like this:

Glow snapshot problem

Finally, ‘glow’ works best when it is used for subtle effect, and with some restraint. Whatever you do with ‘glow’, please don’t do this:

Glow abuse example

TextureMania Hunt

Thursday, July 1st, 2010

Mandi Blanco has organised another hunt, this time dedicated specifically to textures (including sculpt textures). Naturally, Templar Creations is taking part, along with a host of other (very talented — check out the gifts page on the Texture Mania blog!) texture creators. It starts today (1 July 2010), and you can find more information and hints at the official Texture Mania blog.

See you there!

Dark SF Textures – Set 2

Monday, May 31st, 2010

This is my second set of textures with a dark science-fiction theme (think ‘Quake’, or similar games). Lots of metal plates and piping, and a few lights and control boxes thrown in. All the textures are 512 x 512, and you can view them all at the Texture Gallery.

To buy this set, either visit the main store in-world, or the XstreetSL page:

XstreetSL Page

Main Store

Texture Galleries

Sunday, May 16th, 2010

It’s always been difficult to provide a good way of letting people preview a texture set before they buy it. I put samples of the textures on the Xstreet pages, but these only show a few textures, and tend to load slowly (possibly because of the amount of traffic that the Xstreet servers are dealing with). I have vendors in-world which display all the textures, but this being Second Life it can take quite a while for them to rez, so going through an entire set can be tedious.

Well, I now have an alternative, in the form of Texture Galleries on this web site. You should see a list of the Galleries down the left-hand side of this page. Each gallery will display a set of thumbnails. Hover your mouse over any thumbnail, and the full-size image will be displayed. Click the thumbnail to be taken directly to the Xstreet page for that texture set.


Medieval Textures and Farmhouse

Saturday, May 8th, 2010

Not one, but two new releases. They are closely related though — one is a set of Medieval Village textures, and the other is a Medieval Farmhouse which makes use of some of those textures.

The Medieval Village texture set consists of 34 textures, including both transparent and non-transparent versions of the four textures which incorporate windows. (The Farmhouse uses the non-transparent versions, in case you were wondering).

Note: These are the same textures that were freebies in the recent TextureMania hunt. The only difference is that the thatch texture has been replaced, and the transparent windows have been added.

The farmhouse is a small prefab, only 22 prims, and covering 16m x 16m, so it should fit comfortably even inside a small 512m parcel (unless it is a very oddly shaped parcel).

A few samples:

As usual, they are available in-world at the main store, and on-line on the Xstreet website:

Templar Creations Main Store (look outside for the Medieval Farmhouse)

XStreet – Medieval Village Textures
XStreet – Medieval Farmhouse