Friday, 30 October 2020

Rey's Window textures

 OPQ Products: Textures: Rey's Window textures


Rey's Window textures

Rey's Window 01 Wood1

Info coming soon.

Rey's Window 02


  •  2 variants
  • Seamless tileable
  • Very Low Lag: 64x64 and 62x128 pixelsCopy/Modify/Transfer
Two versatile semitransparent window textures with simple frames, usable both on their own and as pane textures for windows with mesh frames. The 64x64 pixel variant is quadratic, the 64x128 one is rectangular with height twice the width.

Rey's Bark textures

 

 OPQ Products: Textures: Rey's Bark textures


Rey's Bark textures

Rey's Gray Bark 02


  • Four different shades512x512 resolution

Four generic old tree bark textures in shades ranging from medium gray to almost black.

 
 
 

Rey's Food textures

 OPQ Products: Textures: Rey's Food textures


Rey's Food textures

Rey's Coffee Beans 01


 
  • Seamless/Tileable
  • Four variants: Light, Medium, Medium-dark and Dark
  • 256x256 and 512x512 resolutionCopy/Modify/Transfer

Based on Linda Kellie's coffee beans texture. We've made the texture seamless and added one lighter and two darker roastings to the set.
The package includes both 256x256 and 512x512 resolution versions of each texture. You really want to use the 256, the 512 is jsut a waste of pixels for a texture like this, but it's your choice.

Please note that although the textures are seamless, you don't really want to use high repeat numbers for it. 4-5 repeats or less should be fine but once you go higher than that you will start to notice annoying artifacts.

Rey's Brick textures

 OPQ Products: Textures: Rey's Road textures


Rey's Brick textures


Rey's Brick Wall 01 and Brick Wall 01T

Info coming soon.

Rey's Glazed Bricks 01

  • 14 colorful textures
  • 8x18 bricks stretcher bond pattern
  • Seamless/Tileable
  • with Normal and Specular maps
  • 512x512 resolution
14 decorative brick textures in lively colors, perfect for a feature wall that really stands out! The package includes a normal map and a specular map that work for all 14 textures and even though the textures look good without them, they really make a difference.

Please note that these textures are intended to be use for "regular house brick" size bricks. You can scale them up and use them as tile textures too but it's not really rcommended. To avoid annyoingly obvious pattern repeats the textures have 8x18 unique bricks. That means there aren't many pixels available for each brick so they get blurry fast if you try to scale them up much bigger than their intended size.


Thursday, 24 September 2020

How to make landscapes with lush, low lag vegetation

 

How to make landscapes with lush, low lag vegetation

 Vegetation is always a problem in Second Life and on opensim. Either we don't have nearly enough of it or we have sims so laggy you can barely move. Many people will tell you that can't be avoided but they are wrong! All you have to do is use the right kind of plants in the right place. Here are some tips. This page is under constant update so there's more to come!

Three overlapping sculpt grass fields, two groups of 87 spruces and two small groups of bushes in the background and a single bush up front, that's all. Even with the sculpt fields there's hardly any lag and it looks so good you can almost believe it's Real Life. This was supposed to be a promo picture for the bush up front but everything blend together so well we can't really highlight that particular plant. So let's jsut use it as an example how good even out fairly low poly plants can work when used intelligently. (Click on the image for a full size view.)
 



1. Think layers!



2. Consider the whole picture!


3. Fill up with big groups!

One of our specialities is large groups with multiple plants - anything from two to more than a thousand. These save a lot of both land impact/prims and lag compared to individual plants so the more you can fill up with them, the better.
 

4. Reuse assets!


5. Avoid alpha blending!

 Good plants will always have some transparent bits since we can't model each and every leaf and petal as mesh - not if we want low lag anyway. But there are two kinds of texture transparency:

  • Alpha masking: Each pixel in the texture is either fully transparent or fully opaque, nothing in between.
  • Alpha blending: Pixels can be semi transparent.

Alpha masking is much, much easier for your computer to render and it also avoids the infamous "alpha bleeding" you so often see. Unfortunately we can't always use aplha masking, it can give a rather "blocky" look, the shadows can be very harsh under some windlight settings and some plant textures have details so fine they just can't be presented properly without soft transitions between the transparent and non-transparent parts.

That means we sometimes have to resort to alpha blending but try your best to avoid it. You coputer (and your visitors') will thank you for it.

Most OPQ plants use alpha masking as default but since they are modifiable, it is possible to switch to blending if you need to.


6. Use sculpts only for big fields!


7. Be careful with wind animations!


Sunday, 23 August 2020

OPQ Avatar physics

 OPQ Products: Complete list: Avatar components: Avatar physics

OPQ Avatar physics

For those not familliar with avatar physics, it's an addition to Second Life and Opensim avatars that add a bit of movement to the avatars breasts and sometiems also tummy and/or bum.

We make these for our own use and not for sale but we got a cuple of requests for one of them, so we decided to list it as a freebie on the Second Life Marketplace.

Saturday, 20 June 2020

OPQ White Flower Trees

OPQ Products: Complete list: Garden and Landscape items: Plants: Trees: White Flower Trees

OPQ White Flower Trees

Unspecified species. More detailed info to follow.

Detailed trees

 Simpler (and lower lag) trees

(Info to follow)

Rey's Window textures

  OPQ Products : Textures : Rey's Window textures Rey's Window textures Rey's Window 01 Wood1 Info coming soon. Rey's...