OPQ Products: Textures: Rey's Window textures
OPQ - Quality content for Second Life and other virtual worlds
Friday, 30 October 2020
Rey's Window textures
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
Rey's Glazed Bricks 01
- 14 colorful textures
- 8x18 bricks stretcher bond pattern
- Seamless/Tileable
- with Normal and Specular maps
- 512x512 resolution
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!
1. Think layers!
2. Consider the whole picture!
3. Fill up with big groups!
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
Saturday, 20 June 2020
OPQ White Flower Trees
OPQ White Flower Trees
Unspecified species. More detailed info to follow.Detailed trees
Simpler (and lower lag) trees
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