Difference between revisions of "S-61R Pelican/Painting Resources"

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(Painting the S-61R)
(Painting the S-61R)
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#Copy a 3x2048 column of pixels from position (1021,0) to position (2045,0).
 
#Copy a 3x2048 column of pixels from position (1021,0) to position (2045,0).
  
 
+
<xr id='fig:ppp'/> illustrates this process. Note that this processing has already been applied to the AO map. If your paint has only base color texture and no artwork that crosses the boundary from left to right half of the texture, it may be possible to skip this post-processing step.
The following diagram illustrates this process.
 
 
 
 
 
Note that this processing has already been applied to the AO map. If your paint has only base color texture and no artwork that crosses the boundary from left to right half of the texture, it may be possible to skip this post-processing step.
 

Revision as of 18:29, 23 June 2020

SECTION 14. PAINTING RESOURCES

1 Files

Paint templates are available at:

2 Painting the S-61R

The S-61R paint is intended to be created as a 2048x2048 texture that gets divided into four 1024x1024 textures for upload to SL. When the textures are placed into an SA paint can (see instructions in paint can for details on how to use it), the textures for the quadrants should be named as follows:

S61r-paint-quadrents.png

As an alternative, and for testing purposes, it is possible to apply the paint as a single 1024x1024 texture. To do this, simply specify the same paint or uuid for all four of the body textures.

Figure 1: Post processing of 2048 texture

Because the main body crosses the boundary between the quadrants between body-1 and body-2, and between body-3 and body-4, some post processing of the textures may be necessary to avoid artifacts at the boundary when applied to the model. The artifact, usually a dark line, is caused because when SL renders a texture on a surface, there is always some bleed at the texture edge from the opposite edge. In order to prevent these artifacts, use the following steps before splitting 2048x2048 texture into separate textures.

  1. Copy a 3x2048 column of pixels from position (1024,0) to position (0,0).
  2. Copy a 3x2048 column of pixels from position (1021,0) to position (2045,0).

Figure 1 illustrates this process. Note that this processing has already been applied to the AO map. If your paint has only base color texture and no artwork that crosses the boundary from left to right half of the texture, it may be possible to skip this post-processing step.