Game Development Reference
In-Depth Information
3.2.3 s Tandardize y our r esoluTions
Set up the resolution standards the team will use for textures in every project. For 90% of your texture work
within Second Life, OpenSim, and Unity, an image the resolution of 512 × 512 pixels will be more than suf-
icient. Only when you need high idelity of detail should you go to the maximum setting of 1024 × 1024
pixels on a texture in Second Life or OpenSim. The resolution can be taken even higher in Unity, but you
need to remember most high-end graphics cards and platforms top out at a resolution of 2048 × 1536 pixels,
so your rendering cost may not be worth the extra idelity [1]. Of course, when you are making a new texture,
working from a higher-resolution base image is preferred, so you can max out the detail of the image and
then reduce it to the 512 pixel size.
3.2.4 s Treamline y our u pload m eThodology and T esT e VeryThing
Decide ahead of time how you want to upload your mesh models. If you are not sure how much various set-
tings on the upload menu will cost in terms of land impact and upload charges in Second Life, take advantage
of the Second Life Beta Test grid, which will not charge you upload fees. You can log in to this right from
the viewer's main page, under the Log into Grid menu. After some testing, you can deine your preferred
land impact for meshes in Second Life, level of detail (LOD), and physics settings and synch this with your
3D model building methods. Like the texture resolutions, you should seek to ind the optimum numbers of
vertices and faces for your models that give the highest LOD with the lowest land impact.
Cross-check these virtual world settings with the model's appearance in Unity or any other platform you
are using so you know your mesh models look good everywhere and run eficiently. If you are adding on to a
previous build in your virtual environment, it would be good practice to go through that build and check the
relative land impact costs you already have in your objects. You may ind some surprising results, especially
if you have some old hollowed or twisted prims (primitives) lying about. Just select the objects and compare
their relative land impact costs as displayed in the Build/Edit menu under the Create/Land Impact/More info
link. See Figure 3.3 for a screenshot of this feature.
It is possible that the land impact of many objects, especially their physics weights, can be greatly reduced
without having an impact on their functionality by changing the type of physics settings and making your
own physics shape iles. There is excellent information available about how Second Life measures land
impact here (http://community.secondlife.com/t5/Mesh/Prims-Prim-Equivalent-Land-Impact-a-too-long-guide/
td-p/1293579).
Note: It would be good practice to make a habit of reading articles in the creation forums of Second Life
(http://community.secondlife.com/t5/Creation-Forum/ct-p/CreationForum) and Unity3D (http://forum.unity3d.
com/forum.php) every week so you can stay on top of what is being developed and tested.
3.2.5 C reaTe a d eTailed p lan
Make graphics documents, rough models, storyboards, and even animatic movies (movies made from
clipped-together artwork and stills) to organize the project, deine your team tasks, and assign them. This
is like a “to-do” list on steroids and creates a detailed plan that everyone understands. Figure 3.4 shows an
example of how an alien avatar was conceived for a 2010 project in Second Life.
In another example of planning, Figure 3.5 shows how SketchUp (http://www.sketchup.com/) was used
for a proposal presentation in 2010 for a game sim built in Second Life. At irst, a rough schematic model was
made, and from that model a series of sketches was generated so that the client (IBM Art Grant committee)
understood the complexities of the build.
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