2025 original mesh version of the Discord logo for use in clubs, shops, venues, homes, roleplay regions, exhibitions, etc...
Original optimized mesh: beveled soft edges, hand-optimized UV's for wrapping of structured textures, LOD-optimized, 1 LI at normal size (LI will increase if you enlarge it much).
Comes in 9 versions with beautiful PBR textures, as well as Blinn-Phong textures in the same object. This means the objects will look great from the lowest graphics settings up to highest PBR settings.
Copy/Mod/no-transfer - make as many copies as you like.
Ready to work with our Discord Relay with custom "on air light" script.
Enjoy!
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A note to mesh creators:
The mainstream introduction of PBR in 2024 could have gone better. In retrospect, it turned out to be rushed, buggy, inefficient, and it cost Linden Lab a lot of trust among the user base, and a lot of users as well. The fact they asked Second Life founder Philip Rosedale to return and get various projects back on track speaks volumes.
At the same time, PBR allows for amazing contemporary graphics, shiny effects and even mirrors. And as a merchant of mesh objects, NOT offering PBR is poison for business. You are not competitive anymore if you can't stick a PBR label to your products.
It is a fact, however, that a lot of Second Life users can't see PBR textures, even though the Lab did a great job at improving PBR performance.
As a designer, you have two choices now: focus solely on PBR and leave the users who can't see it out in the rain (or even mock them with "Update your viewer" textures), or create your objects in a way that they can be enjoyed without PBR as well.
The objects provided in this folder are an example, how a mesh object could look great in PBR, but also very good with Blinn-Phong textures and the advanced lighting model, as well as looking pretty decent for users on lowest settings.
This is the great thing about PBR: It has the option of a fallback, for users without a PBR viewer!
The process is easy: Just apply your Blinn-Phong textures (diffuse, normal, specular) FIRST, and in a second step apply your PBR textures. That's all there is! And here is an extra trick by me: If you install a non-PBR-viewer like Firestorm 6.6.17 (https://wiki.firestormviewer.org/fs_older_downloads) alongside the PBR-viewer you use, you can even edit the Blinn-Phong textures AFTER the PBR materials have been applied! No need to remove the PBR anymore when you need to adjust the Blinn-Phong textures!
If you make your own textures, the diffuse/normal/specular will most likely be in your process/workflow anyway, or can be easily exported from programs like Substance Painter.
It costs you little-to-nothing, to provide Blinn-Phong textures alongside your PBR textures, and thus be inclusive to the residents who can't see PBR textures.
Please take that into account, when creating your new mesh projects.
Thank you!
(Most photos for this taken by Jun Kuroda)
- Discord Logo in 9 styles: glass, metals, plastics, wood
- Original mesh, Discord logo with soft beveled edges, LOD-optimized 1 LI
- Manually aligned UV texture mapping with 2 faces (Discord logo base, eyes)
- PBR textures, Blinn-Phong textures, low graphic mode textures
- Optimized for use with Discord Relay with included on-air script