G General

"TB" BV Vaulted ceiling "Cave a vin" M1868

"TB" BV Vaulted ceiling "Cave a vin" M1868
Details
Features
Contents
Reviews

Thank you for your interest in this vaulted ceiling in the Bellevue series.

Warning: Since this is a ceiling and since there will be something on top of it it is strongly recommended to set the physics shape to none for all of these elements. Pls mind that you'll have to link it with another component of your build. A root prim/mesh can not be set to "no physics shape:
edit menu -> features -> Physics shape type: none

Since I need this in a pretty enclosed environment lightmaps as well as ambient occlusion maps are made. Obviously to bake light-maps I need to setup specific light sources of which the desired positions are not the same as the once you would like to obtain in your design. Unfortunately to foresee all possibilities is rather difficult.... Very nice effect can be obtained by blending light maps as well as ambient occlusions in the texture and refine of course.

These elements hold a long way though are initially made for an obvious "indoor usage". Making the LOD's hold on extended distances would just make them less efficient rendering.

Multiple texture faces are made.

MESH: build low prim with high detail, just rez as any other object you would rez. Adjust the size as you need as you do with prims. Mind that by increasing you might increase you're Land Impact (prim count).

Included in this box:
1 mesh (as uploaded with texture faces visible as colours)
2 sample setups, a) with ambient occlusion maps applied b) with lightmaps applied
1 lightmap or shadow map depending which name you prefer
1 1024*1024 ambient occlusion maps
1 1024*1024 UV maps - made in such way that you have a minimum trouble to make you're items seamless
1 light maps, pls pay attention that those are rendered with other elements added, see pictures

Please note that you get 1024*1024 maps so that you can work with the best possible detail. To upload it is recommended to reduce the scale of the textures and test what gives the best result for you.

It is better not to go beyond LOD4 level, grids don't use it, you'll just increase the heath of your graphic card for nothing.

If you need help on how to handle UV and ambient occlusion maps and since I had quite a bit of demand for it, two youtube detailed tutorials have been made for your convenience.

http://youtu.be/YGQHV0G2bno
http://youtu.be/gEjitNCc78k

If you would purchase your comment is always very much appreciated.

End user license agreement
All textures/sulptmaps sold by Zed Tremont and or Twice Baked "TB" in short, or any other name which I may choose in InWorldz, Second Life or any other inworld grid are produced by Zed Tremont (TB) and/or the graphic artist(s) doing business under that name are protected under international copyright law and may not be used without licence/permission.

We highly esteem ethics and do not resell protected work from other artists or make “derivate textures” of other people unless fundamentally changed and even then only with explicit permission of the other artist.

Any work purchased is of Twice Baked (Zed Tremont) is subject to the Terms Of Service of Twiced Backed "TB" End user licence agreement/Terms of Service. Please do have respect for our work and respect the TOS. Please do NOT take pictures of the textures and use them this way. I try to keep my work crisp since it simply looks better. This is not done for the convience of taking pictures, screenshots or any other comparable system and the image is covered unter the protection of International Copyright Law.

By purchasing textures/sculpties/mesh or any other “raw” material of Zed Tremont (TB) you are accepting as read and fully understood the contents of this End User License Agreement and the TOS of Twisted Thorn prior to purchase.
By purchasing these items you accept to be bound by the restrictions of the TOS, this END USER LICENSE AGREEMENT and International Copyright Laws.

See item in Second Life
  • made for interior use though has good LOD
  • ambient occlusions and light maps provided
  • High in detail
  • UV's made in such way that you as few as possible seams
  • Many texture faces use the UV maps or apply textures as before