Thank you for your interest in this first element of the Bellevue series. Bellevue was one of the castles of Madame de Pompadour during the reign of Louis XV. Though it was was considered as a sublime example of rococo style it was destroyed in 1823. Thanks to the documentation passed on by Abel it would be fun to try to make a 3D model to restore it in it's full grandeur.
I do hope this building and it's components will inspire you and give you joy in doing such.
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
The rezzed item can be seen in the store, please follow the link to get at Twice Baked inworld.
If you would purchase your comment is always very much appreciated.
Underneath the Li of each of the elements, for the specified size. Mind that adding scripts and or animations can have a impact on the land impact count.
LAND IMPACT INCREASE OR DECREASE DEPENDING THE SIZE: counted without the additional script, X,Y,Z is for the approximative max value for specified Li
ref land impact size X size Y size Z
M0704 1.014 2.470 0.178 5.845 Frame 2 faces
M0705 1.117 1.231 0.243 4.373 door left 6 faces
M0706 0.634 1.153 0.244 4.250 door right 4 faces
M0707 6.458 12.194 2.088 7.119 arcades 3 faces
M0708 4.135 16.237 4.247 1.080 stairs angled 3 faces
M0709 5.171 16.424 4.245 1.080 stairs rounded 3 faces
M0710 0.593 12.771 0.646 0.377 stone trim wide 2 faces
M0711 0.500 12.173 0.345 0.062 stone trim narrow 1 face
Please mind that the left and right swinging doors are in two different boxes
Included in each box, 2 samples for the different LOD's
Also included in each box
14 1024*1024 ambient occlusion maps (2 alpha = no black lines when applied), versions, open - close - "exploded", the 3 each in alpha and none alpha
3 1024*1024 UV maps - made in such way that you have a minimum trouble to make you're items seamless
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.
This item have a very strong manual made LOD. It is always recommended to set your viewers LOD level at 4.
It is better not to go beyond LOD4 level, first of all grids don't use it.
This mesh has been made to be used with UV maps. You easily can apply textures the "traditional" way. If you use a graphic program to apply the occlusion maps it is recommended to use the alpha version.
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.
- Excellent LOD
- no alpha bleeding with normal transparent glass
- Low prim
- 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