G General

Gorgeous high detailed FP mesh window Li = 0.5 M0431

Gorgeous high detailed FP mesh window Li = 0.5 M0431
Details
Features
Contents
Reviews

Thank you for your interest in one of the Sancta Catherina window series, I do hope that it will be helpful in your building projects.

IMPORTANT:
A. The sides of the windows are not "filled" - they appear transparent, this to save triangles (influence Li). They are mend to be placed in between wall parts.

B. 2 full sets of ambient occlusion maps are supplied with this set. If you rework the textures in Photoshop of Gimp it's advised to use the alpha version for a better result.

C. Plenty of texture faces are foreseen in these windows. You can texture them with ease in the "traditional" way.

D. I included a handy script in the box since these mesh windows don't have their pivot point on the side. I simply dislike having invisible parts that can't be crossed hanging around. Also it's just adding on Li.

E. Please mind the aspect ratio of these windows, tearing them too much out will deform the cremona bolt and will tear the texture. Small adjustments want be noticed that fast. Though get the X/Z ratio as close as possible to what you need. The UV maps are each time reworked to get the best possible result for you.

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 mesh can be found rezzed in my store.

If you purchase I would really appreciate your comment.

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)

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 faces X/Z ratio
multiple elements
M0398 1.729 1.495 0.218 2.485 4; 6; 8 1.662
M0402 1.692 1.162 0.218 2.485 4; 6; 8 2.139
M0406 1.061 1.061 0.218 2.485 4; 6; 8 2.342
M0410 1.687 1.331 0.218 2.485 4; 6 ; 8 1.867
M0414 1.524 1.495 0.218 2.070 4; 6; 8 1.524
M0418 1.506 1.162 0.218 2.069 4; 6; 8 1.506
M0422 1.500 1.061 0.218 2.069 4; 6; 8 1.950
M0426 1.680 1.209 0.218 2.485 4; 6; 8 2.055
M0430 1.505 1.330 0.218 2.069 4; 6; 8 1.556
M0431 0.500 2.022 0.218 2.094 4

"Open and closed" ambient occlusion maps are included in every package. You can easily combine elements of both occlusion (shadowmaps) in 3rd party graphic programs.

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 has a very strong LOD, LOD1-2 and 3 are all put on the maximum level since it's a element that will be used "outdoor". 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. The UV's are made in such way that you have a minimum nuisance with seams.

End user license agreement
By purchasing these items you accept to be bound by the restrictions of the TOS, this END USER LICENSE AGREEMENT and International Copyright Laws

You can not give, sell or transfer these items full perm. They have to be a element of your own build in order to be sold on any grid.

Please contact me if you want to use these items in IW'z.
.
The default image shown in the vendor is at full resolution. Please look carefully before you purchase. Since they are full perm they will not be taken back or changed to other textures... Textures packages will mostly be made in 1024*1024, 512*512 or 256*256 Pxs. If specific textures request other sizes due to their nature the ideal proportions will be given in “description”. The eventual use of alpha channels will be mentioned in the name of the texture.

See item in Second Life
  • No alpha clash
  • High detail
  • very 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