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It’s been almost 8 months since the ToS change in SL enraged many residents and even caused a few to leave SL for good. A short while after the change to the ToS, iLOGiC entered a kind of state of hibernation when Lorek decided to cease any sort of development of new products or support for existing ones in protest of the ToS change. She then logged out of SL and didn’t come back for many months. However, when Ebbe Altberg joined LL as the new CEO, Lorek finally decide to come back.

She favors the new CEO over the old one and believes that it might be less likely that LL would use the new ToS changes to her disadvantage. She also realized the rest of SL simply forgot the ToS change when residents simply decided to “trust” that nothing bad will happen to them. This made her decide to just go with the flow of things and join the rest of SL – regardless of her disappointment. Besides all that, Lorek and the rest of the members of iLOGiC can’t live without making things. It’s our passion to create and we do it for fun. Although it’s tough to have fun creating things in SL when the ToS is the way that it is, we’ll try to just roll with the punches so we can continue to create stuff for SL. (By the way, this is the “short version” of the story. It’s also the only version we’re willing to disclose.)

With that said, iLOGiC will no longer be in its state of dormancy. iLOGiC is back!!

However, this reopening is a reluctant one for us and will usher in a few changes to how iLOGiC will operate. The changes are all internal, but we feel it’s important to let you all know that we will be operating differently than before since the new ways of operating might be reflected in our products. In general, however, all we will say is: in general, we definitely will be giving significantly fewer f#%ks from now on.

Now now, it’s not as bad as it sounds, we promise. To show that this post isn’t all bad news… or… whatever kind of news this may be, we will be releasing, in the very near future, a few products that were put on indefinite hold back in August: accessories and furniture! Keep an eye out for them as we release them. See? Already hard at work!

Some people may be wondering what is going on over at iLOGiC considering that I have stated that iLOGiC will be in a dormant state for a while due to the changes to the ToS in August but iLOGiC released new products that people have been asking for. So what’s really going on? Where does that put iLOGiC?

Short answer: I don’t know.

I think discussing and researching the ToS situation is kind of an important thing to do and I would go so far as to say it’s our responsibility as SL residents to stay on top of such things. (I would also go so far as to say it’s my responsibility as an American consumer to care deeply about my rights being violated as well, but let’s leave that out of here for now.) So I’ve been keeping up with SL news as it becomes available and kept it in my mind when I decided to leave SL for a few months in a sort of protest against the ToS.

When I returned, I saw certain things have changed, and certain things have not. Some of those changes have had negative impacts on me and some have had positive impacts.

I noticed many people have simply stopped caring about the ToS changes and, as a result, it’s been business as usual in SL for the most part. This is very disappointing considering that such a ToS is a not only a crime, but I believe we, the residents, can make a difference as the core of what makes SL. (The punk/rebel in me was also sad that my sort of protest was in vain. That side of me has now begun to listen to emo music instead.)

However, I also noticed something that seemed a little tiny bit positive at first, but is starting to look a lot better every time I hear more about it. We’ve got a new CEO!

I already had negative bias against Humble when he came to Linden Labs a few years ago. He had a background with EA and SOE – two companies I’ve learned to hate while growing up as a gamer. (R.I.P. SWG.) So when I found out he left LL and we got a new CEO, I thought that maybe things could, at the very least, change. (Notice how I said we and not LL!)

So far, Altberg has discontinued a few LL projects that were started when Humble was CEO. As far as I’m concerned, discontinuing those projects is a good thing because I don’t see how they helped SL. They seemed more like a waste of resources to me.

Then he tweeted on Twitter that he wants to run LL in a more open and transparent manner – which made me very happy. For many years, I believe transparency has been LL’s biggest problem. Sure, it could just be a lie or just something someone says on Twitter, so I can’t put much stock into it. But it’s the best and most promising thing I’ve heard from Linden Lab since… since ever, honestly.

Altberg also apparently has a son who’s been a long-time resident of SL so there’s some resident-insider connection there that could be promising as well.

So that changed the tense-climate in SL regarding the ToS quite a bit. I’m not saying that now things will get better, but now there’s at least a chance for some hope.

So finally – where does this put iLOGiC? Unfortunately, like I said before, I don’t know. Though this makes me feel optimistic about everything, the fact is still that the ToS is – let’s just say: hostile; for a lack of a better word – and the other issues plaguing SL are still pretty rampant. There is one thing I can say though: I feel a lot more optimistic and it’s possible that iLOGiC will come out of dormancy and get back to releasing cool products. However, until there are some big changes in SL, I fear that it will come out of dormancy with a very different attitude.

On a related but different note – iLOGiC has been working on a few projects on the side.

Due to increasing demand for such Appliers, I will become the hypocrite and release Lola’s and Phat Azz Appliers for the Dermal Android System sometime later today. Please be aware that I will not be making the Appliers for the Subdermal Android System because due to the nature of the system, it is not feasible to create for a single layer.

This does not mean iLOGiC is back nor that I am able to support products released. Please understand that I have already moved on and have very little time to work on SL related business.

So stay on a look-out for the Appliers sometime in the evening today. I have to go to my day job, come back, and make all the necessary marketing assets before I can release them, so it might be late in the evening when they’re finally released.

Thank you for your patience!

So a few friends were not sure or do not understand why I decided to disband iLOGiC and essentially cease any progress with the business, so I decided that it was only fair to elaborate on that decision.

I want to make it clear that there were many reasons for the decision and not just a single one. Though I did mostly mention the changes to the ToS made in August of 2013, that alone was not the reason to give-up on doing business in SL. Aside from the already mentioned ToS scandal, the abhorrent content piracy has gotten out of hand as of late and it has never been more difficult to develop content for SL for several reasons. I’ll touch upon the first two points mentioned as the rest can sound more like whining.

First however, I want to touch upon the changes to the ToS. If you haven’t read the controversial section of the new ToS, I have conveniently quoted it below – so read it!

 

2.3 You grant Linden Lab certain licenses to your User Content.

You retain any and all Intellectual Property Rights you already hold under applicable law in Content you upload, publish, and submit to or through the Servers, Websites, and other areas of the Service, subject to the rights, licenses, and other terms of this Agreement, including any underlying rights of other users or Linden Lab in Content that you may use or modify.

 

In connection with Content you upload, publish, or submit to any part of the Service, you affirm, represent, and warrant that you own or have all necessary Intellectual Property Rights, licenses, consents, and permissions to use and authorize Linden Lab and users of Second Life to use the Content in the manner contemplated by the Service and these Terms of Service.

 

Because the law may or may not recognize certain Intellectual Property Rights in any particular Content, you should consult a lawyer if you want legal advice regarding your legal rights in a specific situation. You acknowledge and agree that you are responsible for knowing, protecting, and enforcing any Intellectual Property Rights you hold, and that Linden Lab cannot do so on your behalf.

 

Except as prohibited by law, you hereby waive, and you agree to waive, any moral rights (including attribution and integrity) that you may have in any User Content, even if it is altered or changed in a manner not agreeable to you. To the extent not waivable, you irrevocably agree not to exercise such rights (if any) in a manner that interferes with any exercise of the granted rights. You understand that you will not receive any fees, sums, consideration or remuneration for any of the rights granted in this Section.

 

Except as otherwise described in any Additional Terms (such as a contest’s official rules) which will govern the submission of your User Content, you hereby grant to Linden Lab, and you agree to grant to Linden Lab, the non-exclusive, unrestricted, unconditional, unlimited, worldwide, irrevocable, perpetual, and cost-free right and license to use, copy, record, distribute, reproduce, disclose, sell, re-sell, sublicense (through multiple levels), modify, display, publicly perform, transmit, publish, broadcast, translate, make derivative works of, and otherwise exploit in any manner whatsoever, all or any portion of your User Content (and derivative works thereof), for any purpose whatsoever in all formats, on or through any media, software, formula, or medium now known or hereafter developed, and with any technology or devices now known or hereafter developed, and to advertise, market, and promote the same. You agree that the license includes the right to copy, analyze and use any of your Content as Linden Lab may deem necessary or desirable for purposes of debugging, testing, or providing support or development services in connection with the Service and future improvements to the Service. The license granted in this Section 2.3 is referred to as the “Service Content License.”

 

Linden Lab has no obligation to monitor or enforce your intellectual property rights to your User Content, but you grant us the right to protect and enforce our rights to your User Content, including by bringing and controlling actions in your name and on your behalf (at Linden Lab’s cost and expense, to which you hereby consent and irrevocably appoint Linden Lab as your attorney-in-fact, with the power of substitution and delegation, which appointment is coupled with an interest).

The entire ToS can be found here.

In case that 786 word sentence in the second-to-last paragraph was confusing to anyone, it basically says that residents grants LL full rights to the content they upload into SL. ALL of the rights. ALL of…. that – that’s it. Everything. I don’t know how else to elaborate on ALL OF THE RIGHTS especially considering they already did so in a 786 word sentence. So if a resident uploads a picture of their smiling face, the resident agrees that LL can use that picture in any way they want: display it in commercials, sell it in products or to other companies, edit it, defame it, print it out and post it all over their offices – anything you can imagine. That’s what that sentence essentially says.

 

However, it only gets worse as you continue to read the ToS. The ToS also says that LL doesn’t have to do anything about protecting residents’ rights to their content but that they have the right to protect their own content (does that make any sense considering that it’s the same content?) and will act on the behalf of residents as their attorney to do as they please in the court of law. Think about that next time you wonder why it’s so easy to copybot.

 

I’d also like to point out that section 2 also mentions that LL gets these rights for absolutely free. I think that pretty much argued my point for me by itself.

 

Now, ignoring the obvious ethical problems with forcing residents to grant LL full rights to their property in order for them to use SL, I think it should be fairly obvious why this change to the ToS that grants LL super-rights to User Content (content uploaded by residents) is very problematic for residents. It promotes fear and confusion among residents that are a part of a community that already suffers from a lack of proper communication with LL. Terms like these need to have conditions and limits in order to make more sense and to at least read like there’s some hope of protection for residents. Before, the ToS said LL had a bunch of rights to User Content but they were limited to SL. That means they couldn’t sell User Content to other companies, for instance. Now, however, they can do anything they want with the User Content without any sort of limit. It’s beyond overreaching – it’s nefarious quite frankly. When they didn’t have the ability to sell outside of SL, there was a limitation and that limitation helped protect residents’ IP. Now say because the new CEO thinks it’s a great idea to fund the next chat-window massacre development, he wants to make a few extra bucks and decides to sell off a few resident generated assets. Think about it – your work could fund the next excuse-for-a-chat-window “upgrade” to the client.

 

Of course LL said some stuff and blogged some things about stuff… something optimistic and encouraging I’m sure. Maybe something about how they’re doing this to protect us? That we some how benefit from it? That they’re sorry? I’m sure they said some things that totally justify the new changes to the ToS. Except none of that is written down in any legal form. Nothing they said matters. It really doesn’t matter what they say, only what they do or in the case of our fears of the ToS, what they’re capable of doing. I for one do not believe their word is worth anything compared to what is written down in the ToS.

 

With that said, as far as my response to those who have “faith” in LL to respect the wishes and intentions of the residents who upload their own IP, I repeat what I said above – I do not believe their word is worth anything. LL has given residents no reason to trust them. Ignoring intentions, there is plenty of objective evidence that LL is incompetent when it comes to fixing problems residents have had for ages – both technical and otherwise. (Copybot anyone? Or maybe the content piracy? How about group-chat bugs?)

 

The new changes to the ToS are so contraversial and disliked, that even websites like Renderosity.com have had to react to it. Here is a link to a page in Renderosity’s website explaining that due to the changes to the ToS in August of 2013, they no longer allow their content to be uploaded to Second Life. They understand what LL is capable of doing with the content and have to do what they can to protect themselves.

 

Section 2.6 of the ToS does mention that if residents delete their content from SL, both content that is out of their inventory and in it, then that copy of the content is exempt from the license. However, this is only true if they haven’t already gotten an opportunity to get a copy of it. Once they have a copy of it, or another resident does for any reason, then the license still applies to THOSE copies of the content. In other words, anything residents sell belongs to LL as soon as there is another copy.

 

Now, I brought up something a few times above that brings me to the next topic: Content Piracy.

 

This has been a problem for a long time now. Everyone knows the rampant sharing of textures ripped from various video games, such as Half Life 2, has been going on for years now. However, in the past few months or so, I’d say since the summer of 2013, there has been a flood of ripped content being uploaded to Second Life. I have seen so much more ripped content with my own eyes than ever before and it has been detestable and very discouraging. Character models from just about every video game I can think of have been ripped and poorly implemented into SL.

 

Besides obvious ethical concerns with stealing IP and making money off of it, and besides the fact that it’s against the ToS and the micro-contract people must agree to when they’re allowed to upload meshes, ripped content makes it very difficult for me to run a business. I don’t think I have to argue those points I made at all, just the point that ripped content makes my business much more difficult to run. In fact, I will not argue those points at all here because I think that those points are being sufficiently argued in more appropriate forums. However, as far as screwing content developers such as myself goes…

 

If the market becomes flooded with content made by professional video game developers, then it makes my business as an amateur content developer harder. When the market is flooded with content made by professional video game developers and sold for very little or simply distributed for free, then it completely makes me uncompetitive. That is what happens when people rip content. I suspect content-rippers want to undercut other competitors to make the most money they can and as quickly as possible so they place low prices on the content they didn’t even make. Either way, it makes the rest of us who do place fair prices for our hard work and creative talents become very uncompetitive.

 

Now I mentioned unfair prices and fair prices not just because ripping content from other games and uploading them to SL is illegal and against the ToS, but also because the items themselves are under-valued. Do you have any idea how much money it cost Bioware to develop the Commander Shepard character model? More than $2, I assure you; something easily in the thousands of dollars. Yet the people who end up ripping content choose their pricing based on frivolous  reasons and already flawed logic (if they believe what they are doing is logical and/or ethical, then it sort of sheds light on their flawed logical thinking.) People who try to place fair prices on their goods do so with many variables in consideration including the time it took to make the content, the money spent on making the content, and emotional attachment to the content they make.

 

What’s worse is that if the ripped content gets popular enough, and it’s hard to see why they wouldn’t, they can push legitimate goods farther back in search queries making them harder to find.

 

So when people rip content and upload it to SL and distribute it, actual content developers end up losing quite a bit. The smaller the content developers are, the harder it is for them to compete against high quality stolen goods being distributed for cheap/free. This will slowly begin to destroy the market in SL. (Not to mention discourage content developers from developing anything.)

 

There are many other reasons why SL has become an uncomfortable and ineffective place for me to run a business, but I feel the two previous points I mentioned were by far the most important. Without so much as a hint of a way for me to protect my business and having to compete against content piracy, running a business in SL is no longer an option for me. I hope you can understand my position and why I chose to shut iLOGiC down. Besides protesting against them and ceasing to do business in SL, there’s nothing else that I can do.

 

I’ve actually got one more thing to say. I’d like to mention that if you are reading this and you yourself have knowingly purchased or accepted stolen content, then I have one thing to ask: If you care about original content development in SL, please consider my words and stop propagating content piracy and thank you very very much.

Due to recent changes in Linden Lab’s Terms of Service for Second Life, iLOGiC will be operating at an extremely limited capacity until further notice. No new content will be developed and any services and support for any current products will cease immediately. Current products already on sale will remain on sale.

In short, iLOGiC will be  pretty much closing.

In August, LL revised the ToS for SL. The changes have been very controversial and many other  creative residents have chosen to completely stop uploading any new creative content to SL. You can read the controversial new section at http://lindenlab.com/tos (section 2.3.)

As far as I, Lorek Eusebio, is concerned, it was already very difficult to upload creative content into SL with the previous revision of the ToS. I felt so uncomfortable uploading my own work into SL, I would only upload a limited amount of my original content into SL. These new changes degrade that uncomfortable feeling into straight-up fear.

I understand that although the ToS states that LL is now, essentially, the rights-holder of my work, that it does not mean that they will do anything to disrespect my rights. However, it also does not mean that they will respect my rights. (It’s like a tyrant assuring everyone that he/she is cool and won’t totally oppress the people…) There is nothing stopping Linden Labs from doing something that does not align with my wishes or rights. Either way, I cannot stand to support this trend in what I consider unethical business practices that has been sweeping popular social websites and now Second Life.

To be perfectly honest, however, this was a sort of final straw that broke the camel’s back. I have had many issues with creating content in SL and they have all been converging and compounding.

Please be aware that I do not speak for any of the other members of iLOGiC and that the opinions stated here are my solely my own.

The future of iLOGiC in SL is, unfortunately, looking pretty muddy. We may return at full capacity eventually! However, at the current rate that LL seems to be fixing problems with SL, (bug fixes anyone?(rim shot))) it looks pretty grim. I apologize for any inconvenience and would also like thank you all for having made iLOGiC such a fun project.

That title may or may not have made any sense. Regardless, this post is all about the PIXELS.

Each day that I log into Second Life, I get the feeling that the more important points of pixels elude too many of my fellow Second Life residents. This is a pretty big concern since “pixels” are kind of a big deal – particularly in Second Life! It seems like more and more residents want textures with more and more pixels. This is extremely distressing because, to me, this sounds like everyone in SL is walking around with binoculars permanently attached to their faces. This is bad for so many reasons. Let me explain.

First off, the more pixels a texture has, the larger the texture will be. The larger the texture is, the more work SL has to do in order for that texture to go from the asset server, to the sim, then to each resident that needs that texture. The more work SL has to do, the laggier everything gets. However, it doesn’t end there. The more pixels that have to be displayed, the more YOUR computer has to work as well! So that’s two different things that are lagging more because of larger textures/more pixels on textures.

Now – let’s talk monitor resolution and the pixels on each and every single monitor before I start to explain any of this any further.

Each monitor has a set number of pixels. For example, my monitor is a 1080 resolution monitor. This means that there are exactly 1,080 rows of pixels up and down.

monitor graphic 2

The standard 1080 monitor has 1,920 columns of pixels going from side to side.

monitor graphic 1

This means that my monitor has a total of: 1,080 x 1,920 = 2,073,600 pixels. The more important thing to realize is that my screen is 1,920 x 1080 pixels. This has nothing to do with the size of my screen because regardless of the size, it will still have that many pixels.

But more importantly is what this has to do with two-dimensional images on your screen.

If a two-dimensional image is also exactly 1,920 x 1,080 pixels, then the best way to view that picture is to view it 1:1 or scaled 100%. That means that each pixel of the image perfectly lines up with each pixel on your screen! Fabulous! However, what happens if we were to zoom out of the picture or scale it down? To let’s say, 50% of the original image? It’d be a lot smaller, yes, but also it’d only take up 960 x 540 pixels of your screen. The number of pixels of the two-dimensional image being displayed on your screen doesn’t change, just how much of the screen-pixels those pixels take up. You can imagine that now the size of the pixels and the distance between each pixel of the two-dimensional image is much smaller. This makes, as you can imagine, the pixel density seem much tighter. You’d expect to get the same effect as the retina display on an iPhone or Mac Book Pro! However, what you may or may not realize is that if you had that same image but actually 960 x 540 pixels, you wouldn’t be able to tell the difference between the large image zoomed 50% and the small image zoomed 100%.

resoultion test snap_001

From left to right – 256 x 32 , 512 x 64, 1024 x 128. The 256 on the left appears too pixelated. The middle and right ones, however, almost look the same. Keep in mind that these images are very sharp – organic textures that have softer details will appear even more similar to each other.

This happens because the “resolution” of any image is ultimately determined by your screen’s pixel resolution and how much of the screen the image takes up.

Okay okay, so what’s this have to do with Second Life? Well, let’s use two different examples. The first example is of a texture that we’d want to put on the side of a wall of a store. It’s got to be big and you’d like for people to see it well from far away. This means that the image is probably going to take up a relatively large portion of the screen most of the time. So what you don’t want is a small texture size because it will look pixelated the moment the viewer gets too close.

The second example is of a texture that we’d want to put on an earring. Earrings are usually very small. Unless you’re zoomed all the way into these earrings, they’re never going to take up a large portion of the viewer’s screen. They’re usually going to take up very little space on the viewer’s screen – maybe a few pixels – which means that you’d gain nothing from having a texture on the earring at all, let alone a large texture. (A 1,024² texture on the earring, for instance, would be wasted since more than 95% of the 1,024 x 1,024 = 1,048,576 pixels will be lost in the few hundred pixels the earring takes up on-screen.)

So immediately one can tell that using high-resolution textures is kind of a waste. But what if people do zoom in? Wouldn’t you want them to see how great of a texture job you did on a teeny tiny earring? Sure, of course! Except that for every pixel a texture has in it, at LEAST 24 bits of memory is taken up in your video card’s dedicated memory. That means that a 1,024² texture takes up at least: 1,024 x 1,024 x 24 = 25,165,824 bits. One byte is 8 bits so that’s 25,165,824 / 8 = 3,145,728 bytes or 3 megabytes. A 24-bit 1,024² texture takes up 3 megabytes of your video card’s memory. (Not the same as your Hard Drive’s memory. It may only take up a few kilobytes as a .jpg on your hard drive, but the video card still has to display 25,165,824 pixels and each pixel is still represented by 24 bits of color so there’s no escaping that.)

Either way, you can see that it’s easy to start wasting pixels with large textures. It causes network traffic to be just that much worse and there’s a possibility of it slowing down video cards.

Also, I feel like I should mention this: Textures larger than 512²  directly baked on the avatar (skin, shirts, jackets, pants, etc.) get automatically resampled down by SL to 512². That means that even if you upload a 1024² texture for skin, it will only be viewed by everyone while on the skin as a 512². Please keep that in mind when making textures for SL! It may not be worth having a texture that has a higher resolution than your skin/clothing/tattoo if it’s going to be smaller than your legs or torso.

Snapshot_002

There’s some text on Lorek’s tummy there… what’s it say? I don’t know, but all of these textures on her body are clearly crisp and neat.

Snapshot_003

Getting closer… we can start to see that there are words on her tummy and that the textures still look great.

Snapshot_004

Getting closerrr….

Snapshot_005

Getting cloooooseerrrrrrrr…… I can barely make out what it says on there! This is also pretty much as close as you can get before the 512² images start to deteriorate visually.

Snapshot_006

Okay now we’re invading Lorek’s personal space. But wow! That’s the size of each pixel right there! At this distance, those pixels are pretty enormous. It’s impressive what blurring and some photo editing tricks can accomplish with such low visual fidelity.

So the next time you make a texture for SL, try to upload it as small a size as possible without compromising too much visual fidelity. Use the information here as a relative scale. It doesn’t make sense to make something that doesn’t get looked at as often as a person’s face to have a texture larger than the avatar’s face. Also keep in mind that avatars’ clothing and skins and tattoos are all going to be 512² so environment textures should definitely be smaller. There are very few justifiable reasons to use 1024² textures. (Especially off of the avatar.)

Second Life is finally entering the modern age of video game graphics. Linden Labs has released a project viewer to test out what they call “materials.” The “materials” are what game developers know as Normal Mapping and Specular Mapping. Residents will finally be able to upload their own custom Normal Maps and Specular Maps to improve not only the quality of content in Second Life, but if done correctly, Normal Maps in particular can improve performance as well.

A Second Life with better looking content AND faster performance? If it seems a bit hard to believe, it’s probably because we, the residents of Second Life, have generally picked up very bad and inefficient practices when it comes to building. With that said, yes – the potential for a better looking and faster performing Second Life is possible.

However, it is important to understand what Normal Maps are and how they can help make Second Life look better and perform faster in order to understand how we can improve our own content creation habits.

Normal Mapping

First and foremost, Normal Maps are a sort of cheat. They manipulate the normal angles of the mesh objects to affect how light “bounces” off of particular surfaces to effectively trick the eye in seeing a three-dimensional detail that is not actually there when the audience is looking mostly normal to the surface. (What? Basically, when you look directly at a face of a polygonal model, it can seem to have way more 3D detail than is really there. This is far more convincing than simply baking lighting information into textures.) So a flat plane can appear to have an intricate relief sculpted into the surface of the plane – or a smooth jacket can look like it’s actually rough leather – all based on how the angle of the light is reflected off of the surface. If this sounds familiar, that’s because Second Life has always had “bumpiness” options that use a similar but more primitive concept to Normal Mapping. Not to mention, we could never upload our own custom bump maps before.

The best part is that the Normal Map is just a two-dimensional image just like a Diffuse Map. (Diffuse maps contain color information – these are what Second Life residents have known simply as “textures.” It’s important to note that textures now include Diffuse, Normal and Specular maps as a combination in order to create the visual ‘texture.’) This means that instead of using tens of thousands of polygons to change the geometry of the plane to actually contain a relief, a Normal Map can be used very effectively as an alternative with only two triangles. It costs as much as viewing an image and is much easier for the computer to render.

I suppose a very basic analogy would be like when we stopped engraving all of our writing and started painting it with quills. Engraving is much harder work as opposed to using a brush or quill! Though in the case of Normal Maps, the “savings” is in reading – not writing.

Polygon Efficiency

The need for polygon efficiency is as old as 3D graphics in either video games, or film. Even today, video game developers stress about polygon efficiency and insure that they never go over their polygon budgets. This is because more polygons means more work for the computer to do. However, just as the ability to upload custom mesh objects are new to residents of Second Life, so is the idea of “polygon efficiency.” Most residents focus on “prim equivalency” (because that’s the only kind of efficiency every resident has ever cared about since it directly ties to money) and are completely ignorant to the greater importance of “polygon efficiency.”

If a content-creator would focus more on Polygon Efficiency, the number of prims their meshes will cost will be as low as possible anyway since Polygon Efficiency drives Prim Equivalency.

Now it is important to understand what I mean by “polygon efficiency.” It means making every polygon on a 3D mesh object count. It doesn’t necessarily mean making sure that the 3D mesh object has as few polygons as possible, but it does mean that each polygon has value and is not being wasted. In some cases, that may mean trying to make your object with as few polygons as possible. In many cases, it is difficult to determine if all the polygons in a given model are “necessary” so to speak, and it is important to be able to quantify things like aesthetics in order to determine a good compromise. Basically, it comes down to a matter of opinion to determine how few is too few. (Or how much is too much.)

These examples may be able to help give an idea of which direction we need to go with our meshes:

  • The default avatar mesh contains 7,000 – 8,000 polygons. (pc)
  • Connor Kenway from Assassin’s Creed 3 is made up of roughly 28,000 polygons.  (xbox 360, ps3, pc)
  • Drake from Uncharted: Drake’s Fortune is approximately 30,000 polygons.  (ps3)
  • Lara Croft in Tomb Raider is 230 polygons. (ps1)
  • Lara Croft in Tomb Raider: Underworld is approximately 32,000 polygons. (ps3, pc)
  • Snake in Metal Gear Solid 3: Snake Eater is approximately 4,000 polygons. (ps2)
  • Solid Snake in Metal Gear Solid 4: Guns of the Patriots is approximately 10,000 polygons (ps3)
  • The Thigh High boots by iLOGiC is approximately 1,400 polygons each. (no normal mapping yet.)

Please note that some of the video games mentioned are A) very big budget games B) highly optimized & C) runs on high-end proprietary engines and not openGL. (Assassin’s Creed 3 actually runs with the latest DirectX 11 technologies like tessellation on the PC, so don’t even bother using that as an example of what could be for SL.) Considering that all of those game characters also wear clothing, That’s actually a very small amount of polygons. Now – try to count the number of triangles in your latest rigged mesh clothing item in wireframe mode. In many cases, the number can be in the tens of thousands. (Seriously – look at your default avatar without any attachments on in wireframe mode. That’s roughly 8,000 polygons. Note the polygon density! Now look at your mesh. I bet it’s far more dense…)

But wait! More of those polygons means MORE DETAIL. It means that the meshes will look prettier! So clearly, MORE polygons must mean MORE prettyness! Thus, we need MORE POLYGONS!

No. If everyone in Second Life were to continue this trend of wearing clothing that is made up of say, 10,000 polygons, then you can see how quickly it all adds up. Let’s consider a pair of pants that are 10,000 polygons… plus a shirt that’s also 10,000 polygons, and a pair of shoes that add up to 10,000 polygons. (I’m being very modest here because some shoes can easily be 10,000 polygons EACH.) That’s 38,000 polygons for an avatar in Second Life. (That isn’t counting hair…) That’s more than 3 times more than Solid Snake in the latest released Metal Gear Solid game. Again, I’d like to point out how each of these games have custom high end rendering engines and are very carefully optimized by paid professionals. Second Life has no such controls in place. There could be 1 avatar on the screen… or 10. It could be in an empty sandbox… or a bustling sci-fi city/mall. We have no choice but to ensure that not only are our builds highly efficient, but that we also build with consideration of others.

How We Can Improve

Now then! Considering that Normal Maps can effectively appear more detail in 3D objects, it should be relatively easy to tell that a content creator can get more detail with fewer polygons. This is an extremely important point to make because fewer polygons mean faster graphics performance – and there you have it. More detail, fewer polygons, faster performance. So there’s no way to justify the 20,000+ polygon shoes you’re wearing when the same detail could probably be accomplished with something like 1,000 polygons or even fewer in a lot of cases.

So the best thing we can do now, is just start talking about it. Have a good attitude about it and talk to your friends about it. Make sure content creators know that you’re concerned about this sort of thing if you your self don’t create content.

Here are some links on normal mapping – some I used to learn about normal mapping, some I used for research on this post.

http://www.bencloward.com/tutorials_normal_maps1.shtml <– favorite for explaining exactly how normal maps work

http://wiki.polycount.com/NormalMap/

http://www.siggraph.org/publications/newsletter/volume-41-number-2/modeling-techniques-movies-vs-games

http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/

http://beyond3d.com/showthread.php?t=43975

http://www.efgmagazine.com/eye-for/0/how-many-polygons-you-say.html

I’d show images, but I can’t find any good ones that I know I can use without violating copyrights or something. So here’s a link that may or may not work forever! Look at the wireframe over laid on the model with all those details! That’s normal mapping in action. Look at the number of triangles! SIX THOUSAND and far more detailed than the default avatar mesh.

I’ll update this with examples of my own soon!

WAIT! What about Specular Maps?!

Oops! Right so those will just give us a lot more control over how shiny our objects are. Normal Maps control how light “reflects” based on fake surface details and Specular Maps control how bright the light reflects or how eccentric the highlight is or how shiny or what color the highlights are or which portions of a given part of the map is shiny, and which portion isn’t! (Consider a bald guy – their bald heads are usually shinier than their faces! Spec Maps can help make this happen in video games and now Second Life.)

Specular Maps don’t really effect performance in any way!

So we’ve been missing for quite some time! We have our painful reasons for it, but hopefully after the ordeals we’ve gone through since then, we’re a little better suited to deal with whatever else life throws at us. With that said, we apologize that we’ve been gone for so long, but we’re finally back. And it’s time for an update!

First off, we’ve got a lot of exciting products lined up. With the promise of the new materials project underway, we’ve been very VERY excited to finally get our hands dirty in normal map and specular map making for the Good Good of Second Life. We’ll offer up some examples soon.

Besides that, we’ve got some new rigged boots coming out very soon as well! They’re thigh-high heels though, boys, so sorry! Yours will be coming right after.

We’ve also been working very hard on a very modular pre-fab construction kit of sorts. We’ve only really seen this sort of thing done well once before, so hopefully we can do as well or better than the out-of-date system we’re thinking of. To get an idea of what it might look like, try to think of something that’s near future but not so sci-fi and niche that it looks like it only belongs in a gritty space craft. We’re hoping people can use it as an abode or a space craft or a lab or what have you. More themes will eventually be released, but we need to make sure the modular pieces all fit together. We hope people who like making RP sims will also be interested!

We have also been dabbling in some non-sci-fi themed things as well, but prefer to finish some more examples to show off before we make too much of a commitment.

For those people looking to rent some themed land but want something different, stay tuned as well!

Also, here are some pictures of a set of cuffs we’ve been working on. Also, the model’s pretty hot too (^_-)

Snapshot_001 Snapshot_003 Snapshot_007 Snapshot_017 Snapshot_020 Snapshot_025 Snapshot_030 Snapshot_031 Snapshot_036

So a while ago, we decided we wanted to try our hand at some lightweight furniture and interior decoration for the purpose of making pre-fabs and possibly a sim city. (That’s a pipe dream; don’t get excited.) What we discovered is that furniture design is a totally different beast from what we’re normally used to. However, we settled on making a very basic design of a couch to start off and found that we could make them for as little as ONE prim. That’s right! ONE prim. It, however, kind of sucked in general as a useful couch so we played with a bunch of different scripts and solutions and such and finally settled on a model with accurate physics so that people sit on it without the use of scripts. The accurate physics, however, raised the prim-cost to 3.

This does a couple of things for the couch and the customer: It keeps the couch very lightweight in terms of rendering and scripting and everything in general! It also allows the customer to sit almost anywhere on the couch. Even better, it meant that a bunch of people (exactly one several (we don’t actually know how many yet (We don’t have that many friends!))) could sit on the couch using their favorite sit animations! And, well, yeah… people get to use their own animations.

Some people, however, may not see that as a bonus! We do, however, because we don’t like monotony or being told how to sit!

However, the couch is… MOD & COPY. OMG. One couch to rule them all? Sure it looks a bit boring, but this means people only need one couch to have as many couches as they like, mod them, tinker, add scripts and animations as the customer pleases, and all for one low price! Hopefully you can see why we made the decision to leave scripts out of it.

Also, in case we failed to mention this, the customer can change the texture properties of each cushion and the frame by “selecting faces” in-world and having their way in the edit menu.

We hope everyone enjoys the UtiliCouch as much as we have!

We have finally released a version of the Dermal Android System for Men! Now men can enjoy the same cyborg/android goodness as females have been enjoying for a while now!

As mentioned before, we’re going to start including male avatar shapes in to more of our products as we progress forward. Though it is a harder mesh to work with, it’s very satisfying to finally get to design for men.

With that said, we hope you enjoy the male DAS! Also, look forward to more versions of the DAS in the future for both male and female avatar shapes!

Warning! The following man has no sex organ in these pictures! :O

(androids don’t need them!)