Adam Berger - Advanced expert with 20+ years of experience in virtual worlds
All classes take place in Alife Virtual World at our dedicated Alife Virtual School region
Learn and Grow at Alife Virtual World School
Course Code: BLD-202
Hello and welcome, creators! I'm Adam Berger, and I'll be your guide through the fascinating world of textures and materials. In our previous courses, you learned how to build objects with prims. Now, it's time to breathe life into them! An untextured object is like a blank canvas; this course will teach you how to become the painter.
We'll move beyond simple color changes and dive deep into how textures, lighting effects, and advanced materials can transform a basic shape into a realistic wooden table, a gleaming metallic robot, or a fantastical glowing crystal. You'll learn the 'why' behind the techniques, not just the 'how', empowering you to apply these skills to your own unique creations in Alife Virtual.
By the end of this course, you will be able to:
This course is designed to take you from someone who can apply a basic texture to an artist who understands how to manipulate surfaces. You will master the complete texturing workflow within the Alife Virtual environment, from applying a simple image to creating complex surfaces that react realistically to light. Your builds will gain a professional polish that sets them apart.
At its core, a texture is simply a 2D image that gets wrapped around a 3D object, like wrapping paper on a gift box. In Alife Virtual, these textures are what give objects their appearance—the grain on a piece of wood, the pattern on fabric, or the rivets on a metal plate. Every prim you create has multiple faces, and you can apply a different texture to each one.
The viewer's rendering engine uses a process called UV mapping to figure out how to project the flat image onto the curved or flat surfaces of your 3D prim. You don't need to understand the complex math behind it, but you do need to know how to control it using the tools provided in the Firestorm viewer.
Let's get our hands dirty and apply a texture to a simple cube. We'll provide some basic textures for you in class, but you can also use any full-permission texture from your inventory.
Familiarize yourself with these controls in the Texture tab. They are your new best friends!
Now that you can apply and align textures, let's explore how to modify them directly on the object. These techniques add mood, function, and a layer of dynamic visual interest to your creations.
You don't always need a separate texture for every color variation. You can tint existing textures to achieve a vast range of looks. This is memory-efficient and powerful.
How it works: In the Texture tab, you'll find a Color box. Clicking this opens a color picker. The color you choose is multiplied with the texture's own colors.
Transparency allows light to pass through an object, making it partially or fully invisible. This is controlled by the Transparency setting, which corresponds to the "alpha channel" of a texture. A value of 0% is fully opaque, while 100% is fully invisible.
Practical Examples:Apply a very faint, slightly smudged white texture to a prim. In the Texture tab, set the Transparency slider to around 80-90%. This creates a realistic, semi-transparent glass effect that isn't perfectly invisible.
Some textures, like a chain-link fence or a leaf, have transparent parts built into the image file (a TGA or PNG file). When you apply such a texture, the viewer automatically makes the transparent parts see-through. You can still use the Transparency slider to make the entire object (e.g., the metal links of the fence) even more transparent for a ghostly effect.
Glow makes a prim's surface appear to emit its own light. It's a fantastic effect for lamps, magical items, neon signs, and computer screens.
The Glow setting in the Texture tab is a slider that goes from 0 to 1. A small amount (0.1-0.2) gives a subtle luminescence, while a higher value (0.5-1.0) creates a strong, vibrant bloom effect.
Example: Creating a Simple Neon BarWelcome to the cutting edge of in-world graphics! Materials take texturing to the next level. While a standard texture (also called a 'Diffuse' map) provides the color of a surface, Materials add information about its physical properties: how bumpy it is and how it reflects light.
To see materials, you MUST enable the "Advanced Lighting Model" in your viewer. Go to Me > Preferences > Graphics > General and check the box for Advanced Lighting Model. Your world will look dramatically different and much more realistic!
Materials are composed of two extra texture maps:
Let's apply a set of material textures to a prim. You will need three corresponding textures: a Diffuse (the color), a Normal (the bumps), and a Specular (the shininess).
Instructions:
Instructions:
Instructions:
Instructions:
This is a problem with texture repeats. In the Texture tab, adjust the Repeats per Face (Horizontal/Vertical) values. If your texture is stretched vertically, increase the Vertical repeat value. If it's stretched horizontally, increase the Horizontal value.
This usually means the source image is too small for the surface. Textures in Alife Virtual are best at sizes like 256x256, 512x512, or 1024x1024 pixels. Using a 128x128 texture on a giant wall will make