Our assignment was to find depth perception views in SL, including size difference,blocking - front to back order, lighting and shading, texture and linear.
Here's what I found:
The size difference and height between the lamp posts; the ones further away appear smaller, in fact, the last lamp post you cannot see the light itself.

Here is an example of texture density; the texture of the bricks under your feet are very detailed and large; however, the bricks further away are more densely packed; you don't really see them as individul bricks the further you look out on the scene; granted this picture is dark, Ishould have changed the time of day.

Blocking; a few examples here. The trees in this scene are in front of the wall, it blocks the wall somewhat.

The TV in this scene is blocking the tree and the wall surrounding the property.

The flag in this scene is hanging out from a wall on a building; it is blocking another wall on the other side of it along with the signs on that building.

Lighting and shading, although this is not the best example of shading on a particular object that has something shining on it: it does show a natural shading of trees on a sunny day.

Lastly, here is a view of some trees: The first view of the trees is up close, directly in front of the trees; then as my avatar walks away from the trees; the view of the same trees is so different; the trees look extremely small from this view and you cannot see the tree trunks.

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