I had been building a new level in my usual way for FPSC, baking shadow textures etc. When the wife spotted it and said the scenery would be perfect for an exhibit she had to do in Second Life (she doesn't hang around in there and actually makes a good living from selling her texture assets to other builders).
she had been invited to do something celebrating their 9th birthday, on a parcel which is part of a larger sim containing builds from other artists.
I thought some may find it interesting as it shows how these assets can be thrown into just about any engine and still look exactly the same once pieced together without dragging down the performance, using bakes means no lighting is required from the engine in real time.
I had to convert some of the models to sculpty's ,SL's proprietary format for anything thats not a primitive, which causes some loss of mesh resolution, but once the textures were painted onto these they still looked the part. SL now uses mesh but the prim land impact is far higher for these than standard sculpts and she was limited by this.
After building the basic scene it was a simple matter of lowering or brightening any other objects which she wanted to use and everything just got completed a couple of days ago.
The Second life build.
The FPSC build.
Awesome! Its one of those threads.