• → Feedback and Support Forums
Current User: Guest
Please consider registering

 
Search Forums:


 




Heeeelp

Post

Mephy Vaher - Guest

7:12 pm - Jun 18, 2008

1

Ok, so trying to get this to work…


Got it installed and such, guide was really good, and it was easy to udnerstand.. :) Thanks for that one…


So, after that, just to check it out, I made a simple glass, easy to make in 3DS Max 9, or any other version with lathe for that matter…


So, easy enough, then I do the “unwrap UVW” modifier, ok, one thing I notice straigh away, is, that instead of getting the UVW unwrapped, and like in a swuare shape, I get the model I've made in frontal view… That's problem number one, but, as I read up furthere her, you can just delete that modifier, it's not required to have there, soooo, I click the “SculptGenMax” magic button, and choose to generate a sculmap from selected… Ok, what I get now is a picture sorta like I'm suppose to get… This is he picture I'm supposed to get to upload into SL, BUT, alas, it looks more like a picture in 8-bit or less color encoding… Not like a smooth color and detailed like I need it to be.


And needless to say, the result in SL looked more like puke than a glass to me…

Any help please?


Mephy Vaher…

Mephy Vaher - Guest

7:36 pm - Jun 18, 2008

2

Ok, so I looked at the post “Low Res Sculpt” further down, and saw that this guy pretty much had the same problem I had, only mine is even more severe… I've not started this in NURBS, cause I don't know how to correctly use that yet, still learning this…


Anyhow, I unchecked true colors, ok… Try again, well, not I get another error message while trying to generate an image…


“Runtime error: array index must be positive number, got: 0″


Well, this surley didn't make me any wiser, that's for sure… :S

Any help would be greatly appreciated, that, or just a general guide video on how to do this, or walkthrough step bu step with pictures of every damn step, cause this is sorta frustrating…


Mephy Vaher…

Mephy Vaher - Guest

9:00 pm - Jun 18, 2008

3

As the night goes on, we continue to progress.. heh… ok, so after looking at the “Low Res Sculpt” and so on, I've figured out how to make the “rainbow” a bit prettier, still not good, but prettier…


So, my other problem, whenever I use “unwrap UVW” modifier in 3DS Max, I only get a frontal view of my model up in the viewport then.. Not unwrapped and/or not like a single mesh like all the pictures and examples I've seen so far has. Any clues on to how I can get that one right??


Heh, feel like a complete noob on this, cause I've not really done TOO much modeling before, but looking forward to this, and really wanna get it going…


Mephy Vaher out…

Shack Dougall - Admin

9:32 pm - Jun 18, 2008

posts 368

4

A sculptie is a very specific kind of mesh. It has to have certain properties and that limits the kinds of meshes that can be turned into sculpties. In most cases, you can't just create a mesh in 3ds Max and expect it to work as a sculptie.


The easiest way to create a sculptie is to start by importing a pre-existing sculptmap. If you import a sculptmap, you are guaranteed to have a mesh and uv map that will work. Then, you can move vertices or apply modifiers that move vertices to transform it into the shape you want.

  1. Load a sculptmap from disk (File>Load). Any sculptmap will do. A few come with SculptGenMax in the “sculptmaps” folder.
  2. Paste the sculptmap into the scene (Edit>Paste and then click in a viewport). That will create a sculpty from the sculptmap.
  3. Edit the sculpty. Move vertices around, etc.
  4. Generate a new sculptmap from the sculpty that you've edited.
  5. Save new sculptmap to disk.
  6. Upload to SL

Mephy Vaher - Guest

4:34 pm - Jun 19, 2008

5

So, ok, I went with it your way… Yes, it works, wohooo!!

Well, the ones YOU've allready made works yes… Let's say I make a cylinder then! And try to box model this into something!

ok, delete quite a few parts… cap the cylinder agian cause I can't leave it open, have some fun with it.. and make a new UVW file from it… Doesn't work what so ever…


Let me see, this thing HAS to be in editable MESH right? or can it be poly or what not as well?


Other than that, what the hell can I do with this if I can't do anything but open your premades and all i can do is cut away stuff from that, like half a CD rack or something… :

Shack Dougall - Admin

5:19 pm - Jun 19, 2008

posts 368

6

Mephy Vaher said:


Let me see, this thing HAS to be in editable MESH right? or can it be poly or what not as well?


Other than that, what the hell can I do with this if I can't do anything but open your premades and all i can do is cut away stuff from that, like half a CD rack or something… :


It has to be convertable to EditablePoly, so mesh, poly, and even NURBS will work, but there are severe restrictions on what you can do.


Sculpties are extremely powerful, but they are tedious to create. Starting with a pre-made sculptie, you are pretty much limited to moving the vertices. You can't delete vertices and you can't add new ones. No extrusion, but there are still a lot of modifiers that you can use such as Bend, Squeeze, and Noise. And you can move vertices and faces as much as you want.


There are also some techniques that you can use to convert an “arbitrary” mesh into a sculptie. Chip Midnight has a good tutorial on one of these techniques. I played around with this when sculpties first came out and got mixed results with it, but I didn't invest much time.


Gearsawe Stonecutter has another technique that is tedius, but results in some pretty impressive sculpties. There's a picture of one of his 1-prim fences in this post. The technique is to think of the sculptie as a kind of balloon animal that you can stretch and twist into the shape you want. All he's doing to build this is to move rows of vertices by hand to form the shape.


I'm sure there are lots of other techniques, but to my knowledge few have been documented. And I'm not an expert at this point because all of my time has gone into building tools rather than building sculpties. As soon as I release Prim Composer next week, I'll switch back into learning mode and try to absorb everything I can find on the subject and then hopefully produce a few video tutorials before I switch back to tool building again.


You should also be aware of OpenSim and realXtend, which are two related efforts to create opensource versions of Second Life. realXTend has a version of OpenSim that supports full meshes.


Anyway, hope this helps.


–Shack


Mephy Vaher - Guest

7:55 pm - Jun 21, 2008

7

After some playing around, yay, I got it working now!

Now, ok, sorta fresh on 3DS Max though… And all of a sudden, the three arros indicating where to move stuff, or an object, or poly disappeared! :O The XYZ directional arrows. Did I hit some sort of magical button that removes'em? And if that's the case, what's the magial button to bring'em back???


Sorta desperate question from Mephy Vaher…

Shack Dougall - Admin

6:34 pm - Jun 22, 2008

posts 368

8

Not sure if this is what you're looking for, but there are different edit modes (select, move, rotate, scale). In move mode, you get the arrows. In other modes, you get other things.


There are buttons on the toolbar for switching modes. The move mode button looks like a cross with arrows on the four points. Press it to go to move mode. Also, the edit menu has options for move, rotate, and scale (shortcut keys are shown in the menu). You can change it using that menu as well.

Mephy Vaher - Guest

7:28 pm - Jun 22, 2008

9

Well, you're getting closer, I know that, BUT, whenever I choose let's say “move”, I should in my viewport get 3 arrows, one green, one blue, and one red, indicating wich direction I move those objects in, and connecting these are squares so I can move them in both those directions as well…


Problem is, these have dissappeared, same with the pyramid or cone like figure sitting in the center if I choose scale, they are just gone.. :S


Thanks a billion for the help so far… Got a really nice glass made outta your little program today, so got it working now, it's just DAMN had without those extra guides that has gone missing… :(

Shack Dougall - Admin

10:05 pm - Jun 22, 2008

posts 368

10

You can turn it back on in Customize>Preferences then click on the “Gizmos” tab. Actually, this happened to me, too, when I was just beginning with 3ds Max. I still don't know how I managed to turn off the gizmo.


Anyway, on the “Gizmos” tab, you can control a lot of different properties. Probably, one of them has gotten wacked. Play around with it and I'm sure you'll get it back.

Shack Dougall - Admin

5:24 pm - Jun 23, 2008

posts 368

11

Oh, and here's a thread with another interesting sculptie technique in which you can create multiple physically separated objects from one sculptie.

Mephy Vaher - Guest

6:07 pm - Jun 23, 2008

12

Thank you SOO much, so I'm not the only one who's managed to get it to dissappear huh?

And I'll look into that second technique, looks sorta cool…

Purf - Member

10:47 pm - Jun 23, 2008

posts 4

13

You probably hit the X key.. that will hide/unhide the arrows and axis



Reply to Topic: Heeeelp

NOTE: New Posts are subject to administrator approval before being displayed

Guest Name (Required):

Guest EMail (Required):

Topic Reply:

Save New PostSmileysOptions

Guest URL (required)

Math Required!
What is the sum of:
3 + 8
   

 
Confused Cool Cry Embarassed Frown Kiss Laugh Smile Surprised Wink Yell

 
 





Bad Behavior has blocked 326 access attempts in the last 7 days.