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Only part of my prim is turned into sculptmap

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Dracko

2:58 pm May 19, 2009

1

Post edited 2:58 pm – May 19, 2009 by Dracko


I dunno what to say really… spend a few hours trying to get it to work work yesterday and all I seem to get is one side of the box I tried to make. 

heres's what I got when I tried to upload it next to the mesh I was trying to upload. yes it is all one shape. Anny suggestions on what I should try? I really don't want to have to try to rebuild all that.

the failbox

(if this is a repost, sorry. I wasn't sure if the one before went through)

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chris

9:27 pm May 19, 2009

2

yeah mate  I have the same issue-  ok i being lazy! I worked out how to use zbrush over the last 3 weeks  and can make some amazing sculpt shapes in it  however the  shiny life sculpty maker badly  rounds the sculpts  in desperation i found this option  for  3ds max  . now i have the trial of that and  installed  the files  from this website. i opened a .obj file i made in  zbrush  and found  out how tomake and save the map for sl  however  like you only half of my prim appears  the other half is transparent! T he enclosed sample  sculpt maps in the Sculptgenmax download were so awsome  nice sharp edges to prims. i get the feeling that  the combined use of zbrush and 3ds max might make some awsome results.. looks like iv got some more reading to do. More trolling through wiki and tutorials

 cheers guys for this excellent project

 chris

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Shack Dougall

10:30 pm May 19, 2009

posts 1155

3

The most likely problem is the UV map.

Chris, you say

only half of my prim appears  the other half is transparent!

The phrase "the other half is transparent" suggests that maybe the surface normals on half of the object have been reversed.  If so, people often describe this condition by saying that the sculptie is "inside out".  The half that is transparent: Is it totally missing or can you see it from certain angles (like looking at it from the inside)?

Prim Composer builds the sculptmap using the UV map.  If the UV map isn't correct, then you can get all kinds of anomalies, depending on what is wrong with the UV map.  In many cases, the sculptmap won't generate at all, but it is also possible to get half the sculptie if half of the UV map is correct.

Because of the unique requirements of a sculptie, you cannot simply create a model and expect it to work.  You have to make sure that both the geometry and the UV map of the object satisfy the requirements of being a sculptie.

This is why I usually suggest that folks start by creating a sculptie using the SculptMap or SculptShape buttons in the Prim Composer create panel.  If you start from there, then you are guaranteed to have a valid UV map and geometry as a starting point.  Then, if you apply modifiers and operations that only move the vertices, you will always end up with a valid sculptie.

If you create the object using different techniques, then you need to understand the technical requirements of a sculptie and you might need to modify the UV map to make it compatible.

The SculptGenMax FAQ has some examples of what a sculptie UV map should look like.

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chris

5:48 am May 20, 2009

4

thanks  iv been successfully making uv maps  for a couple of weeks now with zbrush and sculpty maker  they are col for roundish type things  bu id say like to be able to make the grille for a vehicle and 3ds max seems to be better for the sharper edges.  i dont want to put a  photograph on a prim  for a  component, thats so lame!   To learn to make good quality prims  is a  huge bonus im going to watch all your tutorials now and see what whent wrong

 ps is it possible to  create a object file ( prim)  in 3ds export to zbrush  manipulate there and export back into  3dsmax  then to sl sculpt map  with sculptgenmax

thanks again

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Shack Dougall

11:07 am May 20, 2009

posts 1155

5

chris said:

 ps is it possible to  create a object file ( prim)  in 3ds export to zbrush  manipulate there and export back into  3dsmax  then to sl sculpt map  with sculptgenmax


It is possible to import/export .obj files from 3ds Max using File > Import and File > Export.  Theoretically, this should allow one to move sculpts back and forth between between 3ds Max and Zbrush.  However, I'm not aware of anyone who is currently doing that.  A couple of people have expressed interest in it, but I don't know if they were successful.

As long as the UV map is preserved and the object is still sculptie-compatible, it should work, but I haven't actually done it.

Guest

chris

6:55 pm May 22, 2009

6

Post edited 12:25 am – May 23, 2009 by chris


ok! thanks mate I tried the 3ds prim save to zbrush but it did odd things when I tried to edit the mesh,  thats most likely the geometry I saved it in not knowing 3ds max so well however–

SUCCESS  with importing a Zbrush saved and created object file into 3ds max and creating the uv map there with your program. This had impressive results as it kept the porportions and edges  of the model exactly the same as my desktop view when it went into an SL prim without smoothing sharp edges too much. This method of conversion is heaps better than anything else I have tried. Now I can make some really proffesional looking pixels. Z brush is great for making quick roundish things, however I can't wait to learn 3ds max as there are more possibilities with it.

  thanks,

 Chris

 AKA  inworld 

 CHRIS FRENTIS

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Only part of my prim is turned into sculptmap

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