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Suggestion for "correct" building

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Au79

4:42 pm Dec 21, 2008

posts 1

1

Hi all,

Good to see some movement in this forum :)

I started to use SculptGenMax recently, but I have some problems with it when creating a TGA and uploading to SL.

In the Max it looks ok, but afterwards it just messes itself up.

For example:

This was done in the Max, with symmetry filter. When converting to Sculpt, it makes a map of half of it, even though I have converted to whole shape to an editable poly, but it is not the problem :)

Problem is when opening the TGA in SL. This is what comes up:

As you can see, the shape is kinda “broken”. Its back is not one poly, but far from it, and it doesn't look very good. (Not talking about waisting 10L$ evey upload :))

In other cases I was sometimes more successful with creating a “correct” Sculpt, and sometimes it was just the same.

My question is: How can I tell if my object is going to become a nice, smooth Sculpt, or a big mess like this one?

What should I put my mind into when creating an object?

Any suggestion? Remarks? Ideas?

Any help will be very welcome :)

Thanks in advance

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Shack Dougall

3:40 pm Dec 22, 2008

posts 1155

2

Au79 said:

My question is: How can I tell if my object is going to become a nice, smooth Sculpt, or a big mess like this one?

What should I put my mind into when creating an object?


It is easy to test how your object will look in SL without spending any money. 

After you generate the sculptmap with SculptGenMax, select "SculptGenMax > Edit Scene > Paste sculptmap into scene" and then click in a viewport to create a new copy of the object from the sculptmap.  This gives a quick preview of how the object will look in SL without having to upload the sculptmap.

Also, I highly recommend running a local copy of OpenSim on your machine, so that you can see exactly what the object will look like in world without any upload costs.  If you are unfamiliar with it, I talk about OpenSim in this post.

To successfully create sculpts, you need to understand what they are.  A sculpt is a very specific type of mesh with vertices arranged in a grid structure of 32 faces by 32 faces.  Except for edges, all verts in a sculpt must have exactly 4 neighboring vertices.  Sculpts must also have a UV map that reflects this same grid structure.

The easiest way to achieve this is to start with a pre-existing sculptie and then reshape it.  You can move vertices, but not weld, extrude, delete, or copy them.

The symmetry modifier can also be problematic.  It can be used, but you have to make sure that the resulting object has a valid topology for a sculpt and a valid UV map.

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chris

7:59 am Jun 8, 2009

3

i use the SL mono grid for testing its free there to0  and you have the stuff in your inventory as well :) each avatar gets 5000l worth for free but the junk you make and collect doesnt go back to the main grid  it stays there  you can have the same avatar  online in mono as well aas main grid  at the same time

Guru

TakuanDaikon

TakuanDaikon

11:52 am Jun 8, 2009

posts 139

4

I think you mean the Beta Grid?  The Main Grid is also running on Mono, but yeah the Beta Grid is another fantastic solution.

I prefer to use OpenSim personally, though I recently ran into a situation where I wish I'd have used the Beta Grid.  OpenSim is an absolutely wonderful way to test builds out for free, but it suffered in the past (and to some extent still does) from extremely horrible texture performance. 

Because I had only tested my build in an older version of OpenSim, and found the texture experience to be so horrible that I immediately abandoned the project altogether, I now wish that I had tested in the Beta Grid before giving up.  OpenSim's poor performance had led me to believe that my build had simply too many textures to ever be worthwhile, and that nobody would ever want to visit a place that was constantly flushing and reloading textures and that took so very long to rez.  I later discovered the 'true' cause, and had I tested that out in Beta I would likely have known that much sooner.

.

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