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Unwrap UVW

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Mace Maverick

7:51 pm Oct 5, 2008

1

So I have been able to create some groovy little sculpts by importing a pre existing sculpt map and pushing it about.  Awesome, very useful.  But sometimes I want to create my own mesh.  In fact I would prefer to create my own mesh.  I followed Chip's tut on arbitrary meshes and it works like a champ for organic objects with little to no protrusions.  Which is great but I create architecture and set pieces and props for RP environments and weapons.  Lots of corners and sticky pointy bits.

I have a good deal of 3D Max experience and familiar with basic use of the Unwrap UVW modifier.  I know that to create a sculpt map the UV's have got to be perfectly squared to the grid.  The question is, can someone detail that process for me?  I have never had to use that tool in that way before and mapping faces to a given texture plate is a whole different process that isn't giving me much of a clue.

Good job on Prim Composer, by the way.  It is a great tool.

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Shack Dougall

12:26 am Oct 6, 2008

posts 1154

2

Mace Maverick said:

I know that to create a sculpt map the UV's have got to be perfectly squared to the grid.  The question is, can someone detail that process for me?


Unfortunately, that process doesn't exist.  The problem is not simply the UV map.  The mesh itself has to have the same grid structure.  It isn't possible to take an arbitrary mesh and turn it into a sculptie by reorganizing its UV map.

The only satisfying solution to this problem is for SL to implement true meshes.  Vote for JIRA MISC-1494.

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Mace Maverick

12:45 am Oct 6, 2008

3

Well I am of two minds about the true mesh concept.  The 3D community has a massive amount of piracy as it is.  I can only imagine what would happen if you could dump 3DS or OBJ meshes into SL.  I mean you have ages and ages of free content just from Renderosity or 3D Commune.  It's a daunting concept really.

Ok so then how do I go about making use of prim composer to help turn my own mesh into a sculpty?  There must be a way to do it, right?

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Shack Dougall

1:27 am Oct 6, 2008

posts 1154

4

Mace Maverick said:

Ok so then how do I go about making use of prim composer to help turn my own mesh into a sculpty?  There must be a way to do it, right?


Depends on the mesh, I guess.  There are many meshes that can't be turned into a single sculptie because they have too much detail.  Those would have to be broken into several sculpties.

Chip Midnight mentions a second method using conform instead of projection.  I've never seen it described and I don't know if it is better than the projection method or not.  But it's a possibility.  I guess you would start with a sculptie sphere or something similar and then conform it to your mesh.

In most cases, however, I think you'll get a much better sculptie if you create it yourself.  Maybe use 3ds Max as a prototyping device to create a mesh that you like and then create sculpties to match parts of the mesh, possibly with some assistance from conform or projection.

It's a good question, but not one that I've given a lot of thought to.  Meshes are coming.  The only question is when.

If you have some success, please let us know.  Even if you don't, it would be helpful if you share what you've tried and why it didn't work.  It might spark some ideas or suggest a new method.

Guest

Mace Maverick

4:52 pm Oct 7, 2008

5

Well when I learned to model it was at a time when the you had the 3D art community who didn't really care how high their polygon count was and you had the game design community which was all about low poly modeling.  These days it seems like those two are getting closer and closer togther.  I model pretty low poly and tend to rely on texture to help bring out detail inthe mesh via texture baking and what not.  I will keep digging though, thanks Shack.

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