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Double sided Plane sculptie

Drifter Dreamscape
Registered User
Join date: 30 Mar 2008
Posts: 182
02-08-2009 04:06
I have a vague recollection of there being something, maybe an early script by Domino, which appeared from my limited understanding to simplifying the process of creating a sculpt map for a plane which is folded over to make a two sided flat object.

I didn't undertsand sculpties enough to try applying the process when I came across it but now feel a bit more up to the challenge.

Can anyone who recalls the process (if it ever existed outside my imagination) steer me in the direction, please?
Thanks
Ponk Bing
fghfdds
Join date: 19 Mar 2007
Posts: 220
02-08-2009 04:24
I don't really know much about blender, the script you mention, but from using similar programs a lot, I can tell you that folding a plane is simple enough, it should just be a case of dragging 16 rows of verts from one end of the plane to the other, matching them against the opposite side.

From a side view of the plane, you'd see 32 dots, just drag select the far right dot so the entire line of verts is selected (I'm assuming this is how blender selects, I'm not certain) then pull it to meet up with the far left dot where the opposite line of verts are and continue to do this for each one.

Or you could select the right 16 dots (lines of verts) together and rotate them 180 degrees, then drag the group into place so they match against the top layer. I'd be inlined to leave a small gap between the two layers depending on what it's for.
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
02-08-2009 04:30
You can make a double sided sculptie as follows (with blender):

- create a plane
- go to edit mode
- set the Pivot to "Cursor" (it is set to "Median point" by default)
- go to the view in which you see the plane form the side (drawn as 1-dimensional line)
- select one half of the plane)
- r 180

and you got a perfect double sided sculptie.

Now during modelling you only have to take care, that you always grab 2 vertices (one fr0m the upper side and the corresponding one fr0m the lower side of your model).

This technique lets you end up in double sided sculpties, but with only half the number of vertices... If you can live with that, perfect..

I personally would prefer to work with inside-out sculpties:

- make a copy of your object (SHIFT-D in object mode)
- select the new object
- go to edit mode
- select all vertices
- s -1

The last step effectively does invert your object and it enables the inside out effect.
In your case this is exactly what you want to achieve.

If you use the RC viewer, the "inside out" checkmark in the sculptie editor does the exact same thing, so just make a copy of your sculptie in world and set the inside-out checkmark. Then put both objects at exactly the same location and you got again, what you want.

In general i think, it is safer to create the inside-out sculptie with an external tool (like blender) or just horizontaly flip your sculptie map in an image editor. That works also with the standard viewer.


I hope, that helps a bit ?
Drifter Dreamscape
Registered User
Join date: 30 Mar 2008
Posts: 182
02-08-2009 05:04
Thanks, people.
I hadn't really considered using duplicate sculpties with one inside out as I was also trying to minimise the number of prims I'm using, but I appreciate it's a smart solution, Gaia. However, does it maybe cause problems of appearance if people aren't using the latest viewer to do it with the in-world 'inside out' option?
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
02-08-2009 05:34
From: Drifter Dreamscape
However, does it maybe cause problems of appearance if people aren't using the latest viewer to do it with the in-world 'inside out' option?

That is what i meant, when i said, it is safer to make the inside-out sculptie within blender.

If you use the inside-out checkmark in the RC candidate, all standard viewer users would see both sculpties (the one checked and the one unchecked) as identical objects.
If you make the inside out sculptie with blender, and import it to SL, this will also work with the standard viewer.
SuezanneC Baskerville
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Join date: 22 Dec 2003
Posts: 14,229
02-08-2009 09:14
Some pictures might help me figure out what is being talked about here.
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Drifter Dreamscape
Registered User
Join date: 30 Mar 2008
Posts: 182
02-08-2009 12:33
From: SuezanneC Baskerville
Some pictures might help me figure out what is being talked about here.

If there were pictures I would have worked out what I was doing! I'm still just thinking about it............... :D
What i want to do is make the inside and outside of a car roof component so that it looks the same from in and out. I've almost done it by flattening a sphere in the way that the basic hard hat was made in Gaia's Machinimatrix tutorial but I'm after something better, so thought that a simple plane surface which was not just the one sided sort that the plane sculpty mesh Domino's script provides would be a neater solution.
As I said I think I've seen a script to fold over the mesh so that although the surface is half the number of faces it has double sided texturing capabilities.
Does that make any more sense?
I'll follow Gaia's suggestions and hopefully muddle on through. Pictures may some day be produced but don't hold your breath - my progress on the learning curve is exceeding slow and unsteady.
:D
Tiziana Catteneo
Registered User
Join date: 19 Feb 2007
Posts: 187
02-09-2009 03:22
I usually scale zero a lod 0 cylinder to make a perfect double sided plane.
Drifter Dreamscape
Registered User
Join date: 30 Mar 2008
Posts: 182
02-09-2009 03:49
From: Tiziana Catteneo
I usually scale zero a lod 0 cylinder to make a perfect double sided plane.


Ace solution! I take it you mean scale 0 in one axis only?
Tiziana Catteneo
Registered User
Join date: 19 Feb 2007
Posts: 187
02-09-2009 03:54
Yes go in side view and sclale zero one axis.
Anyway it's the same thing of using the plane and rotate half of it since all meshes are a modified planes.