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Extreme Multi-Part Sculpts?

Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
05-06-2009 03:43
From: Keira Wells
I do (Though I had to switch to RC for oblongs). I was trying without it, at first, and attempting various sizes of sculpt without getting 1024 faces.

I found this post, though:

And used the 32x2, multires 2 to get my sculpt... and that ended up giving me a 16x256 sculpt map, and the object itself had 1034 (Or so) faces, which confused me.

Either way, I know how to get it now ^-^


If you use settings that give too many faces, then the scripts will give you one vertice per pixel, so you can have more modeling faces than will actually show in SL with some settings.

You'll find with oblongs that it's not always possible to do subsurf/multires LOD based modeling. There's a full list of supported sizes in the readme.txt with the RC scripts. Odd numbers for face counts are converted to the nearest of these or one vertice per pixel if the setting is too high.
Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
05-06-2009 04:05
From: Domino Marama
If you use settings that give too many faces, then the scripts will give you one vertice per pixel, so you can have more modeling faces than will actually show in SL with some settings.

You'll find with oblongs that it's not always possible to do subsurf/multires LOD based modeling. There's a full list of supported sizes in the readme.txt with the RC scripts. Odd numbers for face counts are converted to the nearest of these or one vertice per pixel if the setting is too high.

Thank you ^-^

I've started doing as Gaia said earlier, and just using non-multires/subsurfed sculpts, which works just fine.

Also, just for the record, your scripts rock my socks off.
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