hark Sideshow
Registered User
Join date: 29 Aug 2008
Posts: 20
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07-06-2009 14:33
Hi folks, I'm having another serious look at developing some great modeling ideas I have for SL... I think I'm ready to dive into the creator's pool to come up with impressive vehicles, avatar enhancements, possibly living structures...and possibly some clothing designs. For the last several days I have been researching just what can be done with Wings3D, Rokuro, Tokoroten & SculptySpace. There does seem to be lots of possibilities to the imaginative!! I am doing my homework, all over the place with blogs, forums, tutorials, etc...but I do have a few burning questions that hopefully the more experienced might help me with.
1) Can I reasonably assume that if I can get a sculpted prim showing up nicely in SculptySpace, that the resulting sculpty map will look just as awesome in SL (within reason, you know.)? In other words, can I use SculptySpace as a pre-viewer to tell me that the sculpt will be fine in-world..as a 'yes' or 'no go' meter before actually attempting the uploading?
2) When you have your collection of prims all modeled just right do you put them all into an inventory or something, and then rez them and assemble them? ..And speaking of prims, you can use the SL in-world prims right alongside your custom, imported sculpties right?
Boy oh boy...so much more learning to do...I've only just skimmed some of the stuff on scripting, etc., ...LOL, just enough to scare me (kidding).
Thanks for any feedback.
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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07-06-2009 14:50
From: hark Sideshow 2) When you have your collection of prims all modeled just right do you put them all into an inventory or something, and then rez them and assemble them? ..And speaking of prims, you can use the SL in-world prims right alongside your custom, imported sculpties right? You upload sculpty maps and apply them to prims in world to create sculpty prims, which you then treat like ordinary, garden variety prims. You may save them to your inventory and rez them at will. You can use the SL editing tools to rotate them, stretch them, link them to each other or to "normal" prims, texture them, add scripts to them ...... When you are in world, a prim is a prim is a prim. 
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It's hard to tell gender from names around here but if you care, Rolig = she. And I exist only in SL, so don't ask....  Look for my work in XStreetSL at 
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hark Sideshow
Registered User
Join date: 29 Aug 2008
Posts: 20
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07-06-2009 16:26
Ahh, thanks for that, makes sense. I'm having a riot trying to figure out what file will import and export out of or into what program and retain it's integrity. Tons of testing will tell the tale.
Anyone on the 'SculptySpace' question? Can I be reasonably sure that if it looks right in SulptySpace, it will look right in SL? (I'm really new, haven't even built anything in-world yet....just getting my feet wet!)
Thanks
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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
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07-06-2009 16:42
You could download the SculptySpace program and try it out.
You can connect to the Beta grid and upload some sculpty textures there without having to pay any real linden dollars for the upload.
Thus you can see for yourself if SculptySpace's display is enough like SL's to suit you.
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hark Sideshow
Registered User
Join date: 29 Aug 2008
Posts: 20
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07-06-2009 23:10
Right on, I've read a tidbit here and there about the 'grid' but didn't really know I could do that, I will look at this for sure, thank you. I do have SculptySpace and have been determining a workflow between programs...it's actually fun research when you start having successes with various meshes & apps. Thanks so much for the replies.
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