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Your dream sculpty program?

Marss Raymaker
Registered User
Join date: 27 Jul 2007
Posts: 3
10-26-2007 11:26
Obj Export Plugin for Photoshop, that it, really
Amari Gable
Registered User
Join date: 26 Mar 2006
Posts: 23
sculpty dream
08-15-2008 21:24
I wish i could make things like heads,hands, sand feet effortlessly
Aminom Marvin
Registered User
Join date: 31 Dec 2006
Posts: 520
08-16-2008 00:50
Completely exact representation of a sculpt mesh with per-vert manipulation with exact accuracy, support for all topologies, flawless import and export of sculpts, and support for sculpt aspect ratios (16x64 polygons etc instead of 32x32) not supported yet (but will be in the near future.) As far as editing tools go, quick, powerful soft selection/proportional selection falloff, texture baking options, and ability to easily manage multiple sculpts in the same scene/object.

So far the only thing I've tried that meets this is Blender with Domino Mirama's sculpt scripts :)
Detox Watanabe
Registered User
Join date: 20 Mar 2007
Posts: 23
08-16-2008 07:13
From: Aminom Marvin
So far the only thing I've tried that meets this is Blender with Domino Mirama's sculpt scripts :)

I second that.
Lee Ponzu
What Would Steve Do?
Join date: 28 Jun 2006
Posts: 1,770
Imho
08-16-2008 09:47
...There should be a sculpty tool in-world. In fact, I think there should be a tool for *everything* in world. It doesn't have to be a great tool, but noobies would benefit from having an easy way to play around and get started.

That said, something like Plopp maybe, in world. Of course, there would have to be an in-world drawing tool, too. Scribble.
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elka Lehane
WOWAWIWA
Join date: 30 Mar 2005
Posts: 983
08-20-2008 14:48
From: DanielFox Abernathy
If you could snap your fingers and have the Ultimate Sculpty Program, what sort of things would it do? What sort of things would it do differently from other sculpty programs? What things *wouldn't* it do that bug you about other programs?

Keep in mind I'm not asking what you'd like sculpties to do that they don't do right now in SL - so nothing about how you'd like to improve sculpties as rendered by SL, but just suggestions on how you'd prefer to work with them.


.. and no this isn't just entirely theoretical, but I won't comment further at this point. :)


For me, it's easy!!

It would be developped with SL's exact same tools. EXACT SAME is important, so that we wouldn't be as lost, the learning curve would be easier, using same names, prims and options we already are familiar with.

Basically you could build 100% same as you would in SL, but in a 3D program.

Meaning I could "rez" a cyllinder, then as options I could do this thing, Path Cut Begin and End with the same little arrows and numbers, etc.

I could rez as many of those primitives I want. Then I could MERGE them. Then I could SMOOTH it.

Last step, it would do same as ZBrush, and let me play with it like clay, once transformed into a mesh.

......

If such a thing exists, LET ME KNOW and... my new life beings. hehehehe
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
08-21-2008 09:42
From: elka Lehane
*

*cough* That is what I've been working on, y'know. :D

Have a look at these:
http://halfpastnull.com/?cat=35


Unfortunately, I don't have texturing or prim merge -> sculpty sorted out on the export side, but you can at least visualize and bake your own textures. :D

(And I support mirroring, which isn't too shabby)
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Feynt Mistral
Registered User
Join date: 24 Sep 2005
Posts: 551
08-21-2008 11:54
My ideal editor would let me make sculpties from arbitrary meshes with no funny rules. I've lost count of the times I've said, "If I could just cut/extrude this thing, I'd be done by now."
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Beezle Warburton
=o.O=
Join date: 10 Nov 2006
Posts: 1,169
08-21-2008 12:05
From: DrDoug Pennell
2. The ability to "model" something crudely with normal prim and then click a button to turn those 5 - 50 prim into 1 sculpted prim. That could then be tweaked as in 1. Something like SnurbO'Matic that actually worked.


I'll second that.

I'm good with prims and horrible at graphics software.
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Join date: 10 Nov 2006
Posts: 1,169
08-21-2008 12:19
From: Domino Marama
There's actually a Jira for this https://jira.secondlife.com/browse/VWR-1452

It's on the roadmap https://wiki.secondlife.com/wiki/Sculpted_Prim#Roadmap in Phase 2 which is tentatively scheduled for Q1 2008


w00t!
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
08-21-2008 20:39
From: Beezle Warburton
w00t!

Seconded. Qarl deserves a medal for his work. :)
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2k Suisei
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Join date: 9 Nov 2006
Posts: 2,150
08-21-2008 21:56
Thirded!

2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
08-21-2008 22:10
now add more features dammit!




;)
Holocluck Henly
Holographic Clucktor
Join date: 11 Apr 2008
Posts: 552
08-21-2008 23:35
Oh come ON people... Can we first get a sculpted program that does extrusions like Spaz3D did? Use a connect-the-dots cutaway of your own custom shape to build up from? That's how I did my Jack o Lanterns AND heart-shaped pools among other things back in the vrml days.

That and boolean: being able to die-cut a hole anywhere in any shape on any prim.

Last but not least, differentiating sub-linked groups so we can get different attributes to them and still keep them together. Just think: you can unlink the sublinked groups and they'd remain intact.
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SuezanneC Baskerville
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Join date: 22 Dec 2003
Posts: 14,229
08-21-2008 23:51
"It's on the roadmap https://wiki.secondlife.com/wiki/Sculpted_Prim#Roadmap in Phase 2 which is tentatively scheduled for Q1 2008"
Time to revise the tentative schedule, apparently.
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Opti Mole
Moledome
Join date: 3 Jun 2008
Posts: 13
08-22-2008 12:45
From: =

Man...those of you who think highly of Blender need to delve into Maya or Max sometime...the differences are light-years apart.[/QUOTE


Stepping in late here, My dream program for sculptie generation is currently Blender. Like Chosen can do all with Maya so can anyone with Blender. Admittedly, the UI is intimidating at first but after years of using Max and dabbling in Maya, I've landed comfortable with Blender as my "do it all" package that can just as easily create models ready for output to CAM packages as it can create sculpt maps for any number of complicated, textured sculpties (and the list goes on). One big hurdle with creating complex meshes for sculpt output with Blender is UV unwrapping. Really it's not that tough, once you figure out how to lay seams properly and use the "follow active (quads)" unwrapper to define your UVmap. Modelling in Blender is a snap, literally. In my opinion 3ds could only dream to be as an efficient "speed" modeler as Blender. It begs the question... Who wants to dig through all those nested gui menus for such commonly used tools? Feature wise Max and Maya do rule but, not by much and the lead is due to nothing other than seniority.. Blender is making fast headway to catch up and the GUI is not nearly as static as others mentioned. I assume we will soon see "Maya clones" and "3dsMax clones" running right on top of Blender.

~Opti
Cherokee Landman
Let's build & texture :)
Join date: 21 Apr 2008
Posts: 6
Sculpting in-world.
08-25-2008 22:08
For complex shapes we will probably continue to need outside programs.

I just want the ability to move the individual points on existing shapes using the edit tool. We would probably need an option to add a few more points to the shapes, but think of being able to create a cyl and then drag some points around to make an hourglass shape or pencil shape. I don't know if this would cause lag or extra time to rez the objects, but to a certain extent, that already happens with sculpties. Sometimes we would end up with shapes already possible with the edit tools but they would be more intuitive.
/me ducks the objects flung at me from all directions by builders and pleads "I'm one too, even if I haven't done it as long."
Sayden Westland
Registered User
Join date: 3 Jun 2008
Posts: 67
My Dream Sculpt Program
08-29-2008 07:27
Sculptypaint, with an LOD selection, and once you have textured the sculpt, bieng able to bake it, slide the texture on the sculpt to its desired position, make it seamless, and then upload the sculpt textured and sized as it was sculpted.

thats not so much to wish for or?

:)
Morgaine Christensen
Empress of the Universe
Join date: 31 Dec 2005
Posts: 319
09-09-2008 11:36
Some very easy with a low learning curve to at least get started...but with powerful tools that can be added to the basic package to expanded it easily.
SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
11-28-2008 09:29
From: someone
fibermesh
Anyone know of any software that uses a similar approach to fibermesh, other than Maya?

Maya's too expensive. (Probably too complex to suit me too, but definitely too expensive)
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them.

I can be found on the web by searching for "SuezanneC Baskerville", or go to

http://www.google.com/profiles/suezanne

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http://lindenlab.tribe.net/ created on 11/19/03.

Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard,
Robin, and Ryan

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Lightwave Valkyrie
Registered User
Join date: 30 Jan 2004
Posts: 666
11-28-2008 18:36
i found fibermesh for blender
http://iluvblender.googlepages.com/bp_fibermeshtoblenderworkflowtest
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