From: Venessa Khandr
also.. when i do sphere nurbs, and import to SL and make it a sculpt, they have holes? and sometimes they dont go all the way around, *some transparency* ..
Always do the following before you export your sculpt maps:
1. Select all objects you wish to export.
2. Edit -> Delete by type -> History
3. Modify -> Freeze Transformations
4. Modify -> Reset Transformations
5. Edit -> Delete by type -> History
You want to make sure your objects are "clean". If they've got any history or transformations on them, that can interfere with the surface sampling.
Also, make sure Correct Orientation is checked in the exporter dialog.
From: Venessa Khandr
and question.. Can you use anything under the "surface" tab for SL use?
No. In order to be compatible with sculpties, your geometry must be made in specific ways. Generally, it's best to stick with spheres, toruses, cylinders, and planes. Additionally, simple lofts will sometimes work, but only if you're very careful.
From: Venessa Khandr
say i wanna do a building. could i import it in the same sense as the ant?
Sure, but only if you've built it properly. Make it out of sculpty-friendly building blocks, and it doesn't matter if it's a building, an ant, or anything else. It's just a collection of surfaces.
But don't expect to be able to model it in just any old arbitrary manner and have it work. It must be done the right way. The rules for each part are as follows:
1. Each part must be a single contiguous surface. Regardless of its shape in 3D space, a sculpty's 2D topology must be a perfect rectangle. Think of it kind of like wrapping paper around a gift box. The paper takes on the shape of the box in 3D space, but its 2D form never changes. It's always still just a rectangular piece of paper, no matter how you fold it to fit it around the box.
2. Each part's shape can't be overly complex. For best results, 16x16 sections & spans is as high as you should go. You can use less, of course, but it's not generally a good idea to use more.
3. History and transformation nodes should be removed/zeroed before export, as explained above.
4. In-world, all sculpties will start out with spherical stitching by default. If you want to use any of the other stitching types (plane, torus, cylinder), remember to make the appropriate changes by hand. If you're using a recent viewer, there's a dropdown box for stitching type under the sculpt map field. If you're using an older viewer, you'll need to use a script to change the type.
That's basically it.