From: Fauxglove Silverweb
So I've found lots of resources on advanced sculpting and programs. But I haven't found a generic, basic, "I've just picked up the game and I want to sculpt" tutorial. Is there one?
Well, yes and no. There are many different sculptie tools around these days. Each of them comes along with different levels of complexity. Rokuro sounds like one of the simplest solutions, but when i tried it a while ago, i found it very very limited and not usefull for my purposes.
Wings3D sounds simple to use, but i never used it. I also do not know, if good documentation for this tool is available.
I personally love blender, although people declare it as the most complex of all tools. Maybe because of the learning curve or the unconventional userinterface?
Anyways, the machinimatrix has created a whole set of tutorials for sculpties, which may be of interest even if you do NOT work with blender. many of the principles we are introducing are tool independent. So you might give it a try:
http://blog.machinimatrix.org/video-tutorials/From: Fauxglove Silverweb
A more specific question: When starting with a sphere in a modeling program to bake a sculpt map from, what is the maximum number of vertices you can use to create the sphere in a modeling program? I've heard 64 and I've heard 124.
Also, I understand that the maximum and ideal sculpt map size is 124x124 pixels?
Any help would be greatly appreciated. =3
There is a standard size for sculpties: 32*32 faces (33*33 pixels -> 1089 pixels) This was the only supported size for a long time. Recently other x/y ratios have become available. But so far as i know, this is only available in the RC-viewer at this time. But beware: The highest number of pixels per sculpty has NOT increased, so whichever ratio you try out, you will always get 1024 faces at maximum. Smaller maps and odd ratios are possible.
Now for the size of the sculptmap:
First to know: The size of the sculptmap and the size of the image in which the sculptmap is transported is different!
In old days, when every sculptie was 32*32 faces in size, the viewer simply sized any incoming image in such a way, that it fits to a 32*32 faces sculptmap. And this gave trouble if you did not take care. Especially as the pixel size is 33*33 (see above) you can not simply load a 32*32 pixel image map and hope that your sculptie will look as expected in all circumstances...
Linden was aware of this extra pixel per dimension and they have optimized for 64*64 image size. Whatever you give to the viewer, it will be transformed to a 64*64 image before it is interpreted as a sculptie (Not sure, if it is realy done so, or by an equivalent algorythm, but the net effect would be the same).
Nowadays, where different ratios are available, the SL-viewer must conclude from the image size which sculptmap size is intended. So the rule is now:
if you want a ratio X/Y then you must provide an image of size 2*X/2*Y
How the pixels map to the sculptmap in full detail ? I dont know exactly, but all
sculpty programs should take care of the creation of the sculptmap behind the scenes
anyways.
From my experiments sculptmap ratios can be:
mapsize -> image size
32*32 -> 64*64
64*16 -> 128*32
128*8 -> 256*16
256*4 -> 512*8
512*2 -> 1024*4
odd ratios are available (not mentioned here)
I hope, this gives you a bit of a help. BTW: Where from comes this information about 124*124 pixel ? That does not sound correct or is very new (for me)...