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Exporting sculpt with wings 3d or any other programm

Vulpis Balogh
Registered User
Join date: 21 Jul 2008
Posts: 2
07-31-2008 13:42
I was trying to build a new Mesh with Cinema 4d and wanted to export it with Wings 3D.

First. I know that the Avatar is only a Prim that is transformed by the Texture in the file.

Maybe i am think too complicated.

How must i setup the UVW Mesh for the Texture and the Prim.

I got an mesh with 1600 Polygons but when i try to export it with Wings 3d i got the message "Unsupported Mesh size". I dont know if it ist because of the Texture size or amnything else.

1. What Format must be the Texturemap and what Size ?
2. What Size must have the UVW Map ? 128, 256 or 512 Pixel ?
3. Does the UVW Map have anything to do with the correct export of the sculpt in Second Life ?
4. Must the UVW Map be one complete Piece or may i have 2 or more separate selektions on the Mesh ?

I ask his becausewhen i exported my 1600 Poly and 560 Poly Mesh i got it terribly destroyed in second Life. It was deformed and Starlike extruded. Like the Polygons in second Life were wrong created. Not a smooth mesh.

I hope someone can help me.
Sylvia Trilling
Flying Tribe
Join date: 2 Oct 2006
Posts: 1,117
07-31-2008 14:01
see /8/20/183764/1.html
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Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
07-31-2008 14:04
Hi there, Vulpis. You should definitely have a read through the sculpty section of the SL Wiki here: http://wiki.secondlife.com/wiki/Sculpted_Prims, especially the technical information.

From there, head on over to the building tips section of this forum which is where you'll find all the sculpty discussion. This section is just devoted to creating textures for avatars and objects.

To give you a bit of a headstart, sculpt maps are 64x64 pixels. The RGB value of each pixel is translated to XYZ and tells the SL client how to offset each vertex of the sculpt mesh. Sculpt meshes come in a few different varieties - plane, cylliner, sphere, and torus. What those have in common is that their UV space is a contiguous square. There are some tricks you can use to convert arbitrary meshes, but you're always going to be better off starting from scratch with a base object with the correct topology and UV mapping and sculpting that (by moving vertexes) to create your model.

Some sculpt map exporters depend on your model having the precise number of vertexes because they determine the RGB value for each pixel in the sculpt map by the XYZ possition of each vertex. Other exporters are shader based and determine the RGB value of each pixel by sampling 64 equally spaced bits of the objects surface along the U and V. How you model has a lot to do with how the exporter you're using functions. I don't use Wings so I don't know which method it uses, but undoubtedly someone over in building tips would know.
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