Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Texturing with Ghostpainter on slprims in 3dmax

Silker Vacirca
Registered User
Join date: 6 Oct 2006
Posts: 20
04-13-2007 17:23
Hello everyone this is going to be my first post here in the Forums. I don't know where this post should be since it falls into both catagories of Building and Texturing. So I pretty much posted in both threads. I've been using SLprims for 3d max 8 which was created by WindyWeather Vanalten to import my shapes into SL. The problem with the plugin for max is that it doesn't have any UV Mapping applied to the shapes and im not all too familiar with the UVmapping in game to be able to texturize my shapes using ghostpainter. Can someone help me with the uv mapping of the sl shapes it would be greatly appriciated. Once again thank you.
Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
04-13-2007 17:47
Hadn't heard about the SLprims exporter so I'll have to check it out. Glad to hear someone finally made one for Max. Boxes and Spheres in Max use the same basic UVW mapping that SL does. It's standard to all 3d apps. Spheres using spherical mapping. Boxes use planar mapping with each of the six sides receiving the full texture. Because of that it may be helpful to detach the surfaces of box prims into separate objects. Tori are the same in Max as in SL. Cyllinders are also the same but there again you'll want to detach the end caps into separate objects since by default they have a planar mapping that's the same as the cyllindrical mapping of the shaft (meaning whatever is shown on the shaft will be the same as what's on the caps). You shouldn't have to remap anything. Just treat each surface as an object instead of working on each object as a whole. You'll want to take the resulting textures and combine them into texture sheets and then use tiling and offsets to get the right bits on the right surfaces in SL.
_____________________

My other hobby:
www.live365.com/stations/chip_midnight
Silker Vacirca
Registered User
Join date: 6 Oct 2006
Posts: 20
04-13-2007 19:43
thanks for the reply chip, im entirely new to the whole max thing and ill post the link to the guys blog that made the exporter

http://www.windyweather.net/smf/index.php?board=15.0

thats the link to the slprims max exporter. I've been messing with it and max. Max is entirely new to me and i've been learning by basically clicking on everything and reading or watching tutorials. Its a pretty fun learning how to use max. I will attach my 3dscene and you can have a look at it as well to give you a better idea of what i mean. Basically its suppose to be a layout of a shoe i still have to make the soles and what not.

ill also attach a picture of a grid texture i've found in SL to try and help me place the mapping right but it usually ends up wrong. Ill take shots of top left right bottom angles in both sl and max.
Abu Nasu
Code Monkey
Join date: 17 Jun 2006
Posts: 476
04-14-2007 01:49
textCalc by Adrian Eisenberg is an awesome tool that should help with mapping prims in SL.

/109/bf/90527/1.html
Silker Vacirca
Registered User
Join date: 6 Oct 2006
Posts: 20
04-14-2007 04:01
Alright i've added snapshots of the object in sl and the object rendered in max. Now after this im going to try and make a whole new custom texture with it see if the uvmaping will work. Thank you guys for your help btw.