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Show Us Your Sculpties!

Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
Join date: 22 Jun 2006
Posts: 2,715
12-29-2007 23:43
Good advice Gattz! I've always wanted to make some sculpted things moddable but was worried about how easy it was to steal the map image.
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Okiphia Anatine
Okiphia Rayna
Join date: 22 Nov 2007
Posts: 454
12-30-2007 14:11
From: Timmi Allen
I have experimented again. Here are the results as a movie.
http://de.youtube.com/watch?v=Jd-LUxSPIl0
greetings Timmi

oh wow that's awesome...how is that possible? Is it an animated sculpt map or something? Just seems like it shouldn't work lol
Seph DaSilva
Registered User
Join date: 26 Apr 2005
Posts: 27
12-31-2007 12:30
From: Gattz Gilman
Well, i figured the lighting part, and preparing it for baking. But now i have a new issue. I posted the problem in the texturing forum:
/109/bc/230995/1.html

So atleast this thread can get back on topic.

A trick i heard for added security from someone stealing your sculpt map. Make it a 32bit tga with a white alpha layer. So that the texture looks transparent. The Sculpty engine does not read the alpha layer when rendering the sculpt, and all you will see in the thumbnail for the sculpt texture is that grey and white checkered grid. Stop anyone from taking a screen shot of it and crop out the sculpt map.

You cold even get creative with the alpha layer and put in your sl name or store name.


Thanks for that tip- the full white transparency WORKS GREAT. :D I can now leave my creations mod ok! :D

HOWEVER, getting creative with your alpha layer DOES NOT WORK. The preview looks fine, but upon upload, its a total waste of Lindens.
Timmi Allen
Registered User
Join date: 15 Feb 2007
Posts: 22
Sculpty Experiment
12-31-2007 16:06
@ Okiphia,

its not a trick its possible, i use one prim and four animated sculpt Maps.
You can see it on Neum

http://slurl.com/secondlife/Neum/149/121/24

Greetings Timmi
Virrginia Tombola
Equestrienne
Join date: 10 Nov 2006
Posts: 938
Horsie
01-05-2008 15:42
Well, I've been having more than a bit of fun with Wings3D and Rokuro. I use Rokuro to make a basic cludgy outline of the shape, then work it from there in Wings3D. I do the basic texturing using the UV map in Wings3D, but for fine tuning hop over the the Beta grid and take advantage of the free downloads there.

Here is my first sculpty horse, without the regular prim tack, mane and tail, it comes out to 18 prims (it's animated, so there are 12 legs total, only four of which are seen at a time)
Okiphia Anatine
Okiphia Rayna
Join date: 22 Nov 2007
Posts: 454
01-05-2008 16:17
From: Timmi Allen
@ Okiphia,

its not a trick its possible, i use one prim and four animated sculpt Maps.
You can see it on Neum

http://slurl.com/secondlife/Neum/149/121/24

Greetings Timmi

Thankies ^_^

And.. I still consider it a trick, not in the sense that it isnt true, just that its making you think something is happening that really isnt.. they aren't really rotating, just changing =P

And cool!

@Virrgina:

Beautiful horse!
Virrginia Tombola
Equestrienne
Join date: 10 Nov 2006
Posts: 938
01-10-2008 12:32
Thanks Okiphia! I'm having a lot of fun playing around with sculpts. It wasn't really until the holiday that I had time to sit down and learn to use the various modeling programs, though (they're not hard, I'm just slow)

Here's a goldfish modeled using Archipelis:
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Horses, Carriages, Modern and Historical Riding apparel. Ride a demo horse, play whist, or just loiter. I'm fair used to loiterers.

http://slurl.com/secondlife/Caledon%20Eyre/48%20/183/23/
Virrginia Tombola
Equestrienne
Join date: 10 Nov 2006
Posts: 938
And Chickens
01-15-2008 10:07
More Archipelis, this time chickens (sorry, been on a "make cute animal" binge lately)
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Horses, Carriages, Modern and Historical Riding apparel. Ride a demo horse, play whist, or just loiter. I'm fair used to loiterers.

http://slurl.com/secondlife/Caledon%20Eyre/48%20/183/23/
Timmi Allen
Registered User
Join date: 15 Feb 2007
Posts: 22
01-22-2008 11:45
@ Virrginia,
Very nice chicken, I can order eggs for breakfast?

Hi folks,
I have a driving lesson with my Sculpty car.

http://de.youtube.com/watch?v=HF4thVAEDLQ

In the end it was only scrap.

The Camaro had 27 Prims.
Greeting Timmi
Michael Bigwig
~VRML Aficionado~
Join date: 5 Dec 2005
Posts: 2,181
01-22-2008 11:51
Great horse, fish, and chickens. Excellent work there. Is that fish animated, and does it use a swim script? If so, I'll buy it.
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~Michael Bigwig
__________________________________________________Lead Designer, Glowbox Designs
Virrginia Tombola
Equestrienne
Join date: 10 Nov 2006
Posts: 938
01-22-2008 23:06
@Timmi--Beautiful work, and a simply hilarious video to boot.

@Michael--Thank you :) The fish isn't animated, but I suppose that wouldn't be too hard. Send me an IM inworld about what you might want. Or, if you feel up for it, I could just give it to you copy/mod and you could fiddle as you like.

But the poor little fishees and chickees need keep a sharp looky for Ally (not very fuzzy, but I think she's cute in her own way)
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Horses, Carriages, Modern and Historical Riding apparel. Ride a demo horse, play whist, or just loiter. I'm fair used to loiterers.

http://slurl.com/secondlife/Caledon%20Eyre/48%20/183/23/
Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
01-23-2008 12:18
Original idea suggested by Scope Cleaver. This is a slightly excessive 273 prims. I've also got a 17 prim version which is much more sensible. Unfortunately this one suffers from the remaining lossless sculpty bug, in that sometimes the textures don't load properly. It's up on my new island, xyz.
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-Seifert Surface
2G!tGLf 2nLt9cG
Aminom Marvin
Registered User
Join date: 31 Dec 2006
Posts: 520
02-07-2008 02:44


Here's the most complex sculpt I've made so far. An entire human figure on one sculpt. It textures similarly to an avatar, with little texture stretching. It is made of 8 different "objects" manually stitched and connected with degenerate normals: arms, legs, body, head, face, and ears. It can also be made into different poses. The shape is a bit wonky (and that face is scary) but the geometry is finalized.
Abu Nasu
Code Monkey
Join date: 17 Jun 2006
Posts: 476
02-07-2008 03:44
OMG Aminom. You used a sculptie, that which is supposed to beautify and enrich our 3d SL experience, to make the original grunt model in Quake 1.

That SO rocks.

~tips sculptie hat~
Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
02-08-2008 12:54
So much great stuff in this thread! Thanks for sharing everyone.

Here's a snap of my latest efforts. Some textured and shaded Chanterelle mushrooms. Yum!

Thanks to Silvia Trilling and 2k Suisei for ZBrush help and info. I've learned a better way to texture my objects and how to bake in the shading, too. Makes some of my other stuff look flat in comparison. :)
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Virrginia Tombola
Equestrienne
Join date: 10 Nov 2006
Posts: 938
02-09-2008 09:45
That's lovely, Vlad! What is your workflow on those? Are you using Z brush entirely for sculpting, baking and texturing?
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Horses, Carriages, Modern and Historical Riding apparel. Ride a demo horse, play whist, or just loiter. I'm fair used to loiterers.

http://slurl.com/secondlife/Caledon%20Eyre/48%20/183/23/
Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
02-09-2008 14:22
Thanks, Virginia. Yes, those mushrooms were made totally in ZBrush, with a bit of touch up to the textures in Photoshop.

I started with a ZBrush sphere, modeled the shape, then convert the .obj file using 2k Suisie's converter. I'm getting great results with this converter, and it eliminates some problems I was having using WIngs3D to convert. 2k posted her program in this thread: /8/b2/225856/1.html

Then I textured the object in ZBrush, from prepared reference photos. I also created a texture with just the shading/highlights. The I combed the two textures in Photoshop. Still experimenting with the baking, but I seem to get a bit more control of the final texture when I keep the shading separate.

I'm still battling through the ZBrush learning curve bit I sure do love it. I'm hoping to create a tutorial that demonstrates my workflow, as there seems to be some interest in the ZBrush tools.
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Pumpkin Tripsa
Registered User
Join date: 4 Feb 2007
Posts: 5
02-09-2008 21:53
Wow! I think I have to start checking these forums more often! Such incredible work, everyone. I've been messing with sculpties since they've arrived. You may remember Diana the Huntress from the Sculpted Prim Contest (which for some crazy reason is called "Twisty" in everyone's library, rez and open it) At any rate, thought I might share some recent projects with you all. I use Blender, Gimp, and Cindy's Obj2Sculpt converter. Enjoy!

p.s.- you all will probably recognize the texture on the mannequin. Big ups to Chip Midnight, starter of this thread, without which that gal wouldn't exist. Thanks man.
Usagi Musashi
UM ™®
Join date: 24 Oct 2004
Posts: 6,083
02-09-2008 22:01
anyone have experience with CINEMA 4D Studio? I just got a copy from my boss along with Z brush 3.....

Any help would be great thank you :)
Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
02-10-2008 13:27
my latest. the lions from the Court of the Lions in Al Andalus Alhambra.



silo/zbrush/modo
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... perhaps simplicity is complicated to grasp.
2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
02-10-2008 22:41
Nice work, Hypatia.

Silo is an interesting choice. I'm assuming you're using Silo to create the base model. Is there any particular reason why?
Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
02-11-2008 02:23
I actually dont use Silo to create models... all the primitives I use are generated by UVMapper pro... (sometimes I use Modo though and uvpeeler) however I work very fast in Silo, to develop a even base with the necessary edgeflow to plan how a texture will best map onto the surface. Just due to years of dealing with it, I'm extremely quick with the app. My modelling tools are right there in front of me in an uncomplicated way. Actually UVMapper is quite the secret weapon for getting a primitive started, as you can delete parts of a primitive and scale the uvs perfectly before hitting the modeller - starting off with the "perfect primitive" for the job, if you will.

For new users, just looking for a one shot solution - I'd probably recommend Modo these days, if they don't want to pay for Maya (actually, one needs mental ray or Turtle to do advanced texture baking in Maya). But I like the flexibility the various applications I use, afford me :)

Mainly... I just use the programs I have always used... Modo is the only new one in the bunch, still learning it and letting it take over various areas, but I still use it mainly for texturing and texture baking. (which I have mastered very well I think by now)
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... perhaps simplicity is complicated to grasp.
2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
02-11-2008 02:54
From: Hypatia Callisto

Mainly... I just use the programs I have always used... Modo is the only new one in the bunch, still learning it and letting it take over various areas, but I still use it mainly for texturing and texture baking. (which I have mastered very well I think by now)


Yep, I'm really impressed by certain features of Modo. I liked the image based sculpting and the rendering quality was gorgeous. What I couldn't live with was its unique way of dealing with the poles of a sphere (especially when subdividing). This makes a little difficult to work with were sculpties are concerned. I'm also not too impressed with the complexities of the material manager and having to bake the objects of a multi-part model individually.

I think it's essential to get a really fast workflow or we're gonna burnout pretty quick. So I always try to get a balance between speed and quality. Modo had the quality but not the speed (for me).
Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
02-11-2008 04:02
From: 2k Suisei
Yep, I'm really impressed by certain features of Modo. I liked the image based sculpting and the rendering quality was gorgeous. What I couldn't live with was its unique way of dealing with the poles of a sphere (especially when subdividing). This makes a little difficult to work with were sculpties are concerned. I'm also not too impressed with the complexities of the material manager and having to bake the objects of a multi-part model individually.

I think it's essential to get a really fast workflow or we're gonna burnout pretty quick. So I always try to get a balance between speed and quality. Modo had the quality but not the speed (for me).


Once I got the hang of the material manager, I have found it quite fast... I think about it like photoshop layers :D (and that's the idea they wanted to achieve, I think) It was mostly the learning curve, which in 3d programs I think is always a problem. It is complex, however its also very powerful. I can hide or show what I need and then bake it. I have saved lighting and material setups by now that speed my flow. (just apply and bake)

Yeah, it would be nice to set up a queue and bake them in a batch, I agree. But I found it working quickly for me regardless of that nag...

I never use a sphere in baking anymore so the sphere issue is not an "issue" for me.
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... perhaps simplicity is complicated to grasp.
2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
02-11-2008 04:29
From: Hypatia Callisto

I never use a sphere in baking anymore so the sphere issue is not an "issue" for me.


Damn it!. So I can't commission you to make me a nice soccer ball? :(
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