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Show Us Your Sculpties!

Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
02-11-2008 04:42
From: 2k Suisei
Damn it!. So I can't commission you to make me a nice soccer ball? :(


You don't need a sphere to make a spherical object ;) You can still use a cylinder. (or rather, a sphere with the poles deleted and the uvs stretched to cover the full uvspace) I've in fact made a cylindrical sphere that works perfectly fine to make balls.

My question to those who use spheres exclusively - how do you manage to make a torus out of a sphere ;) Guess you can't make doughnuts :P Also with the spheres in Modo, though I never use spheres (they uvmap a bit crappily at the poles in the best of circumstances) - did you check linear uvs by chance when subdividing ... that fixes most distortion trouble.
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2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
02-11-2008 04:52
From: Hypatia Callisto

My question to those who use spheres exclusively - how do you manage to make a torus out of a sphere ;) Guess you can't make doughnuts :P.


hehe. okay, you got me there :)
whyroc Slade
Sculpted and Blended
Join date: 23 Feb 2007
Posts: 315
02-11-2008 06:19
Here is a work in progress.. some sports shoes based on my favorite shoe of all time, the Air Jordan IV.

Sculpted and textured in Blender.


-whyroc
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Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
02-11-2008 09:02
mmmmm.....sculpty donut.....


not spheres, though. :) Torus sculpty made in Zbrush.
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2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
02-11-2008 09:27
Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
02-11-2008 10:26
From: Vlad Bjornson
mmmmm.....sculpty donut.....


not spheres, though. :) Torus sculpty made in Zbrush.


grin. look ma, no spheres :D

I prefer to stick to primitives that have a perfectly square uvmap, and mesh spheres don't have a square uvmap. I switched away from spheres a while back, as soon as I developed my Carrara baking process actually, and the fate was really sealed once they came out with alternate topology. (Carrara is still my general method to bake sculpt maps, though I use Modo sometimes too now, but Carrara still does some wee hacks that the Modo process doesn't so well ... so it depends.)

Spheres have zigzags along two edges of their uvmaps, that have to be filled in for a mesh sculpt bake, and I find the solidify filter method in PS isnt as exact as just sizing those edge rows at the poles to a point, and since I am *always* using subdivision surfaces - I find that perfect square uvmaps do far better with more precision. So I am always either using a torus, plane, open cylinder, or a sphere mesh that's had its poles lopped off.
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... perhaps simplicity is complicated to grasp.
IAm Zabelin
Registered User
Join date: 13 May 2007
Posts: 132
02-11-2008 11:48
Wow, some brilliant sculpts in here, hours and hours of excellent work. Well done to all.

Here's some of the sculpts I've made :

for the nature-lovers, some fish that swim pretty well and jump too (1prim sculpt + 1 prim anim fins) ...
http://forums.secondlife.com/attachment.php?attachmentid=45988&stc=1
fish_main.jpg

A sculpted Leatherback Turtle I'm still working on the swim scripts for (5 sculpted prims for swimming animation) ...
http://forums.secondlife.com/attachment.php?attachmentid=45989&stc=1
Leatherback.JPG
(with a sunken sculpted rowing boat behind).


Then for the sailors, heres a 1 prim RIB on the back of my cat ...
http://forums.secondlife.com/attachment.php?attachmentid=45990&stc=1
RIB.JPG

and last, I decided to try build a car (I'm on prim 26 atm so hopefully can keep it under 30), so for the technically inclined ...

http://forums.secondlife.com/attachment.php?attachmentid=45991&stc=1
CarreraGT_11Feb_004.JPG

http://forums.secondlife.com/attachment.php?attachmentid=45992&stc=1
CarreraGT_11Feb_014.JPG


... the sculpt rendering issues get to me though, specially on the car because of the maxed detail - on these pics its not quite properly rendered. Guess its my sim thats part of the problem - low prim sim and maxed out. I often work at sandboxes to see it better.

Sharpen those scalpels, and enjoy the sculpting :)
Sylvia Trilling
Flying Tribe
Join date: 2 Oct 2006
Posts: 1,117
02-16-2008 00:19
Calla lilies.
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Aminom Marvin
Registered User
Join date: 31 Dec 2006
Posts: 520
02-25-2008 19:14
I just spent a week on sculpted chains x.x They have up to 4 links per prim for the high detailed version, and up to 8 for the low detail version.
Blake Sachs
Gasoline, Baby!
Join date: 15 Sep 2005
Posts: 122
03-02-2008 12:52
Have some work in progress:






This one I might actually finish.
See that's the thing about sculpties. There's lots of ways to approach a project, and before you're even halfway through you realize that you could've done much better with what you learned since then XD
Urah Pahute
Registered User
Join date: 29 Oct 2006
Posts: 160
03-02-2008 13:30
Wow! I love it Blake! Awsome :eek:
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http://slurl.com/secondlife/Cecil/139/123/67/
Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
03-03-2008 00:34
Nice work on those chains. Very clever to get 4 or 8 links per prim. ;)
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Charlot Dickins
Registered User
Join date: 11 Oct 2006
Posts: 4
03-07-2008 04:54
Just finished a pair of wearable sculpted feet.

http://charlotdickins.wordpress.com/
CCTV Giant
Registered User
Join date: 2 Nov 2006
Posts: 469
03-07-2008 06:48
Hey Charlot -- they look just like mine LOL. Nice work
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
Blender Head
03-09-2008 09:50
One sculptie, two spheres and a true Blender head ;)
Drake Nishi
Registered User
Join date: 25 Apr 2007
Posts: 6
Head'n'Shoulders
03-16-2008 09:27
The head of my new Avatar, which takes up entirely too much of my time. Sculpties and texture baking in Maya with Turtle.

Oh, and I checked: Although the hair and mane are indeed sculpties, the avatar doesn't seem to impact the framerate, even on low spec machines. Since they're small sculpties, the LOD obviously takes care for them efficiently.

Cheers,
Drake / Leben
Virrginia Tombola
Equestrienne
Join date: 10 Nov 2006
Posts: 938
03-16-2008 12:20
Wonderful, Drake, simply wonderful. The snuzzle looks almost exactly like my RL doggie's honker. (to use the technical terms).

/me watches the bar being raised a bit :)

And while there's been an awful lot of discussion on sculpts impacting the frame rate, if you are using that hair in place of several twisted torii, I suspect you come out ahead.
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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/
Nectere Niven
Gadget Junky
Join date: 12 Jan 2007
Posts: 211
03-17-2008 11:56
Looking amazing Leben - its such beautiful work in person - I cant wait to see the finished project!

The fur is divine btw, so lifelike.
Leben Schnabel
Registered User
Join date: 4 Jan 2007
Posts: 62
03-17-2008 13:42
Thanks, guys :)

Here's a full-body shot:

http://forum.furbase.de/attachment.php?attachmentid=23058

From a sculpty viewpoint, the hind paws may also be interesting.
Arcane Clawtooth
5 By 5
Join date: 7 Jan 2008
Posts: 201
03-17-2008 15:12
Wow, that is simply amazing, very great work!
Virrginia Tombola
Equestrienne
Join date: 10 Nov 2006
Posts: 938
03-18-2008 13:01
Well, tough act to follow as they say, but here is a rough draught Shire Horse (couldn't resist the pun):



15 prims, so far and still needs some touch up work before I start trying to animate it. The tack and eyes will probably become individual prims--I don't quite care for the painted on look, but it might make a nice low prim model for my porch. Nothing quite says "I have a Shire Horse on my porch" like having a Shire Horse on one's porch.

Um. I'm sorry, that made more sense before I said it....
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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/
revochen Mayne
...says
Join date: 14 Nov 2006
Posts: 198
My Shoes
03-20-2008 15:28
Today i've made this light blue sculpty shoe.
Its all together 6 prims. 5 prims for bootlace & flap and 1 for the sculpty.
Will be fun to make some nice textures for! ;)))
Aminom Marvin
Registered User
Join date: 31 Dec 2006
Posts: 520
03-20-2008 16:53
Finished some trees recently. Being used in some new Caledon sims and a Middle Earth sim cluster. Two prims each, 8 branches and 24 alpha planes per tree.



They have seasonal textures that change on touch. Fall leaves, bare branches, snow etc.

Here's a quick proof of concept I made. Basically copy/dragging a bunch of trees so fill a sim without really adjusting position.







And yes, you can fill a sim densely with these without killing framerates :)
Yabusaka Loon
Registered User
Join date: 8 Jun 2007
Posts: 15
Building
03-20-2008 21:16
New building :)

Blog;
http://yabusaka.blogspot.com/
Nika Talaj
now you see her ...
Join date: 2 Jan 2007
Posts: 5,449
03-20-2008 22:57
From: Aminom Marvin
Finished some trees recently. Being used in some new Caledon sims and a Middle Earth sim cluster. Two prims each, 8 branches and 24 alpha planes per tree.
Btw, Aminom, your trees are being discussed here:

/327/25/247792/1.html
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