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Show Us Your Sculpties!

Thili Playfair
Registered User
Join date: 18 Aug 2004
Posts: 2,417
05-16-2007 10:13
Stuff i tried on first attempt

err pretty poor quality copy/paste images on this but 1 prim figurehead ..guh this pic was bigger then i rememberd



elf ear something o.o , to hard to see unless ingame tho



\o hat thingie

PriNova Tempel
Registered User
Join date: 6 Nov 2006
Posts: 9
dolphins playing
05-16-2007 12:52
another prim example.

i like dolphins and this is my way to show my 3d art.

hope we could all enjoy it soon.
Destiny Niles
Registered User
Join date: 23 Aug 2006
Posts: 949
05-16-2007 14:02
WOW? Are those just one scuptie for each? Taking advance orders?
Aaron Edelweiss
Registered User
Join date: 16 Nov 2006
Posts: 115
05-16-2007 15:50
From: nand Nerd
They won't handle it at all, sculpted prims currently appear as spheres the size of the bounding box to the physics engine.


ooh! "the size of the bounding box" meaning that if I were to make a plane old square the collision sphere/ovoid would be just about entirely inside it? If that's really the case then I'm psyched because that means they're useable for vehicles without having an oversized collision area.
Infiniview Merit
The 100 Trillionth Cell
Join date: 27 Apr 2006
Posts: 845
05-16-2007 18:55
From: Chip Midnight
I think collision for sculpties is calculated based on a bounding box and not the actual sculpt surface so the usefulness of sculpties for terrain will probably just be decorative. Infiniview, what has your experience been with it so far?


At first these were just experiments as to what could be done and with what types of meshes.
Initially some said that only spheres or cylinders would work, and we have found that not to
be the case. For example in the case of the terrains they were made with grid meshes.

As I have continued making them I have been operating on the assumption/hope that LL would make them so that the visible surface would be physical in the future.

And yes thus far it appears that only the bounding box is what remains physical and in the case of the grid mesh it seems to be only the default sculpted prim shape that remains physical however I am guessing here as I am not completely sure. From limited tests
I can tell that there is a portion that remains physical. Although even with standard prims
it is a small portion of the available size that you can make the prim.

So in their current form sculptie terrains are little more than decorations, or you could make some nice shallow dunes or waves and put a flat surface under them if you don't mind your feet disappearing.

I very much hope that they can make all visible surfaces available to be physical or it will severely limit their usefulness.

For optimal utility sculpted prims will need to be surface visible physical IMHO.

The potential is amazing so I very much hope they can fix this attribute.
Infiniview Merit
The 100 Trillionth Cell
Join date: 27 Apr 2006
Posts: 845
05-16-2007 18:58
Oh I just thought of this question.

If the bounding box does indeed remain physical could I just make a nice large bounding box and make sure my mesh stays inside of it all through the creation process?

Or would the bounding box remain a fixed size once in world and ever be smaller than
an enlarged resized prim?

make a huge bounding box and a tiny mesh?
Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
05-16-2007 19:17
From: Infiniview Merit
As I have continued making them I have been operating on the assumption/hope that LL would make them so that the visible surface would be physical in the future.
The issue is that you don't really want the physics engine (and hence the server) decoding textures, so it cannot know about the geometry of the sculpty, other than the bounding box data. I think Qarl said somewhere that he'd tried getting the physics to look at the actual geometry of the sculpty, and it worked fine, its just the issue of the server decoding textures that's bad.
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Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
05-16-2007 21:01
http://flickr.com/photos/hypatiacallisto/501615559/

my first test using the Wings 3d export - modelled mainly in Silo though.

Now that I have the workflow worked out... woot! Here I gooooo :)
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Paulo Dielli
Symfurny Furniture
Join date: 19 Jan 2007
Posts: 780
05-16-2007 22:36
Just a quick question. I made an object in Maya consisting of several NURBS surfaces. I attached them, but still I get multiple rgb-textures instead of one. What do I do wrong? Sorry, won't spoil this wonderful topic again.
Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
05-16-2007 22:58
From: Paulo Dielli
Just a quick question. I made an object in Maya consisting of several NURBS surfaces. I attached them, but still I get multiple rgb-textures instead of one. What do I do wrong? Sorry, won't spoil this wonderful topic again.


sorry not a maya expert - but sounds like your surfaces are still not one surface. You want to build it from the ground up as a single surface - you want a sphere with 16 isoparms in either direction. (according to what I read from Qarl Linden on one of the sculpted prim pages)

http://wiki.secondlife.com/wiki/Sculpted_Prims:_FAQ

or this bit quoted off the talk page

http://wiki.secondlife.com/wiki/Talk:Sculpted_Prims


From: Csven Concord
I suspect the problem people might run into (and the capped cylinder is probably a decent example) is in thinking of NURBs primitives, patched surfaces, or "attached" surfaces as single surfaces. They may not be. If the script is looking for a single surface, then it likely needs to be a single surface; not a collection of surfaces combined into one shape (kind of like how a set of prims together comprise an "object";). If the surfaces have been created individually and "attached", then they probably need to be rebuilt as a single surface. Thus, I wouldn't expect a capped cylinder to work because it's three surfaces; not one. Another way to create that cylinder is to create an uncapped cylinder, then add some isoparms on the cap edges, and then pull the form closed (like cinching a sack). The more isoparms on the cylinder edge, the sharper the corner. Give that a try


that ought to help.

personally I am using polygon meshes in Silo and Wings 3d - the exporter for wings is totally easy and its merely a few seconds to generate the proper spherical mesh to work from.
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Sylvia Trilling
Flying Tribe
Join date: 2 Oct 2006
Posts: 1,117
05-17-2007 10:02
http://www.throughlinedesign.com/secondlife/SixPrayers.jpg
Sylvia Trilling
Flying Tribe
Join date: 2 Oct 2006
Posts: 1,117
05-17-2007 10:03
oops didn't mean to double post
Infiniview Merit
The 100 Trillionth Cell
Join date: 27 Apr 2006
Posts: 845
05-17-2007 15:56
From: Seifert Surface
The issue is that you don't really want the physics engine (and hence the server) decoding textures, so it cannot know about the geometry of the sculpty, other than the bounding box data. I think Qarl said somewhere that he'd tried getting the physics to look at the actual geometry of the sculpty, and it worked fine, its just the issue of the server decoding textures that's bad.


Interesting Seifert,

I guess I don't know why it is bad.
Why don't we want the server decoding textures?
Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
05-17-2007 16:35
Probably because that puts too much load on the server. If the servers were decoding scupt textures, sculpies would be very laggy.
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Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
05-17-2007 22:16
Right. You don't want the server decoding any (potentially) 1024x1024 textures it may have as sculpties. Currently the sim doesn't know anything about textures other than telling the asset server to send them to the clients.
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Jesseaitui Petion
king of polynesia :P
Join date: 2 Jan 2006
Posts: 2,175
05-18-2007 00:19
How cool is this? Awesome.
Jesseaitui Petion
king of polynesia :P
Join date: 2 Jan 2006
Posts: 2,175
05-18-2007 00:23
From: PriNova Tempel
here is another example work i have done in the last days. yes, sure it is better to sculpt the nose and the ears and also the mouth with extra sculpted prims for higher detail, but the first result is really good. and texturing would more difficult if using more prims for a face or whatever.

my problem is to bake taxtures with the right uv space in maya
and yes people. i'm scripting a 3ds max exporter today. hope it will be ready at evening.

some advices would help me.

http://forums.secondlife.com/attachment.php?attachmentid=25085

Coolest example in here!

Wow, wewt @ high quality 3d models in shops
Infiniview Merit
The 100 Trillionth Cell
Join date: 27 Apr 2006
Posts: 845
05-18-2007 02:06
Yard Light Sculpties!

Made in Wings.




2 prims each.
Oh and yes the Cobblestone path you see there is from my latest texture pack, plug. :)
Sylvia Trilling
Flying Tribe
Join date: 2 Oct 2006
Posts: 1,117
05-19-2007 02:04
http://www.throughlinedesign.com/secondlife/fish.jpg
Sylvia Trilling
Flying Tribe
Join date: 2 Oct 2006
Posts: 1,117
05-19-2007 16:37
Shiny saguaros!

http://www.throughlinedesign.com/secondlife/saguaroPic.jpg
Glox Parisi
Registered User
Join date: 3 Dec 2006
Posts: 8
Sculptie still life
05-19-2007 17:09
Here's my first try --- Glasses, vases and plate all done in MoI and 3dm2sculpt.
Glox
Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
05-20-2007 05:43
From: Sylvia Trilling
Shiny saguaros!

These are cool. Well, maybe not shiny, but the shape. In retrospect it's obvious, but I totally didn't think about how sculpties can make some really cool flora for landscaping.
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Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
05-20-2007 16:04


Those are wonderful, Sylvia :)
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TomHa Zymurgy
Registered User
Join date: 15 May 2007
Posts: 7
May i show you my work in progress...
05-21-2007 03:40
Hi there =)

here s my dolphin sculptie. Still some detail to fix on nose and tail (it s allready a 256 256 wich helps a lot!). I m workin on an animate version now ;)

(did i mention i made this in blender with the great help end tuto from Camilla Yosuke)
2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
05-21-2007 03:56
From: TomHa Zymurgy
Hi there =)

here s my dolphin sculptie. Still some detail to fix on nose and tail (it s allready a 256 256 wich helps a lot!). I m workin on an animate version now ;)


Lovely!
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