Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Show Us Your Sculpties!

Kornscope Komachi
Transitional human
Join date: 30 Aug 2006
Posts: 1,041
06-13-2007 19:15
From: Vaelissa Cortes
I made a few masks with Blender, they didn't turn out perfect but I'm pretty happy with them :).


I still haven't done any textures for them, that will take quite a bit of work.

Please down size the images when you post your results. 500px wide is good. Not 1680. My monitor is not that big.
_____________________
SCOPE Homes, Bangu
-----------------------------------------------------------------
Indigo Morigi
Registered User
Join date: 12 Jun 2007
Posts: 14
06-14-2007 13:18
Everyone's work is very impressive. I didn't think we'd be seeing such creativity so soon after the release of the sculpties. Even just recently I feel that the overwhelming opinion was "Sculpties are hard to make...and they're useless." And then this thread came along.

Below is an image showing a few basic creations. I think that their strength is their low prim count. 4 prim max on the toilet.

http://forums.secondlife.com/attachment.php?attachmentid=27952



Folks have been commenting here on this new feature, so I think I'll throw in my thoughts:

The CG industry has been sorely wanting 3d modeling to become a mainstream hobby. SL is making a giant leap in that direction. However, I'm wondering if sculpties were released prematurely. The good sculpties are mainly being created by people with prior experience it seems. Honestly, I had a blast experimenting with the above creations (esp. the toilet), but I found the fun came from using Maya, not SL. After creating something nice and organic and realistic in Maya, it's painful work to "fix it" (chop it into multiple NURBS, align the pieces to get rid of noticeable intersections, get the texture to work with SL's simplistic texture controls, deal with low resolution) just to see it in a virtual world. Hey, I don't want to think that I own a $7,000 package just to make freeware quality models.

It was cool to test out this unique feature, but as an artist, I hated having to "dumb down" my models just to get them to work with current web technology. So for me, it makes more sense just to stick to using Maya with its amazing lighting controls, renderer, hypershade, and mesh editing tools...plus I don't have to "pay" to view what I just made.

Having said that, I LIKE the idea of sculpties...for laymen. Which is why I believe that sculpties should have been released with an in world creation tool. All this talk about sculpties seems to have turned SL from a social community into a gallery of models by either professionals or residents with a lot of time and money and tech skills.

But keep on creating those cool objects!!! I have to admit that SL is a nice place to display models, get feedback, and bolster modeling confidence. I applaud Linden Lab for this innovation. I guess I'm just dreaming of a more efficient creation method... Sorry for the length: I'm in the industry, and I'm passionate about it. :)
FD Spark
Prim & Texture Doodler
Join date: 30 Oct 2006
Posts: 4,697
06-14-2007 14:03
Your Sculpted toilets and objects are impressive Indigo.
You definitely won't have problem selling those items because they are so good.
Not everyone like myself has the means for expensive 3d modeling programs or even the experience. I also made a toilet too but it wasn't as impressive or as low prim as yours.
Indigo Morigi
Registered User
Join date: 12 Jun 2007
Posts: 14
06-14-2007 14:39
Thank you very much, FD. Despite my skepticism, I still have a strong affinity toward sculptie modeling. Bringing this technology into such a diverse community can create powerful results and unearth unsuspecting leaders of tomorrow's CG industry. I only hope that the small circle of talented sculptie modelers doesn't make regular residents feel inadequate before they even get a fair chance to prove their content creation skills. I believe that SL's success lies in its ability to bring an obscure and specialized art form to the attention of a larger culture. So many new people are now dying to learn Blender and Maya and Lightwave and ZBrush and Max. It's exciting! Having worked through a formal 3D modeling/animating education, I know that everyone experiences a frustrating period of feeling inadequate before going on to create beautiful images. And we could reduce some of this frustration of only every SL resident could start off on level ground, so to speak. At least in terms of tools.

When it comes to imagination...you either have it or you don't. ;)
Dzonatas Sol
Visual Learner
Join date: 16 Oct 2006
Posts: 507
06-14-2007 19:04
Here is somthing to help import. It is still a work-in-progress, but very useable.

Since I got votes for the in-world OBJ importer, here is a binary to try it out:

http://downloads.sourceforge.net/oslcc/slviewer-1.17.0.12.VWR-1110.zip?use_mirror=osdn

It currently works with 64x63 mesh spheres created by any modeler exported as an OBJ file. Here are the instructions for Windows:

1) Copy C:\Program Files\SecondLife to you Desktop
2) Put the SecondLife-1.17.0.12.VWR-1110.exe into the SecondLife folder you just put on the desktop.
3) Put the file "Beta Test SecondLife-1.17.0.12.VWR-1110.exe" into the same SecondLife folder.
4) Click on the shortcut (you just moved) in the same SecondLife folder
5) Log In
6) Click on File->Upload Image
7) Find an OBJ file made by your modeler
8) Select it
9) If it converted fine, you will see the sculpt map.
10) Select "Sculpted Prim" to preview
Sylvia Trilling
Flying Tribe
Join date: 2 Oct 2006
Posts: 1,117
06-17-2007 13:07
http://www.contemporary-home.co.uk/images/art-car.jpg

I was looking up art cars on the internet and found this one that looks so much like a sculptie I had to post it. Art imitating art.
Infiniview Merit
The 100 Trillionth Cell
Join date: 27 Apr 2006
Posts: 845
06-17-2007 17:26
I love that sculpt mode, sort of an alien guy.


Brennus Decosta
Registered User
Join date: 25 Apr 2007
Posts: 4
06-18-2007 00:20
A few of my sculpties. Using 3D Studio Max 8 and Shack Dougalls's amazing SculptGenMax.

Still having issues with the JPG2000 importer mucking up the maps a bit.

My focus has been on architectural and furnishings mainly.
Broken Xeno
~Fething Alt~
Join date: 9 Mar 2007
Posts: 632
06-18-2007 00:28
From: Infiniview Merit
I love that sculpt mode, sort of an alien guy.





Wow, that's awesome! That'd be sick for an avatar :D
_____________________
Broken Xeno
~Fething Alt~
Join date: 9 Mar 2007
Posts: 632
06-18-2007 00:31
From: Kayle Matzerath
I nearly finshed the Forest :D I uploaded 3 new pictures.
Im allowed to let it stay on "Jaguar Creek" this night so if you want to have a look feel free to visit the Sim, its the only building there :) Im allmost out of money uploading all this so I put a Tip Jar in the Woods. You´ll get a free tent at 50l$ ^,.,^







EDIT: I just decided to give it away to someone who has room for it and wants to use it as an open place on a Fur sim ^^ more in the Shopping Forum

EDIT²: okey, its sold ^^



:o coolest forest ever.
_____________________
Sylvia Trilling
Flying Tribe
Join date: 2 Oct 2006
Posts: 1,117
06-19-2007 17:33
Bush baby hands and feet.

http://www.throughlinedesign.com/secondlife/bushBaby.jpg
http://www.throughlinedesign.com/secondlife/bushBabyHands.jpg
http://www.throughlinedesign.com/secondlife/bushBabyHandsFeet.jpg
Kornscope Komachi
Transitional human
Join date: 30 Aug 2006
Posts: 1,041
06-19-2007 19:42
removed cant delete
_____________________
SCOPE Homes, Bangu
-----------------------------------------------------------------
Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
Sculpture for 3ds Max offline importer
06-24-2007 14:01
I'm in the process of integrating SLPrims with SculptGenMax to create a unified prim/sculptie offline building environment for 3ds Max.

Anyway, here's a small 1-prim sculpture I built to represent the importer. The idea was to show that both prims and sculpties are supported.

The texturing is very rough. I didn't spend much time on it, but it still looks kind of cool.
_____________________
Prim Composer for 3dsMax
-- complete offline builder for prims and sculpties in 3ds Max
http://liferain.com/downloads/primcomposer/

Hierarchical Prim Archive (HPA)
-- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools.
https://liferain.com/projects/hpa
Xenius Revere
Registered User
Join date: 13 Jun 2005
Posts: 15
My latest work
06-24-2007 17:33
Hi all! Here are some screenshots of my latest sculptie creation. Its an avatar of an angel with articulated wings.

Stats:
Made in Maya
160 prims total
91 unique sculpt maps (1.1mb uncompressed)
52 unique surface textures (43mb uncompressed)
Poly Count in Maya (export tesselation): 3.2 million
Poly Count in SL (no LOD): 163,840

On most people's machines, he takes 20 seconds to a minute to rez, so i kinda spoils the dramatic entrance, but im otherwise happy with it.

Let me know whatcha guys think.

-Xen
Broken Xeno
~Fething Alt~
Join date: 9 Mar 2007
Posts: 632
06-24-2007 18:00
From: Xenius Revere
Hi all! Here are some screenshots of my latest sculptie creation. Its an avatar of an angel with articulated wings.

Stats:
Made in Maya
160 prims total
91 unique sculpt maps (1.1mb uncompressed)
52 unique surface textures (43mb uncompressed)
Poly Count in Maya (export tesselation): 3.2 million
Poly Count in SL (no LOD): 163,840

On most people's machines, he takes 20 seconds to a minute to rez, so i kinda spoils the dramatic entrance, but im otherwise happy with it.

Let me know whatcha guys think.

-Xen



I am really digging those wings!
_____________________
whyroc Slade
Sculpted and Blended
Join date: 23 Feb 2007
Posts: 315
06-24-2007 22:30
From: Xenius Revere

160 prims total


Very nice work. like you I find the temptation with sculpties and multi sculptie creations is to go for a maximum effect and use lots of them! In some cases they save prims but in others they eat them for breakfast. i have found that by using some normal prims it can help with load times. Also a seen on a sculpty animation thread here, you can preload a few small box prims with some of the main maps and drop it on your land before you rez the AV. Anyone who is on the land already will have the textures cashed and your av should pop into existance a little faster.

-why
Gene Jacobs
Who? Me?
Join date: 30 Jul 2004
Posts: 127
06-26-2007 13:27
From: Chip Midnight
I'll start with a little something I made today now that I've figured out how to do them. The sculpt and texture maps were made in 3ds Max. This is made from 8 sculpted prims. These are so going to rock!



Chip... since day one I have gone barefoot in SL... I sure would love it if you released the foot with toes... to wear like a shoe... my avie really needs toes...
_____________________
SL Defined = The reason that we are all here, is because we are not all there... :p
whyroc Slade
Sculpted and Blended
Join date: 23 Feb 2007
Posts: 315
06-29-2007 00:57
I've been working on some mermaid outfits, sculpties with some flexi prims...

-whyroc
_____________________
Sculpt Maps Galore - 100's of full perm sculpt maps. Top quality sculpts - low prices.
http://slurl.com/secondlife/Poecila/50/54/92
Abu Nasu
Code Monkey
Join date: 17 Jun 2006
Posts: 476
06-29-2007 11:43
I've been having a lot of fun using Cel's awesome software with a special blend of Photoshop, Filter Meister, and various other tools/techniques. I made a bunch load of stuff, but these are the only ones I took a snapshot of.
Abu Nasu
Code Monkey
Join date: 17 Jun 2006
Posts: 476
06-29-2007 12:17
Stone age luxury.
Fiona Branagh
... or her equivalent.
Join date: 1 Feb 2007
Posts: 156
06-29-2007 12:34
I am really digging those mermaids! Great use of the tools.
_____________________
Kornscope Komachi
Transitional human
Join date: 30 Aug 2006
Posts: 1,041
06-29-2007 19:12
Still working on stuff. Texturing sculpts is a hard thing, yes? Much work to do, in so little time for not much money. Struggle on I will.
Is this acceptable to anybody? (I know, stupid shape.)
_____________________
SCOPE Homes, Bangu
-----------------------------------------------------------------
Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
06-29-2007 19:19
From: Gene Jacobs
Chip... since day one I have gone barefoot in SL... I sure would love it if you released the foot with toes... to wear like a shoe... my avie really needs toes...


I may release some toes for use by shoe makers, but I think a foot attachment wouldn't look very good in general, even if it was very well textured. SL shades avatars and prims quite differently so it would be very obvious that your feet are attachments. It's possible to do very good looking toes on skins already with careful shading.
_____________________

My other hobby:
www.live365.com/stations/chip_midnight
Broken Xeno
~Fething Alt~
Join date: 9 Mar 2007
Posts: 632
06-29-2007 19:47
From: Kornscope Komachi
Still working on stuff. Texturing sculpts is a hard thing, yes? Much work to do, in so little time for not much money. Struggle on I will.
Is this acceptable to anybody? (I know, stupid shape.)



Interestingly shaped actually. I like it. =)
_____________________
Justin Slade
Registered User
Join date: 6 Feb 2007
Posts: 132
Sphere to cube
06-30-2007 18:58
I made a 16/15 triangulate sphere into a cube. One was made with sharp edges and one with smooth edges.

It was intended for Modelers to make working with squares easier.

I have more if anyone is interested
1 ... 4 5 6 7 8 9 10 11 12 ... 25