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Kenzai Watanabe
Registered User
Join date: 25 May 2008
Posts: 4
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05-31-2008 14:17
Hello all!
I'm experiencing a problem texturing my sculptie. From a distance the texture on my sculptie looks great! When zooming in however, the texture scrambles up.
I suspect this has to do with the fact I used a 16x15 object as a base. When zooming in I believe SL treats this as a 32x32 object and changes the texture accordingly.
My question: is there a way to solve this without redoing my sculptie?
(I've been trying to attach pictures to this post, but a database problem pops up. I'll try to add them later, because it will make the problem a lot more clear)
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2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
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05-31-2008 15:36
Hey!,
Depending on which modeler and converter you've used, you may be able to divide the object's mesh and then run it through your converter again.
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Kenzai Watanabe
Registered User
Join date: 25 May 2008
Posts: 4
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05-31-2008 15:47
Thanks, sounds that might work! I'm using Wings3d, but I'm not sure how to divide the mesh using that. Smoothen seems to do it, but it doesn't let you control the number of newly created vertices, making the result not fit for export.
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2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
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05-31-2008 16:25
I'm afraid you wont be able to convert a divided or smoothed mesh with the Wings converter.
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Cel Edman
Registered User
Join date: 24 May 2007
Posts: 42
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05-31-2008 19:16
for sharp-edged sculpties 8x8 / 16x16 models, texturing it planar or default can make a big difference, not always works perfect though.
You can use a sculpty mesh-anylyse texture as well, to check what part of the textures is used close-up and zoomed out, and tweak your texture then.
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Kenzai Watanabe
Registered User
Join date: 25 May 2008
Posts: 4
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06-01-2008 03:21
From: Cel Edman for sharp-edged sculpties 8x8 / 16x16 models, texturing it planar or default can make a big difference, not always works perfect though. I've tried mapping it planar, but that way it will completely scramble up. From: Cel Edman You can use a sculpty mesh-anylyse texture as well, to check what part of the textures is used close-up and zoomed out, and tweak your texture then. But if I were to tweak the same texture for zoomed-in, then it would look scrambled up when viewed zoomed out, right? The trouble is, the texture mappings appear to be different in each mode. http://www.flickr.com/photos/27254810@N04/2540421877/http://www.flickr.com/photos/27254810@N04/2540421855/
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Omei Turnbull
Registered User
Join date: 19 Jun 2005
Posts: 577
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06-02-2008 19:09
From: Kenzai Watanabe But if I were to tweak the same texture for zoomed-in, then it would look scrambled up when viewed zoomed out, right? The trouble is, the texture mappings appear to be different in each mode. Yes, you understand the problem correctly. While "small" sculpt map dimensions are often convenient, the SL client does not treat them well when it comes to texture mapping. Rather than start over, I woud take the sculpt map generated by the Wings exporter into your favorite 2D graphics program and scale it down to 16x16. Use the "no interpolation" or "nearest neighbor" option. Then scale it back to 32x32, this time with interpolation. Import that back into Wings and touch up any place where the interpolation isn't what you want.
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