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Streight edges on Sculpts

Naiman Broome
Registered User
Join date: 4 Aug 2007
Posts: 246
04-12-2008 09:44
Hello all I use 3dsmax and I work from a cylinder to obtain mostly what I want , now I am concerned about making steps and I want them to look very streight but my problem is that even after exporting increasing localized parts contrast in the texture or uploading it without compression I always loose the flatness of the surface I want or the linees look a bit deformed , is there any other way to solve this?

thanks for any answer....
Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
04-12-2008 10:33
Check out Cel Edman's program called SculptyPaint. It makes very precise stairs, and all sort of other great sculpty shapes.

http://www.xs4all.nl/~elout/sculptpaint/
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Lee Ponzu
What Would Steve Do?
Join date: 28 Jun 2006
Posts: 1,770
04-12-2008 11:20
There is also a tutorial on YouTube about making staris from Scultpies. (Daniel Abernathy, I think.)

The basic theoretical trick is that for a sharp edge you have to collapse two or three edges together into one.
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Naiman Broome
Registered User
Join date: 4 Aug 2007
Posts: 246
04-12-2008 13:15
What you mean by collapse? I use 3dsmax....
Ollj Oh
Registered User
Join date: 28 Aug 2007
Posts: 522
04-12-2008 14:13
sculpt-Planes are 33 vertexes high and 32 vertexes wide.
All other sculpt-types are 32x32 vertexes (lowest line is ignored to save some cycles), with the sphere getting top and bottom converged to one point single point.
Colinear polygons are skipped by the renderer and not klickable (if 2 certexes are at the same place, you get colinear polygons, also are half of all triangles at the poles of a sphere.
each vertex can be on position [0, 1, ... ,255] for relative x y and z position (127=Prim center), and that can be scaled relatively like all prims from 0.01 to 10,0 (and huge prims, that are almost always cubes, and you can not slice sculpted prims like huge prims are sliced).
Polygon-triangle-diagonals go from bottom left to top right vertexes on the UV-map (important for smoothing and texturing).

floats get rounded, poorly, that causes inaccuracies on almost all shapes.
Downsampling can also kill a lot of accuracy.
You also need lossless image uploading, this was buggy in client-display early, and buggy sometimes in the uploading process.
Naiman Broome
Registered User
Join date: 4 Aug 2007
Posts: 246
04-12-2008 14:50
But How I collapse vertexes? U mean weld them into max? or just make them occupy the same place??
Lee Ponzu
What Would Steve Do?
Join date: 28 Jun 2006
Posts: 1,770
04-12-2008 20:11
Occupy the same location.
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So many monkeys, so little Shakespeare.