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Sculptie : Half good half yuck

Apple May
Apple May Designs
Join date: 6 Oct 2006
Posts: 326
04-18-2008 14:46
Hi there!

I've created shoe using a nurbs sphere with the measurements Chosen Few gave on a different pose (16 sections and 15 spans) and half of the shoe looks the way it should, the other half... well... take a look at the picture lol The first picture is the good half, the second is the half that went wrong

What went wrong? The north and sould poles are located at the front and back of the shoe... intact... so what happened. I'm totally lost
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
04-18-2008 14:49
I'm not sure what I'm looking at in your pictures, Apple. All I see are what look like a couple of plywood spoons.

Can you post a screenshot of your Maya model for comparison, preferably in wireframe on shaded view? Can you also then post a wireframe shot of the two SL objects?
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Apple May
Apple May Designs
Join date: 6 Oct 2006
Posts: 326
04-19-2008 05:37
Here is the wire frame view of each piece. This is a joint project between a friend and I, so he forgot to make it shaded :(

Anyhow, your advice is appreciated!
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
04-19-2008 07:59
I don't see anything that immediately jumps out at me as wrong in that latest picture, Apple. I am curious, though, how that image was generated. It's certainly not a screenshot of the model in wireframe-on-shaded mode. I'm guessing a black on white grid texture was applied to the model, and then screenshots (or maybe even renderings) were taken of that. So you know, if that is indeed what we're looking at, then those white lines most likely do not correlate with the precise locations of the isoparms on the model.

It would be more useful to see the real thing. But before I get to how to take some better screenshots, let's talk about what we've got so far.

Right now, I'm afraid I don't really understand what your first two images have to do with the new one. What part of the shoe are those two wooden spoon-shaped objects? They don't look like anything in the new image, as far as I can tell.

As for what might be going wrong, it's pretty hard to say without understanding what I'm looking at. But to just throw something out there, here's the most common mistake people make when exporting sculpties from Maya. Don't forget to remove history and transformations before you export your sculpt maps. Select the objects you wish to export, and then click Edit -> Delete by type -> History, Modify -> Freeze Transformations, Modify -> Reset Transformations, Edit -> Delete by type -> History. If you forget to do that, your sculpties can come out all kinds of screwed up.

If that's not what the problem was, then I need more to go on before I can help figure it out. So let's talk about the kind of screenshots I'd like to see.

First, disconnect that grid texture from your material's color channel, so that we're looking at a default gray surface. This will make the real isoparms, which we're about to turn on, much easier to see. Now, in any Maya view pane, click View -> Wireframe on Shaded. The isoparms will appear on the surface, just as if you were looking at the model in wireframe mode, and you'll still be able to see the surface shading as well. Now, use your OS keyboard shortcut to capture a screenshot to clipboard (ctrl-printscreen in Windows, cmd-ctrl-shift-3 on Mac, not sure about Linux), and then paste into Photoshop or whatever your favorite image editor happens to be.

For the SL wireframe shot, first place your object in a relatively empty area, so you won't have other objects visible to confuse things. Then press ctrl-shift-r to switch to wireframe mode. Take your screenshot, either through your OS as above, or through SL's snapshot utility.

Wireframe shots from SL can be a little hard to interpret, since there's always so much going on in them. I'd suggest you bring yours into Photoshop, and then brighten the lines on the object, and fade the lines on everything else. This takes about 2 seconds to do if you know how, but would take several paragraphs to explain in detail if you don't. In the interest of brevity in this already long post, I'll just explain quickly the very basics. Select color on the lines of the object, increase saturation and brightness, then invert the selection, and decrease saturation and brightness for everything else.

And for best results, take both shots from a similar perspective, so they're easy to compare.
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Apple May
Apple May Designs
Join date: 6 Oct 2006
Posts: 326
04-21-2008 06:02
From: Chosen Few
Don't forget to remove history and transformations before you export your sculpt maps. Select the objects you wish to export, and then click Edit -> Delete by type -> History, Modify -> Freeze Transformations, Modify -> Reset Transformations, Edit -> Delete by type -> History. If you forget to do that, your sculpties can come out all kinds of screwed up.



That was precisely the problem. I knew of that just completely blanked it out. Thanks!
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Fashion for Less