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Moving Sculpted Prim Texture Seams?

Vaelissa Cortes
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Join date: 26 Apr 2007
Posts: 39
07-20-2007 15:11
Ok! After a lot of reading around and trying things on my own I've still not had any luck, so I'm posting here hoping somebody will know.

How would I go about moving the texture seam line on a sculpted prim? I build the sculpt in Blender and would prefer to stick with that, but almost any other way would be fine as long as it works.

Here's what I mean, at the moment the texture meets here:

http://img514.imageshack.us/img514/6922/sculptseam1dd2.jpg

When I want it to meet here:

http://img505.imageshack.us/img505/9014/sculptseam2kp0.jpg

Is there a way to do this without having to completely redo the mesh? I've tried rotating it and uploading again but the seam is still in the same location.

Thanks.
Infiniview Merit
The 100 Trillionth Cell
Join date: 27 Apr 2006
Posts: 845
07-20-2007 15:31
As you probably already know the difficulty with texturing scultpies comes into play
due to the fact that SL treats the entire sculpted prim as one texture face.

So visualize your baked rgb map as being wrapped around the sculpt like a 2d sheet of paper.

Consider changing not your mesh but your 2d texture. If your texture looks pretty good
otherwise and you just want to change the texture seam location, try rotating it in your
graphics program.

That would be the most convenient and fastest method to try. If the program line-up you are
using allows you to view your rgb map then you can look at it and hopefully see how the
hat (in your case) is oriented on the rgb.

Then by observing how the texture is being applied to your sculpt you can use it as a guide
as to how to orient your 2d texture before upload.

I hope this helps. :)
Vaelissa Cortes
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Join date: 26 Apr 2007
Posts: 39
07-20-2007 15:59
Thank you, but I still need the seam moved unfortunately.

I do know how it's being wrapped around, but no matter how perfect I make the texture, the seam is still in the way. This is mostly due to a rotating texture script I plan to use on another sculpt I'm having problems with as well.

Here's a better look at how it looks:

http://img510.imageshack.us/img510/5378/line2oh8.jpg

http://img530.imageshack.us/img530/8243/line1so7.jpg
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
07-20-2007 16:32
As Infiniview was kind of hinting at, the seam is a function of the mesh, not the texture. If you want to move it, move it in your mesh. If you want the object to look like it has a seam that's not the actual seam, then you'll need to paint that into your texture. What you want to work on first is making textures that tile properly across the real seam, and then once you've got that done, you can paint a fake seam anywhere you want.
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Vaelissa Cortes
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Join date: 26 Apr 2007
Posts: 39
07-20-2007 17:05
Yes :). I'm asking how to move the seam in the mesh with Blender or other programs once the seam and UV map have already been set, I'm still learning. I've tried making a new seam but it still turns out the same. Perhaps I should have phrased it a bit better, sorry.

Thanks.
Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
07-20-2007 18:32
From: Vaelissa Cortes
Yes :). I'm asking how to move the seam in the mesh with Blender or other programs once the seam and UV map have already been set, I'm still learning. I've tried making a new seam but it still turns out the same. Perhaps I should have phrased it a bit better, sorry.

Thanks.


Once the UV map is set, it's pretty much too late. The seam is determined by the UV mapping of your model; if you created your UV Map via the unwrap method, just select a different seam then, but if you generated your model via another method (Lofting or lathing, for example, or starting with a remade cylinder) you just have to take into account where the seam is at the beginning and build your model around that.

However. There is a program called SculptyPaint or something like that. I messed with it a few weeks back. It had an option to slide individual channels around. With some patience, you might get somewhere that way, but I'm not sure.
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Blake Sachs
Gasoline, Baby!
Join date: 15 Sep 2005
Posts: 122
07-20-2007 18:34
You can move/rotate the texture seam in SL by merely changing the texture's horizontal offset.
If you want to move the actual seam where the sculptie is stitched together the best way is to use the graphics software of your choice, open your sculpt map, copy (CTRL-C), move the layer horizontally the appropriate distance (for instance, 90 degrees would be 1/4th of the image width or 16 pixels in a 64x64 texture), paste the original image and put it so that it meets the part you moved before without a seam.

You can do it in blender too by going to UV mode, unlinking columns of faces and shifting them horizontally in the image editor. I tend to have "snap to pixels" activated to avoid alignment problems when I do that.
However that probably only works if you have a perfect UV map with square faces.
Vaelissa Cortes
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Join date: 26 Apr 2007
Posts: 39
07-20-2007 19:53
Thank you very much, Blake! That was exactly what I needed!

I'll have to check out SculptyPaint! I'm incredibly happy that I don't have to redo my meshes :).