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Sculpts from Max TOO detailed

Shizuka Hayashida
Registered User
Join date: 23 Jun 2006
Posts: 4
03-12-2008 12:54
Hi all!
I have an issue where the 2nd LOD of my sculpties is more like what SHOULD be the 1st LOD, assuming the 1st is what it looks like close up. Close up I have way too many details that aren't even in the original mesh. However, I noticed that when the prim switches to the 2nd LOD it looks exactly as it should. The 1st LOD is really rough/bumpy and the second is a lot smoother like I'd like it to be. Is there a tool out there that allows you to export sculpt maps based on the different LODs?

Also, I'm using lofts in 3dsmax to make my sculpties. Is there anyone here who uses this method and has been able to produce better results? I've been having a really rough time using max for sculpties when the starting shape isn't built specifically for use with sculpties.
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
03-12-2008 14:52
Blender (2.46 rc0 or a SVN build) with my scripts will let you export any of the top 3 LODs.

/8/60/203571/1.html

1) File - Import - Second Life Sculptie
2) At bottom you should see Multires - you can change this to 1, 2 or 3 where 3 is highest detail
3) Render - Bake Second Life Sculpties will bake the currently displayed LOD
4) Save the sculptie map from the UV Image Editor.

I don't use max, but general advice as far as using tools like loft is that you should be able to get predictable results. Just make sure that the amount of divisions matches the LOD levels, so that at the highest level of LOD you end up with 32 x 32 faces. These should be evenly spaced on the UV map. If there is a snap to pixels option, use that on a 32 x 32 image to make sure it's right.
Shizuka Hayashida
Registered User
Join date: 23 Jun 2006
Posts: 4
03-12-2008 21:01
Thanks so much! I'll try both of those things. :)