I started with a 4x, 64y, 0-subdiv cylinder (no Subsurf). I rotated the cylinder 45 degrees (from top view) to get a good front view. Then I scaled down the necessary rows of vertices in between to zero to get 16 seperated parts. I baked the sculpt map at image size X=8, Y=512, imported it in Blender and started modelling the planks. After modelling I baked it again at 8x512. That all worked well and LOD in Second Life is okay.
But I have three questions:
1) When importing the first sculpt map in Blender, it is again at a 45 degree angle. Also the second baked sculpt map is at a 45 degree angle. When I import it in SL it also needs a 45 degree rotation, which is pretty awkward to handle and resize inworld. I think I understand the reason: the sculpt mesh was a 'cylinder' with only 4 faces, so it's not straight from front view. I rotated it in Blender, but that has obviously no effect. Is there a solution to make the 45 rotation in Blender permanent, so that it's entirely straight in Second Life?
2) I have tried many combinations of x and y faces for a cylinder, but I can't seem to make more than 16 seperate parts, considering that I need at least 2 rows in between every seperate part to create an invisible line (with 0-subdiv). I've tried it also with the default 2-subdiv, but it all comes down to maximum 16 seperate parts, whatever combination I pick. I am pretty sure though that I've seen sculpties in SL with 20 seperate parts and still good LOD. How can this be done? And is there an overview somewhere of the best x and y faces combinations?
3) I want to make a 'real' sculpty cylinder (so it also looks like a cylinder in SL) which has as much vertices on the y-axis as possible, in order to create as much vertical seperated parts as I can. What is the best or ultimate combination for x and y faces while still maintaining good LOD?
Blender and Primstar rock! But the prob is: the more I learn, the more questions I have
