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Multiple objects, single sculpt map

Maya Remblai
The one with pink hair.
Join date: 25 Mar 2006
Posts: 434
05-07-2008 03:19
I just have to know...how do you get separated objects with a single sculpt map? I've seen things like trees, chain links, and even animated gears done with just one sculpt map. I thought it just involved several objects with tiled UV coordinates, but that resulted in things still being connected. Anyone care to shed some light on this? Mostly I'm just curious, but I might make a chain or something if I knew how.
Atom Burma
Registered User
Join date: 30 May 2006
Posts: 685
05-07-2008 05:06
you can buy these maps inworld, slexchange.com has some amazing sculpt map creators. But basically you have to sculpt thes in Maya 3D or some such platform. They are pretty infinate, I have some that are a series of prims that don't touch, using 1 prim. Cel Edman as well is amazing as a sculptor. As well as Aminom Marvin. Look them up, they have a tonne of these things for sale inworld.

From a builders perspective I think they ae just a single prim, but when you stretch the linking parts that connect these prims to the point that they are too small for the render engine to pick up, they appear as multiple prims. So basically its just the shape or a series of prims connected with tiny ligatures inbetween.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
05-07-2008 07:51
DanielFox Abernathy put together some very good video tutorial on this subject. Search this forum and you'll find them. He explains the concept quite thoroughly.

The gist of it is you make one mesh into "two" by snapping points onto each other, so that the connecting faces between the two parts are collapsed, and have no width or depth, just length. Since SL cannot render one-dimensional faces, the two parts of the object appear to have empty space between them. Look at it in wireframe mode, though, and you'll see that there is a line connecting them. It's a useful trick.
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Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
05-07-2008 09:23
From: Chosen Few
DanielFox Abernathy put together some very good video tutorial on this subject. Search this forum and you'll find them. He explains the concept quite thoroughly.

The gist of it is you make one mesh into "two" by snapping points onto each other, so that the connecting faces between the two parts are collapsed, and have no width or depth, just length. Since SL cannot render one-dimensional faces, the two parts of the object appear to have empty space between them. Look at it in wireframe mode, though, and you'll see that there is a line connecting them. It's a useful trick.

While the sculpt is rezzing, the LOD level below the maximum will also show that line, As a kinda triangular plane, usually, between the tips of the 'separate' objects.

If a sculpt is made in the right way, you can actually hide that line within the body of the sculpt itself, making it hard to find in wireframe or any other mode, but if it's one prim and two seemingly separate objects, it's there.
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Maya Remblai
The one with pink hair.
Join date: 25 Mar 2006
Posts: 434
05-07-2008 11:09
I found Daniel's tutorial on the subject, thanks for the replies! Wow, I've been using Wings for years and never would have thought of that. There's still so much to learn :D