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Atami Merlin
Registered User
Join date: 11 Aug 2007
Posts: 15
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12-23-2007 10:32
I made a sculpted 1prim content "8 leaves model". It's merely equal to a gathering of 4 plates. Since my estate prim quantity is limited, I hope tree and plant will have less prims. And I hope creators use one prim leaves instead of 2 or 3 prims gathering. I made it by TOKOROTEN. http://kanae.net/secondlife/index.htmlI tuned up the normal texture arrangement on each faces. I believed my creation was correct, but when I zoomed out my camera, the texture of faces was doubled up and down. I don't understand whether my PC rendering or SL bug causes it. Tell me any information about it. the sample of the prim is here. http://slurl.com/secondlife/MagSL%20Nishiki/105/204/22
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Okiphia Rayna
DemonEye Benefactor
Join date: 22 Sep 2007
Posts: 2,103
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12-23-2007 13:24
With sculpted prims, if you zoom out they lose detail, so it will always do that unfortunately. If you take a bit and figure out exactly which vertices are at which level of detail (I think chip midnight made a textrethat helps with this) and create a sculpty with that in mind it will help. Now your specific problem..is also caused by this. It's removing I think half of the vertices, causing it to wrap twice where it would normally wrap once. Almost no way to escape this I don't think, but I'm not sure. Someone better than me would do better explaining as I don't have enough experience.
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Owner of DemonEye Designs Custom Building and Landscaping Owner and Blogger, Okiphia's Life http://okiphiablog.blogspot.com/ 
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Omei Turnbull
Registered User
Join date: 19 Jun 2005
Posts: 577
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12-23-2007 15:35
Getting textures on sculpties to behave gracefully as the camera moves in and out can be tricky. I'm not sure of the best way to explain the general case succinctly. Ideally (from a texturing point of view), all sculpty faces would be the same size, but of course. that isn't generally possible. In your case, you need to move more of your vertices onto the vertical surfaces, so that you don't have to repeat the texture more than 8x in the vertical direction to get it to fit the visible vertical surface. That way, even when the sampled points are reduced to 9x9, you'll still get just one visible repetition of the image in the vertical direction.
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Atami Merlin
Registered User
Join date: 11 Aug 2007
Posts: 15
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invisible surfaces
12-24-2007 01:44
Thank you for your explanations, Omei & Okiphia.
I used a 16 control points model of TOKOROTEN. Then the sculptured texture makes 16 surfaces visible.
I think the tool makes 31 invisible and 1 visible surfaces vertically. (I cannot realize it geometrically)
> you don't have to repeat the texture more than 8x in the vertical direction to get it to fit the visible vertical surface.
I thought I could make a horizontally jointed texture of 2 photos for 2 of 16 surfaces first. so I made a sample which texture repeated 8 times horizontally. As what you said, I could make a texture of 4 photos vertically jointed and repeat 8 times?
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