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Brisby Eberlain
Registered User
Join date: 2 Aug 2006
Posts: 3
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10-08-2007 01:38
so i'm having a reoccuring problem. i make a shape, follow all the rules, bake my texture into a propper sculpt map. but when i upload it, the sculptie has holes on the tips and down the seem where the plane is joined. this happens using every sculpt method i've tried, going step by step through tutorials. even when i upload the official lindin sculptie sculpt maps. this last one is what makes me thing it's not me! what the hell... what am i missing. i have some lovely things i want to get into SL.
has anyone else encountered this? has anyone a solution? it's driving me bonkers.
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Jamay Greene
Registered User
Join date: 2 Jan 2007
Posts: 75
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10-08-2007 02:14
Are you actually uploading this texture and applying it or just checking it in the preview window? The preview is, for some reason, displaying a planar mapped version of your sculpted shape.
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Brisby Eberlain
Registered User
Join date: 2 Aug 2006
Posts: 3
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10-08-2007 03:12
i had already thought that may be it, so i actualy uploaded. the seams are there in world
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Wynx Whiplash
Registered User
Join date: 25 Sep 2004
Posts: 339
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10-08-2007 12:18
I cannot find the original post that told how to fix this, but I read that particular post the other day and some very helpful and smart person said to rotate your sculpt map 90° in Photoshop or GIMP or whatever you use. Worked for me!
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Jax Jevon
There ya go !
Join date: 18 Jun 2006
Posts: 308
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10-08-2007 14:38
Try always to remember which way is up !
Seriously .. in SL the Z axis is up/sywards .. in Maya the Y axis is up ..
if your using the uber qarl Maya exporter check the "correct orientation" box ..
it's so long since I used Max or Lightwave I cannot remember the "height" axis used but if the exported sculpt map looks like a 3d pacman then either correct before export i.e allign the 3dapp with the SL client or rotate 90deg in an external image manipulation app.
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Brisby Eberlain
Registered User
Join date: 2 Aug 2006
Posts: 3
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10-08-2007 17:43
the faces are alligned propperly. the normals are facing out like they should be. it's just not a closed shape.
again, the strange thing is the official Sculpt maps from LL do the same thing when i upload them.
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Kornscope Komachi
Transitional human
Join date: 30 Aug 2006
Posts: 1,041
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10-08-2007 17:48
sculpt inside out --flip H ugly sculpt seam --flip V
is that it?
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SCOPE Homes, Bangu -----------------------------------------------------------------
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Jax Jevon
There ya go !
Join date: 18 Jun 2006
Posts: 308
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10-08-2007 19:05
Yipps that the way.
plus normalise everything before export..
in Maya ..
Modify > Freeze Transforms Modify > reset Transforms Edit > Delete History
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