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Prodigal Maeterlinck
Registered User
Join date: 14 Dec 2005
Posts: 136
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07-03-2007 11:20
I know I've seen some examples of these, but the tutorials all assume radial symmetry and all the recent sculpting tools assume lateral symmetry at least. If I have to do this in Blender, am I still using the cylinder as a base, and would the topography appear the same in the Blender viewports as it would in SL?
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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07-03-2007 12:10
There's no reason a sculpty has to be symmetrical. It can be literally any shape you want it to be. The only rules are don't tear the surface and don't use more than 32x32 vertices. Other than that, the sky's the limit.
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