Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Who is with me on this lol!!

Jenn Yoshikawa
Registered User
Join date: 14 Nov 2007
Posts: 91
07-24-2008 16:13
.: Sculted Prim Tools :.


Some of you may know of this from other 3d worlds. But linden labs needs to sit down like ever other 3d world has and make a game pack for gmax. Yes after talking to a few people gmax can do 3ds to sculted.

2nd thing! I love sculted prims, But after chating with a few people there finding like me some people who make them do not take into count of the poly counts. I think sl needs a submit center for them. Just to check the poly counts on them. Some of you may go crazy over this idea. But there are some I have seen and I had to trash. When I rezed them omg the lag on them was killer on my.

Ok now you can yell at me and call me all the bad names for my ideas to linden labs hehe
Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
07-24-2008 16:35
I thought all sculpties had the same number of polys? I may be wrong, my mind isn't working so great atm.


And why would LL make a set for GMax, when GMax isn't even in development at all anymore. It's not supported, officially (Unless they've brought it back). Also, LL doesn't provide plugins or sculpt packs for anything, period, they're all resident created, except for the Maya plugin that Qarl Linden made, as far as I know. They don't distribute sculpt packs because they have no reason to. There are tons available in-world, and it's not hard to find someone willing to share some files for 3d applications (.obj and otherwise). Sculpties are a form of media within SL, with huge possibilities. There is no specific limit to what is possible.

ETA::
From: Wikipedia's Gmax entry

As of October 16, 2005 AutoDesk Media and Entertainment has discontinued and no longer supports Gmax. Instead, the company has decided to focus on 3ds Max. However the last version of Gmax is available for free to download from the official support website.
_____________________
Tutorials for Sculpties using Blender!
Http://www.youtube.com/user/BlenderSL
Almia Thaler
IMA Shyguy!! 0o0
Join date: 3 Jun 2008
Posts: 173
07-24-2008 16:38
all sculptys are not made alike.

theres technically 4 levels of detail i know of.
the 64x63
128x127
256x255
512x511

the last one i believe is pretty muc phazing out with all sculpty artists using 64x63 and 128x127
because the higher and larger the image is the larger the sculptys bounding box is and such and such if i remeber.
that and the more detail you put into a sculpty causes slightly more lag for others.
Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
07-24-2008 16:47
From: Almia Thaler
all sculptys are not made alike.

theres technically 4 levels of detail i know of.
the 64x63
128x127
256x255
512x511

the last one i believe is pretty muc phazing out with all sculpty artists using 64x63 and 128x127
because the higher and larger the image is the larger the sculptys bounding box is and such and such if i remeber.
that and the more detail you put into a sculpty causes slightly more lag for others.

Those are not actually sculpty levels of detail though.. just image sizes (Btw, they're all mutliples of 2, so 64x64, 128x128, etc) The LOD is different, with maximum being as detailed as SL allows, and then going less detailed as you move away.

A larger image does not necessarily offer any more detail, as a sculpty's upper limit for detail is in the 64x64 image range, if I recall correctly. Just make sure to upload losslessly and technically I believe that's as detailed as you could actually use, though many people use 128x128 as well (Myself included occasionally). Larger images just mean it takes longer to fully rez. since there is a larger image to rez.


I'm hoping I'm making sense and my information is accurate...
_____________________
Tutorials for Sculpties using Blender!
Http://www.youtube.com/user/BlenderSL
Drongle McMahon
Older than he looks
Join date: 22 Jun 2007
Posts: 494
07-24-2008 17:13
At the highest detail level, all sculpties have 2048 triangles*, even if some are hidden. This is the same as a torus*. Simple spheres and boxes have may fewer. The vertex map is actually 33x33, with the 33rd column/row being a copy of the first for the spherical tolpogy (so the data supplied is 32x32). For other toplolgies, the 33rd element is provided by the 64th column/row of a 64x64 image map. Apart from that, maps larger than 32x32 are sampled to obtain the right number of points. Although sculpties have the same number of triangles as a torus, it does not follow that they take the same time to render.

*verified using the traigle count in the statistics bar.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
07-24-2008 18:19
From: Jenn Yoshikawa
.: Sculted Prim Tools :.

Uh, that would be sculpted prims, with a P in the middle, not "sculted" prims. I wouldn't usually harp on a simple typo, but since you repeated the same mistake three times, and did not once spell it correctly, I have to assume you actually thought "sculted" was right. It's not.

I realize it's misspelled in the sticky at the top of this forum, so maybe that's where you got it from. I can promise you it's supposed to say "sculpted". There's no such word as "sculted".

From: Jenn Yoshikawa
Some of you may know of this from other 3d worlds. But linden labs needs to sit down like ever other 3d world has and make a game pack for gmax. Yes after talking to a few people gmax can do 3ds to sculted.

Gmax? You've got to be kidding. That thing was discontinued ages ago. It's been what, 3 years since it was last in development? And even then it was kind of a joke.

What other virtual worlds do you believe have ever utilized Gmax in any way? I'm not aware of a single one that has. Sure, a bunch of games made use of it back in the day, so players could do mods and stuff, but I've never seen a virtual world touch it.

In any case, I can't imagine how a "game pack" could be made for SL. SL isn't even a game, for one thing.


From: Jenn Yoshikawa
2nd thing! I love sculted prims, But after chating with a few people there finding like me some people who make them do not take into count of the poly counts. I think sl needs a submit center for them. Just to check the poly counts on them. Some of you may go crazy over this idea. But there are some I have seen and I had to trash. When I rezed them omg the lag on them was killer on my.

A couple things here. First, as others have mentioned, all sculpties have the same poly count, 2048. Lack of checking doesn't change that. A sculpty is what it is, period. Things may change in the future, but as of now, no sculpty can have any more or less polygons in it than any other.

Second, a submission center? Really? Wow. That idea is so flawed in so many ways. Not only would it completely destroy what SL is all about, but whom do you propose should staff it? With thousands upon thousands of people creating countless new assets every minute of every day, how could it be even remotely feasible for any company ever to have enough people to monitor each item, and then decide if it's acceptable or not? It's absolutely impossible.

Besides, would you really want to have to wait for approval before you could add your stuff to the world? I certainly wouldn't. I can't imagine anyone else would either.
_____________________
.

Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested.