Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Sculpties and XSI

ReMix Choche
Registered User
Join date: 20 Aug 2007
Posts: 2
08-20-2007 08:38
I'm trying to create sculpties texture by using xsi rendermap/normal method .
The textures generated seem to be good, but when i view them on a sculptie viewer (offline) it looks ... well ... er ... not like the object it should look like.

Does anyone here have a method to generate sculpties textures with XSI ?
ReMix Choche
Registered User
Join date: 20 Aug 2007
Posts: 2
08-21-2007 08:05
Ok, after an other day of tests, I finaly managed to find a solution to generate sculpt maps with XSI.

To make short, your sculpted object must always be a modified version of a already unwrapped cylinder.
After, I create 2 more texture projections, planar XY and planar YZ, with conservation of the aspect ratio.
I create a Constant shader, with 3 Layers.
The Base color is black.
Each layer is one coordinate, and each has a gradient that goes from black to a color, depending of the axis. Red for X, Green for Y and Bleue for Z.
I set the gradients to fit correctly on the two planar texture coordinates. (with the vertical/horizontal button).

The layers blending modes are all set to "plus" an oppacity at 100%.

Finaly, I use a rendermap to export the texte, and so I can use my fully generated sculpt map.

This is even simplier on a revolution generated object, when you aply a revolution on a spline, just tick the "automatic generate uvw coord" and set a u a v subdivision parameter to 32.
A solution for making complex shapes is deform the original cylinder allong a spline, of use the schrink-wrap deformer.

Ow, an excuse me if I made mistakes in my text, I dont write english verry well.