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Sculpted Prim UV Template

DanielFox Abernathy
Registered User
Join date: 20 Oct 2006
Posts: 212
10-17-2007 16:16
Edit 11/03/07 -

Here's the latest version. This adds LOD dots to assist in modelling with this texture applied.

On a properly UV mapped polygon mesh, the white dots mark the vertices present in the 2nd LOD level of a sculpted prim. The white dots with red centers are the 3rd level of detail. By modelling so that the white and red dots lay on the most "significant" geometric details (protrusions or extensions you don't want to have disappear) I think you'll find your models will end up looking much better from further vantage points.

This is a good texture to use for checking the UV space of your Sculpted Prim - you should see all four colored sides of the texture somewhere on your sculpty. If you're missing the top or right side, it a sign that your sculpty isn't using the full level of geometric detail possible, and thus cannot use the entire UV space.

The UUID of the old version is 0d3b359f-afa3-a0e9-11a1-9cd8c5753b71 if you still want to use that.
Lee Ponzu
What Would Steve Do?
Join date: 28 Jun 2006
Posts: 1,770
10-17-2007 16:38
cool. thanks
DanielFox Abernathy
Registered User
Join date: 20 Oct 2006
Posts: 212
10-17-2007 16:50
np. Lee.

Oh, if you want to save the 10L, the UUID is 0d3b359f-afa3-a0e9-11a1-9cd8c5753b71
Thunderclap Morgridge
The sound heard by all
Join date: 30 Sep 2006
Posts: 517
10-18-2007 13:43
Nice, but Number inside helps too.
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DanielFox Abernathy
Registered User
Join date: 20 Oct 2006
Posts: 212
10-18-2007 14:15
Well, I use the color gradient basically as the numbers in other maps. If you can locate the color on the map that you see on the model, you have your location...
DanielFox Abernathy
Registered User
Join date: 20 Oct 2006
Posts: 212
11-03-2007 05:56
Bump - Added new version.
Lundon Little
Registered User
Join date: 1 Aug 2007
Posts: 8
11-03-2007 06:42
Thanks- very handy.
Mic McLaglen
Registered User
Join date: 21 Dec 2006
Posts: 23
11-04-2007 02:29
Hello Daniel,

I'm trying to follow these threads here though it's not quite easy for me allways...^^ Still hoping to get good/correct sculpties one day... *sigh*.
So does it mean something "bad" that I can't see the red marked/numbered border on the top if I use the "32x31 cylinder quad.wings"-template from Omeis thread (which is my favorite) with your uv-map? I haven't tested the other templates with your map yet....

Sorry for my english and thanks in advance
Mic
DanielFox Abernathy
Registered User
Join date: 20 Oct 2006
Posts: 212
11-04-2007 04:10
Not seeing the top is just a sign that the sculpty doesn't use the full number of possible rows, which means it can't use the full texture map.

This isn't a huge dealbreaker and certainly won't prevent you from making sculpties with it, but its something you should be aware of.
Mic McLaglen
Registered User
Join date: 21 Dec 2006
Posts: 23
11-04-2007 05:02
Ok, thanks! :) I'm glad that there are some experts here who care so much for that stuff, even handling the mathematical background, which isn't easy - as far as I understood the threads at all.
So I'm hopefully (but still patient) expecting further improvement with the maps and templates etc. and one day we can concentrate on being just creative maybe :)
Omei Turnbull
Registered User
Join date: 19 Jun 2005
Posts: 577
11-04-2007 09:50
Mic, expanding on Daniel's comment -- To get the "best" result, you would like to be modeling from a 32x32 face cylinder, instead of the 32x31 one I created with the last release of the Wings exporter. I didn't create a 32x32 one because that required a more general algorithm to properly support importing to, and exporting from, Wings. But I am now working on a new version that will allow you to model in Wings at any rectangular resolution, while maintaining the current predictability of what you end up with in SL. I can't promise any specific release date, but I expect it to be weeks, not months.
Mic McLaglen
Registered User
Join date: 21 Dec 2006
Posts: 23
11-05-2007 21:32
That sounds very good Omei, thanks a lot!

Unfortunately the wiki-lossless SLImageUpload still(!) don't work for me. Because I can't solve it, I will make a short post with the actual error-output-screenshot to my problem here: /8/64/215869/1.html

Hoping I'm not the only one though I didn't find anything here about errors with the proggi... hm...

....ups, ok, if I first select a texture it works now, but I'm quite sure that I have tested it before... well, the Login don't work now, I will try it later again... hopefully...