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Sculpty Maker V1.5

Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
08-10-2008 02:44
I've posted a Sculpty Maker tutorial video covering the basics of creating, converting, and uploading:

http://www.shiny-life.com/sculpty-maker/

In a week or two I will have another vid that covers more advanced things like multiple objects and animation.
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Ina Centaur
IC
Join date: 31 Oct 2006
Posts: 202
08-18-2008 22:38
Hi! I've skimmed through the whole thread and perused Vlad's resources on SM... I've successfully exported sculpties created via zbrush sphere's, but i can't seem to export stuff created from other zbrush primitives, such as spiral3d or sweepprofile3d, or multisubtool'ed obj's combined after subtool master...

After exporting the .obj, and running it thrugh SM, i get a dialog saying “multiple sculpt maps created and saved in the object’s folder” … but these sculpt maps are nowhere to be found o.O

not sure what's wrong.. please help!
Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
08-19-2008 09:41
I suggested that Ina try using the zSculpty plug-in to convert the merged subtools and that seems to have done the trick. Ina is using Vista, so that may have been part of the original problem. Anyone else using Sculpty Maker on Vista?
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Lucilla Beaumont
Registered User
Join date: 23 May 2008
Posts: 17
08-19-2008 10:20
I'm on Windows XP 64 bits. No such problems on Sculpt Maker, but Zsculpty gives the sculpt maps such tiny dimensions they seem to get on SL's size limit and become a bubble of missized parts. I've tried increasing size in the Deformation menu several times and it doesn't help, so I'm just not using Zsculpty. Not a problem at all to me, bu you seem to want reports from other OS users... :D
Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
08-19-2008 13:03
Thanks for the info, Lucilla. Glad that it is still working for you in Sculpty Maker.

Changing the size of the objects in zBrush shouldn't effect things, since zSculpty should automatically stretch and size the sculpty to fill the available space within a cube bounding box. Maybe for some reason this is malfunctioning on XP 64.

So when you stretch one of these mis-sized sculpties to a full ten meters in-world, the sculpty is smaller than 10 meters?
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Lucilla Beaumont
Registered User
Join date: 23 May 2008
Posts: 17
08-19-2008 16:43
Not really. The numbers in the sculpt map names are very fractioned fractions, probably smaller than the 1cm limit in SL, so things end up having all sides crumbled to 1cm instead of the proportions they should have. Plus, probably because they were tiny in the first place, they seem basically atop each other, as if the difference in their placements is too small to notice.
ee Oh
Registered User
Join date: 23 May 2007
Posts: 17
08-21-2008 18:23
1000 thx for the tool.. i use it with maya.. & it works very well..
Dexter Kaupas
DK Designs
Join date: 14 Sep 2006
Posts: 14
Thank so much!!!
09-04-2008 05:52
THANKS, THANKS THANKS SO MUCH!!! and please dot think on the uppercase like a Shout, but i dont know how to explain my pleasure feeling when i foud these tools, and the wonderfull job did by 2K Suisei and Vlad Bjornson. thanks so much again.

After almost 2 years doing pinting clothes even with a complete background in 3D i decide to spend time this summer to learns about Zbrush and sculpt clothes complements. Zbrush is that piece of soft that can surprise and captive to any ppl who love create things.

Trying to define a consistent and complete workflow for my job, when i discover this Sculpt maker tool, i decide to try to use the SL_avatar .ztl that i found in other post of this forum and start with thsi like a base of a subtool set than can give me a precise idea of proportions to do muy cuffs, belts, leg cuffs and those can of things. So i read about all this helpfull post than save me alot of time definind the base template primitives for each part and learn about when tu use 32x33 and 32x33 base prims for my sculpts. So thanks so much to the ppl posting here and sharing this information.

Now i learn more about my workflow and start to make the first test, but im a bit sad looking at my first results. Im sure i miss some step in the procces and i would like to find some help here.

The end of my results so i dotn want to do this post so long, is the sculpt prim i got in SL is not similar to the sculpted in Zbrush, in terms of proportions and detail.

I open Zbrush and get the SL_Avataor.ztl i found in the forum. add some torus polymesh tool initialized to 32x32 and try to model it to do a waist band for example,then i delete the avatar base reference and export the waist band like OBJ and them i export using scuñlpt maker 2.5 with map resolution of 128x128 and get a sculpt map, the i upload to SL and put in the map for the scuplt setting the prim type in torus. The results i got is not at the same side of sculpted in Zbrush, i got a prim so much high if i compare with i did in Zbrush. I read about to subdivide twice the 32x32 torus to get more details and also try but the result i got in Sl is more or less the same without no so much diferences with the first one.

could someone help me about a workarround??
Lucilla Beaumont
Registered User
Join date: 23 May 2008
Posts: 17
09-04-2008 20:14
Hi Dexter!

I might be wrong but it seems you're having the same problem I had with numbers in the sculpty maps getting too small for SL's size limits.

Try sculpting over obj files from this site: http://www.ccccybernetics.com/avatar_databank/
It's a great site with adapted objs from SL's appearance menu sliders. I just tested a boot I sculpted over a heeled lower body, Sculpty Maker + Sculpty Rezzer made them exactly to scale to the avatar (I had to resize a bit for my own shape, but that's insanely easy minor adjustments).
Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
09-04-2008 22:57
Dexter: If you are not already using the Sculpty Rezzer in-world, you might want to give that a try. It is made to re-create your sculpted prim in the same proportions as you see in zBrush.

Also, I would suggest that you put a checkmark in the SIZE and CENTER options when converting with Sculpty Maker. This will resize your sculpty to make the best use of the space withing the prim bounding box. If you are using the zSculpty plugin in zBrush then these options will be applied automatically.
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Dexter Kaupas
DK Designs
Join date: 14 Sep 2006
Posts: 14
Sculpt rezzer and new OBJ meshes
09-05-2008 03:33
Hi Lucilla.
Hi Vlad
Thnks so much for your sugestion, i guess about the proportions problems yesterday when talking with a gf of mine, ask me and how my sculpt looks if is rescale, so wehn i rezz using just the import sculptmap in SL and use a prim, the default measures is allways 0.5x0.5x0.5 and yes, thats the problem, becuase if is rescale, i get quite similar mesh that i sculpt in Zbrush.

I will test this night also with the obj meshes you sugest me and let you know how is going for me.

On question! is Sculpt rezzer only valid for sculpt maps generated by sulpt maker?? or the sorftware could keep the proportions of a map create by other 3d software like max, blender or maya?
Dexter Kaupas
DK Designs
Join date: 14 Sep 2006
Posts: 14
Size and center option
09-05-2008 03:37
From: Also, I would suggest that you put a checkmark in the SIZE and CENTER options when converting with Sculpty Maker. This will resize your sculpty to make the best use of the space withing the prim bounding box. If you are using the zSculpty plugin in zBrush then these options will be applied automatically.[/QUOTE



Thanks Vlad, i uncheck this intentionally, but i supose i understand wornnin other post where you talk about this options and recomend just for sculpt animations, i supose i dont understand so much about sult yet, ill try exporting with this options cheking and let you know
Dexter Kaupas
DK Designs
Join date: 14 Sep 2006
Posts: 14
Sculpt rezz bad results
09-05-2008 09:55
All my wished in the ground...

Hi friends, i just go to the Vlad sim to get the in world copy of sculpt rezz go to my land
rez in the floor
put the sulptmap im lookign wrong in the content folder of sculpt rezzer and close edit windoe, and touch the rezzer. The rezzer moves up and down, but nothing happend.

ohhhh!

i make a sclupt in Sl and copy the section script inside and call this object Section, them rez a box and opy the rezzer script inside, so i think i have my own set up rezzer. well i test, put the sculpt map inside and touch the rezzer, and i have one sculpt but is not my sculpt map, is the default sphere appple.

Ohh i feel so stupid, im trying while i wirte this post, and i found my worng, the suclpt maps has not enought rights, hehe, Sorry to bother you guys, but i thing i should to post my stupid things too
Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
09-05-2008 10:16
When you are setting up your own Sculpty Rezzer it is very important to name the object Sculpty Rezzer. The Section object will only accept commands from an object named Sculpty Rezzer. If you name it something else you will end up with the default apple.
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Dexter Kaupas
DK Designs
Join date: 14 Sep 2006
Posts: 14
Name of the object
09-05-2008 11:46
Thanks Vlad, thas was my problem, clever again, my friend, thanks.

I found when i use the Sculpty rezzer of your land, i got a sculpt, but allways at size 0.01x0.01x0.01 and now im using the OBJ base meshes Lucilla recomend me from cybernetics.

what im doing worng??
Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
09-05-2008 13:07
hmm, not sure...Might be that your object's filename is too long. Sculpty Maker uses the file name to store lots of info about the size and proportions of the object. If the original filename is too long there is not enough room to store that info and Scultpy Rezzer gets confused. Might try exporting again with a very short name.
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Dexter Kaupas
DK Designs
Join date: 14 Sep 2006
Posts: 14
File names so long
09-05-2008 15:09
YAy!! you are a crack, thats what happend, thansk so much, is there any way to test the filename is complete, when finish in #2 its ok??
Lucilla Beaumont
Registered User
Join date: 23 May 2008
Posts: 17
09-05-2008 15:51
This has been mentioned here before, but it might be buried in the many pages in this thread:Zbrush tends to use the symbol # when it names tools. Do NOT let it use that in the name of your final .obj, the one you use on Sculpty Maker (and if you're using subtools and ZSculpty, you'll need to rename your subtools inside Zbrush). Sculpty Rezzer uses the # to separate information in the sculpty map's name, so it might get confused if there are other #.



If that and what Vlad said still don't work, try using the Size slider in the Deformation menu in ZBrush. Slide it up a few times to get your mesh larger, and then export to .obj. Worked for me, might work for you.
Dexter Kaupas
DK Designs
Join date: 14 Sep 2006
Posts: 14
problems with the names
09-06-2008 04:59
Thanks Lucilla, usgin simple and shorter names works for me, ill try also the use of Size in deformations, beaucse even when now is larger, its still smaller referent with and avatar in SL, event trying with the obj meshes of

http://www.ccccybernetics.com/avatar_databank/

now i would like to try with the subtool master to try to find a better workflow with texturing, i need more practice in that subject inside of Zbrush.

Im trying subdivide a couple of times like i read in a post of this forum, has eny effect to subdivie twice and them export using Zsculpty? Im trying to get better resolution in my sculpts, even when i read all the forum, its a bit confusing the base resolution and the map resolution and im not sure how long i can go with this subject, so i would like to have the best resolution posible to can fold the mesh as i will like, any sugestions?
Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
09-06-2008 07:14
You can't get a higher mesh resolution on a sculpted prim - they are all the same resolution in-world no matter what. Changing the resolution of the sculptmap image file has no effect and neither will sculpting at a higher mesh resolution.

There are a few changes in the newest RC viewer that let you change the proportions of the sculpty mesh. For example you could create a mesh that is 16x64 rather than 32x32 faces, but the total number of faces still stays that same, as far as I know. SM does not support his feature yet.
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Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
09-06-2008 07:18
From: Dexter Kaupas
Thanks Lucilla, usgin simple and shorter names works for me, ill try also the use of Size in deformations, beaucse even when now is larger, its still smaller referent with and avatar in SL, event trying with the obj meshes of


Sculpty Rezzer will not really restore the actual size of an object. It is more for restoring the portions of the object, the scale of the X,Y, and Z axis in relation to each other. You will still have to make the whole prim bigger to fit on your avatar.
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Dexter Kaupas
DK Designs
Join date: 14 Sep 2006
Posts: 14
Resolution of the sulpt
09-07-2008 04:26
Thanks Vlad, so the only mean to subdivide is to increase resolution for polypainting?? Im trying to find the best workflow to texture the sculpt, what is in your opinion the best way, not only in terms of tool, in case i want to use the polypaint tools from Zbrsuh, what would be the best way to do. Im trying to use the Image plane plugin with a photo reference, but the texture mess over my prim, and i guess is for the resolution, can i subdivide as much as i want just to texture it?? what happend with this texture when i use the 32x33 prim, i will lost all the detail?
Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
09-07-2008 15:38
The resolution of the mesh in zBrush does not affect the resolution of the final sculpted prim in SL. All sculpties have the same mesh resolution. SO yeah, subdividing is basically to allow more texture resolution when using the Polypainting method - or sometimes to sculpt in more detail to 'bake' those extra details into a texture.

The textures that you create by Polypainting on a subdivided mesh will wrap onto your sculpted prim exactly the same as other textures.

Here is my (simplified) work flow for Polypainting and for painting directly on a texture using zBrush 2.5d painting tools


Polypainting:

1) create zbrush primitive object
2) sculpt
3) export sculptmap
4) subdivide - generally I go up to about 1 million polygons for a single object
5) polypaint using zproject and imageplane plugin
6) convert poly colors to texture using COL<TXR command
7) export the texture for use on the sculpty in-world

instead of steps 3, 6, and 7 you can also go back down to subdivision level 1 and use the zSculpty plugin to export the sculptmap and texture at the same time.


2.5D painting on a texture:

1) create zbrush primitive object
2) sculpt
3) export sculptmap
4) create new texture and use on object
5) use the projection master and painting tools to paint on texture of object
6) export texture
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Dexter Kaupas
DK Designs
Join date: 14 Sep 2006
Posts: 14
Texturing a sculpt
09-07-2008 15:41
Ohhh Vlad, thanks so much, i review the videos in Liferain, very value information as allways, thanks again, friend
Benjamin Bigdipper
Registered User
Join date: 1 Dec 2006
Posts: 2
Ratioed sculpties with Sculptymaker or zSculpty?
10-24-2008 10:10
Hi there!

Is Sculptymaker or the zSculpty plug-in capable of exporting sculpties that use the "new" ratios(8x128, for example) that are possible with the new RC?

Those new ratioed sculpties allow you to "add more detail" to your sculpties by shifting the 32x33 balance and that will become a standard pretty soon.
It's already possible with blender if you have the right scripts for it, but I prefer the working environment of Z-Brush.
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