From: Ninja Petion
Ok new issue. lol. I succesffully made a sculpty. It looked fantastic in Blender. Mapped it using your FABULOUS scripts. But when I went to upload it in SL it had weird bumpy lumpy crap at the top and bottom of the sculpty. Why is this? And what can I do to avoid it?
Poles are one area where you need to be careful. Sculpties have 4 different mesh sizes that they are displayed at. 6x6, 8x8, 16x16 and 32x32 faces. I tend to ignore the 6x6 level because there's no easy way to work with it in a modeling program. So we are just going to consider the other 3 levels. At 8x8 each face covers 4x4 faces from the highest level. So to ensure smooth poles, you need to model them in at the 8x8 level, then go 16 x 16 where each face from 8x8 is now split into 4. Make sure the poles are still smooth. Now do the same at 32 x 32.
By keeping the largest details on the 8x8 level (multires 1) then adding progressively smaller details on the next two levels, you get a sculptie that handles the different level of details nicely and you will avoid the bumpyness that can occur.
edge loop number (0 pole)
0 - 1 - 2 - 3 - 4
so at 8 x 8 the face edge is from 0 to 4
at 16 x 16 it's two edges from 0 to 2 and 2 to 4
at 32 x 32 it's 4 edges from 0 to 1, 1 to 2, 2 to 3 and 3 to 4
So you need to allow for the different ways faces can be built from the sculptie to keep bumpyness under control. This is true for the entire mesh. but the poles in particular stand out when there are issues.
For most shapes I prefer to avoid the sphere type and use the cylinder instead. You can flatten the top and bottom to give a long seam rather than a single pole. You just have to make sure that you do this so that the different LOD points are matched. You do this by scaling on X or Y to 0 for the two outermost loops. This gives an I shape for the edges, this is also the shape I aim for when adding edges to an arbitrary model for unwrapping.