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Max Duesenburg
Registered User
Join date: 13 Sep 2006
Posts: 33
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05-21-2007 12:56
From: Photon Pink This is what i thought too until i looked closer that the sculpt sphere mesh. tho its is 32x32 faces, because the verticle does not wrap around like the horozontal, you have thirty THREE verts in each verticle row not 32, so 32x32 image woudl not have a pixel for each vert in a sculptd sphere. (it woudl work in a torus because both edges wrap around)
So how does this work now with 64x64 images? Apparently every other row is sampled plus also the last row, which causes a bit of complication baking a proper texture in Max with the method people hav ebeen using, since that last row has to be squished in there. Apparently the current geometry is bugged. At the moment the top and bottom rows are shrunk to a point so we only have 30 vertices to work with vertically. This isn't how it's meant to work. It should be 32 rows with a cap (which has repercussions for UV mapping). As far as geometry goes, it's the number of vertices, not faces that matters. It's stlll a 32x32 grid of vertices. The cap looks like it will use these existing vertices, joining the top and bottom edge vertices to their respective mid points (pixel 16) to form the cap. My take on the need for 64x64 textures is that it was hoped that this would avoid compression artifacting introducing inaccuracies into the values (which it sadly doesn't at the present level of compression) i.e. the average values taken over 4 pixels would be a lot more accurate than the value of a single pixel once it is compressed. Max
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Max Duesenburg
Registered User
Join date: 13 Sep 2006
Posts: 33
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05-21-2007 13:03
From: hurly Burleigh Please can someone do a step by step walk through of how to create one of these textures using blender. i appreciate all the hard work people like Max have gone to creating an importer but like many others i dont have a clue what to do with the script.
If someone could do a button by button walk through then it would definately add to the content in SL and benefit everyone.
Please avoid all the tech language too as it only confuses us lesser mortals.
Thanks in hope I agree totally. My script (in its current state) is really just to show what can be done and is meant for people with experience of Blender and how to use it. I'm currently working on a much easier to use version with proper error checking and all the things a full script should need. When I get that done I'll write some sort of walk through/explanation to go with it. In the meantime, if you are intending to learn Blender, check www.blender.org for manuals and tutorials (and downloads). Be warned though, the learning curve is pretty steep. Blender does let you import .obj files though, which are pretty much universally supported these days, and I'm trying to make the process of importing an .obj file and converting it to an SL Sculpt Texture as painless as I can  Max
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Yrrek Gran
Crackpot Inventor
Join date: 20 Oct 2006
Posts: 209
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Blender Tutorial Links
05-21-2007 13:03
I have been using Blender for nearly two years, and I am myself, a little confused about what is actually going on for sure. There are two good tutorials here: but I still am having difficulties getting a texture map that is not totally distorted. I have managed to get a couple of prims to work, but I think us less enlightened will either have to get a masters degree in Blender 3D or wait a little while longer for more help from the Blender people. Don't get me wrong, the two links are great, I just don't understand it all. Give them a try, maybe you will have better luck.
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