Friday, June 15, 2007

First Sculptie

I made my first sculpted prim. And have a problem.



As you can see here, this is actually a katana, made from a 16x15 sphere. I made it using Blender, exported to the OBJ file, opened the OBJ file with Wings3D, and exported it from there to a sculpted texture for use in SecondLife. I also used UVMapper to create a UV map of the prim, and used it as a template to draw a test texture for the sculpted prim. As you can see, the texture did turn out quite well.

The problem is the sculpted prim itself. The original object in Blender looks like a katana. The OBJ imported into Wings3D looks like a katana. But once it has been exported as a sculpted texture, and uploaded into SecondLife, it just doesn't retain the original shape. I wonder if anyone knows why. The tip of the sword is distorted. And so is the hilt guard. While the hilt guard should be a flat disc (and looks so in Blender and Wings3D), it is distorted when uploaded. The blade should be slightly curved with a sharp tip, but it ended up being distorted too. I guess it has to do with exporting to a sculpted texture. I tried the tutorials on baking textures in Blender, but they came up with flattened shapes as well as weird protrusions.

Anyone knows what to do?

2 comments:

Anonymous said...

the reason your sculpt doesnt look like it should in SL is the Lindens, in their infinate wisdom, chose a very poor format for sculpts. by fedinition useing an image with colour varyation will give a poor 3d object. it looses the edges and shape because the way the sculpt texture stores the information isnt very specific or detailed. having said that in chooseing this format they have allowed users to choose their own sculpting program rather than locking into a specific 3d modeling program

Davoda Zarco said...

it might fix it if you export from Wings3D like this: Use the little square or whatever the icon is next to Export - Second Life Sculpty (.bmp) to get the options. The Allow Rescaling makes a massive improvement even though you really do have to spend some time in SL to stretch it back to its correct proportions. 64x64 always looks the same as 128x128, so use 64x64.

Look at the Stretch box inside SL of a sculpty you made without rescaling and compare that stretch box to the tight one that comes with Allow Rescaling. The Allow Rescaling one certainly seems more properly made to me.