TransPleasure Posted June 20, 2012 Share Posted June 20, 2012 HelloI created a simple shape in blender. Check out the following image: I uploaded the .tga file to see it in world. Here is how it looks like: Its obvious that these 2 things do not match.Could someone tell me whats wrong?Thank you for your time! Link to comment Share on other sites More sharing options...
Drongle McMahon Posted June 20, 2012 Share Posted June 20, 2012 You haven't told us how you converted the Blender object into the sculpt map. Also, if you put the map here (upload as png if you can) that would make it much easier to see what is going on. Link to comment Share on other sites More sharing options...
TransPleasure Posted June 20, 2012 Author Share Posted June 20, 2012 Hello, using Jass primstar I exported the tga file and then I applied it to a prim inworld. Thank you! Link to comment Share on other sites More sharing options...
Drongle McMahon Posted June 20, 2012 Share Posted June 20, 2012 That is the default map for a 32x32 sculpt map that appears when you first add a mesh. (Don't ask me why it's that shape). You get it when you add, for example, a 16x16 plane, or a 4x4 plane with 2 levels of multires. Presumably you omitted the essential step of baking the sculpt map and therefore saved that default map. You do the bake activating "Bake sculpt meshes" on the "Render" menu. That will generate the proper sculpt map which you can then save. If you want to check before uploading the map, just re-import it into Blender; File->Import->Second Life Sculptie. (I have assumed you are using 2.49b). Link to comment Share on other sites More sharing options...
TransPleasure Posted June 20, 2012 Author Share Posted June 20, 2012 I guess you are very right. Im going to check this out. Maybe I missed the bake step... Link to comment Share on other sites More sharing options...
TransPleasure Posted June 21, 2012 Author Share Posted June 21, 2012 Ok here is what I got: And inworld: That time the blender shape was baked and here is what I uploaded inworld Again, the inworld shape is much different than what I had in blender. Link to comment Share on other sites More sharing options...
TransPleasure Posted June 21, 2012 Author Share Posted June 21, 2012 Ok I sligtly got what I needed inworld by scaling the prim. The truth is that I was expecting the prim, when uploading the map, to look like blenders' shape. Link to comment Share on other sites More sharing options...
Drongle McMahon Posted June 21, 2012 Share Posted June 21, 2012 Depends on the settings when you bake. Default is to bake so that the sculpt fills the whole bounding box. That is most accurate because it uses the full 0..255 possible positions on each axis, but you have to stretch to the right dimensions inworld. By the way, that curvy shape looks like you used 2 steps of Catmull Clark subdivision. If you want the sharp shape from your original post, use simple subdivision instead, or no subdivision. If you use no subdivision, you will have to be careful with making sure the important edges stay there at lower LODs. Link to comment Share on other sites More sharing options...
TransPleasure Posted June 21, 2012 Author Share Posted June 21, 2012 I really dont remember which setting I used but next time I will try what you said. Thank you very much!!! Link to comment Share on other sites More sharing options...
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