Yashino Posted August 12, 2012 Share Posted August 12, 2012 I am having an issue in blender 2.6 in creating a sculpted cross. Need ideas I have tried it with the Cube, but got frustrated with that and use the SL typ prims of Cyl and Bricks but to no avail, any ideas to over come this are welcome Link to comment Share on other sites More sharing options...
hibit Spad Posted August 12, 2012 Share Posted August 12, 2012 Are you sure you understand what a sculpt is? http://wiki.secondlife.com/wiki/Sculpt If misunderstanding is not the problem, perhaps more details on what exactly is wrong. Link to comment Share on other sites More sharing options...
namssab1nad Piers Posted August 13, 2012 Share Posted August 13, 2012 Makeing a cross out of prims is one of the simplest items to build out of prims. If your having difficulty building that; pershaps you should go take some basic building classes first. I recommend the ones at Builders Brewery although there are many groups that do an excellent job also. Link to comment Share on other sites More sharing options...
Yashino Posted August 13, 2012 Author Share Posted August 13, 2012 Actually wanted to make a single cross out of a single prim Link to comment Share on other sites More sharing options...
Rolig Loon Posted August 13, 2012 Share Posted August 13, 2012 I agree with hibit. You seem to have a fundamental misunderstanding of what a prim is and what sculpties are. You can't make a cross out of a single standard-issue prim. With a bit of work, you could make one as a sculpty (I'd suggest starting with a plane and folding it, origami-style), but I suspect it will be a frustrating exercise with disappointing results. Your two easiest options are 1. Link two standard rectangular prims at right angles or 2. Create a mesh object. Link to comment Share on other sites More sharing options...
Yashino Posted August 13, 2012 Author Share Posted August 13, 2012 Is there anything I can do for this? Link to comment Share on other sites More sharing options...
Rolig Loon Posted August 13, 2012 Share Posted August 13, 2012 That's very hard to say. Your images are too small to see much detail. It looks as if you have somehow created a bad UV map. Link to comment Share on other sites More sharing options...
Kwakkelde Kwak Posted August 14, 2012 Share Posted August 14, 2012 I would simply build it in mesh instead of a sculpt. A cross like that is more or less the most basic extrusion object one can make. Using a sculpty you need 2000 faces, which will be a load on the system compared to the 44 you need when building a cross in mesh. If you absolutely want to use a sculpty, we need some more information. Could you at least tell or show us your workflow and preferrably show a wireframe of the cross? I suspect you did more to the cylinder than just moving around vertices, which simply does not work for a sculpty. Link to comment Share on other sites More sharing options...
Yashino Posted August 14, 2012 Author Share Posted August 14, 2012 Link to comment Share on other sites More sharing options...
Rolig Loon Posted August 14, 2012 Share Posted August 14, 2012 That looks OK to me. I just did essentially the same thing and uploaded the UV map to SL. Here's mine.... Did you remember to remove modifiers when you were in Blender, so that you get square edges? Did you remember to apply t6he cylinder stitching type in SL instead of the default sphere? Link to comment Share on other sites More sharing options...
hibit Spad Posted August 14, 2012 Share Posted August 14, 2012 Your pics are so small that it is hard to tell for sure if what I think I am seeign is correct or not, but assuming I am seeing correctly then you have a problem with your distribution of vertices/edge loops. It looks like the vertical staff portion is subdivided by 5 edge loops, but the horizontal section has no subdivisions. Please remember that you are gonna loose 1/4 of your edge loops for each drop in LOD. So this might very well explain why you are getting what you say you are getting upon upload to SL. Link to comment Share on other sites More sharing options...
Kwakkelde Kwak Posted August 14, 2012 Share Posted August 14, 2012 Normally a picture is worth a thousand words, but in this case the total lack of explained workflow leaves me clueless. The model I see can be made several ways, wrong or right. Is your starting cylinder the right amount of vertices? Did you merge any of them? Did you extrude faces? I don't work with Blender, but that sculpt map (colory thing on the right) doesn't look right to me. btw, if anyone has issues with the small pictures, simply click Yashino's name and search in the pictures. Link to comment Share on other sites More sharing options...
Dilbert Dilweg Posted August 14, 2012 Share Posted August 14, 2012 That could be constructed pretty simple out of mesh. One cube is all you need. add a few loop cuts to extrude the sides. then ad some loop cuts to the edges to work them out a little and make them look softer. Would use less faces thats fer sure... Link to comment Share on other sites More sharing options...
Rolig Loon Posted August 14, 2012 Share Posted August 14, 2012 Thanks for the reminder, Kwakkelde. I just blew up Yashino's images large enough to read the tiny print. As I suspected, he has applied a Clark-Catmull modifier, which attempts to smooth all of the joints in his model. @Yashino -- Click the X in the upper right corner of the panel for modifiers to turn them off. That will sharpen up your joints. Link to comment Share on other sites More sharing options...
Rolig Loon Posted August 14, 2012 Share Posted August 14, 2012 Dilbert Dilweg wrote: That could be constructed pretty simple out of mesh. One cube is all you need. add a few loop cuts to extrude the sides. then ad some loop cuts to the edges to work them out a little and make them look softer. Would use less faces thats fer sure... Yes. To make my sample cross, I ended up having to waste a lot of faces by squishing them together. Because you can't remove vertices in a sculpty, those faces are still there -- just crammed into edges in the final model. Link to comment Share on other sites More sharing options...
Yashino Posted August 14, 2012 Author Share Posted August 14, 2012 I would like to know what you did, because it is all garbled. Here are the UV maps I end up with Link to comment Share on other sites More sharing options...
Rolig Loon Posted August 15, 2012 Share Posted August 15, 2012 I see what you mean. The two images that at least look like UV maps (the low rectangular one and the square one) are all scrambled. When you apply them to an in-world object, they are a mess -- nothing like a cross. The other two images aren't even UV maps. I don't know what they are. My guess is that you extruded faces and then tried to save the result as a sculpty. That won't work. I doubt that it will help you much, but here's the UV map for my cross, which also started as an oblong cylinder ...... I don't know what to suggest, except that it might be a good idea to go back and work through the tutorial videos on Gaia Clary's Machinimatrix site. Link to comment Share on other sites More sharing options...
Coby Foden Posted August 15, 2012 Share Posted August 15, 2012 Yashino wrote: I would like to know what you did, because it is all garbled. Here are the UV maps I end up with Me thinks, why to waste time and effort with sculpties as with proper mesh this cross would be a child's play to make? Link to comment Share on other sites More sharing options...
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