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Old 03-06-2009, 02:07 PM   #1 (permalink)
LoganBauer
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Maya & Polygons

Reposted hastily from :
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This is a rough "beta" method to get Qarl's exporter to allow you to accurately export a polygon shape (just plane so far) from Maya into SL, with a brief layover in photoshop.


YAY! Ok, here's my temporary workaround for the time being. I got to this point by trial and error, so please play around with this method and post any findings here - I'm sure someone else will clean up or find ways to improve this workflow...

1 - Start with a 63x63 Polygon plane in Maya. (I haven't tested with oblong shapes yet, ect. Also 63 is used instead of 64 moreso for the purpose of doubling up our verts evenly in the next step)

2 - Select every other row of vertices, and using "snap to point" drag them over. In other words, every 2 row of vertices should be stacked in the exact same position. Do the same with collumns.

3 - Save this shape for future work(so we don't have to recreate it each time)

4 - Using this basic shape, move verts and create whatever type of sculpt you're going for. You'll need to drag-select to grab our groups of 4 vertices, individually clicking an area will only grab one of the 4 vertices stacked there. *

5 - Export with Qarl's script as a 32x32 sculpt shape (again, not tested with oblong but you'll want to export with the true dimensions of the shape (I.E 32x32, not 64x64)

6 - Open in Photoshop and resize (resample method must be Nearest Neighbor method) to 64x64. Alternately you can resize up to 128x128.

7 - Save and import into SL.



* - Ok, also you can also select your mesh and click (polygons menu) mesh>triangulate. This will turn each polygon square into a tri. However, in the few tests I've run it has resulted in the tri's running the wrong way (opposite of what the resulting SL shape exhibits)

** - this will (slightly to severely) mangle any baked surface texture.
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Last edited by LoganBauer; 03-06-2009 at 06:49 PM.
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