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Old 10-09-2009, 10:13 AM   #1 (permalink)
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Question Melted Sculpties in Maya

So, yeah I'm starting to work with Maya and on my first attempt something that looked like a nice design looked in SL like if it would be made out of rubber or if like it would've melted, any ideas?
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Old 10-09-2009, 12:59 PM   #2 (permalink)
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I've been poking at Maya lately too. A friend told me that Maya sculpts tend to be pretty bad. Also, on top of that, I think the sculpt texture uploader in the viewer is still not as lossless as claimed, you may want to look into a program called SLImageUpload.
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Old 10-10-2009, 08:15 PM   #3 (permalink)
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The SLImageUpload program uses the same upload mechanism as the stock viewer, it only presents a different user interface.

As far as sculpts not transitioning well from Maya..are you working with NURBS or Polygon shapes? Are you following the established upper limit recommendation on NURBS control vertices/hard vertex count on polygon shapes? Are you using the appropriate stitching type? At what smoothing level are you previewing your sculpts before exporting them from Maya?
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Old 10-11-2009, 07:08 AM   #4 (permalink)
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I've been poking at Maya lately too. A friend told me that Maya sculpts tend to be pretty bad.
disagree.

all my sculpts are done in maya and i am happy with how they turn out.
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Old 10-19-2009, 10:56 AM   #5 (permalink)
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I'm trying (again) to do the Maya thing. I spent a few hours sculpting a rather nice old-looking tree, textured and baked even (!!), but upon importing to SL they look... well, mangled to hell and back. I'm just using regular NURBS (cylinders, even), twisted and tugged with deformers. I've done the exact same thing before, and managed to get it right. What am I doing wrong now?

The output sculpties have a visible seam in them even with cylinder seams, the other options... are useless, essentially.
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Old 10-19-2009, 11:32 AM   #6 (permalink)
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try changing the stitching to none..
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Old 10-19-2009, 02:17 PM   #7 (permalink)
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something people don't realise about sculpts is that there are only 255 possible x and y positions for the verts to snap to and what you see in your model viewer is unless you know how to snap the verts to a correct grid not what you will see in second life. for further information about that there is a thread somewhere on this very forum about precision sculptys
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Old 10-19-2009, 02:40 PM   #8 (permalink)
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Quote:
Originally Posted by Compulsion View Post
something people don't realise about sculpts is that there are only 255 possible x and y positions for the verts to snap to and what you see in your model viewer is unless you know how to snap the verts to a correct grid not what you will see in second life. for further information about that there is a thread somewhere on this very forum about precision sculptys
OCD Precision in Sculpts using Blender

Logan linked me to this thread a while back. Just passing it on.

The directions are for Blender, but can be applied to Maya as well with some modification.

Last edited by Sobriquet Kryakutnoy; 10-19-2009 at 02:47 PM.
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Old 10-19-2009, 02:43 PM   #9 (permalink)
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Lordfly, are you attempting to make an entire tree from one single sculpty? I wouldn't recommend this, if not due to the complexity involved in precision sculpting then due to the limitations you will run into when texturing with your vertices so stratified.
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Old 10-19-2009, 09:47 PM   #10 (permalink)
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disagree.

all my sculpts are done in maya and i am happy with how they turn out.
And Tya has the best scupltie shoes on the grid. Better than any other ones and I am always pulling them out. Even her foray into frankenfeet was beautiful.
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Old 10-20-2009, 09:55 AM   #11 (permalink)
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I'm still pretty new to sculpting with Maya. That's just what people have told me. I'm going to play with the settings more and keep at it. I'm using it as an excuse to learn Maya anyways.
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Old 10-21-2009, 02:33 PM   #12 (permalink)
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I should really start a new thread for this, but since this one already has people watching, does anybody have any recommendations on a pipeline for texturing NURBS objects in an external editor? Namely Mudbox and Photoshop CS4.

I know these programs can only accept polygon shapes, and I have managed to convert a NURBS surface to polygons whilst preserving the UVs such that the textures still wrap properly to either, but am having trouble when bringing my exported DAE or OBJ into other applications for texture painting. Photoshop *usually* accepts the exported meshes and paints them properly, but occasionally will be missing one or two square sections of the sculpt.

Mudbox, on the other hand, refuses to work with any converted shapes I throw at it whatsoever. I have tried every trick I know of to get my shapes in to do some mask painting, the geometry is imported just fine, the UV map appears to match up as would be expected, yet when I go to add a new painting layer, I always get an error regarding "Multiple UV tiles", followed by general glitchiness/display freezing/inability to do much of anything within Mudbox.

Thoughts? Comments? Am I ignoring something blindly obvious?
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