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Old 05-29-2010, 08:46 AM   #1 (permalink)
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Sculptris to second life..

Hey I was just wondering if there was a way to get some of my sculpts from sculptris to second life. Ive never worked with sculpts before this so I dont know how to save/upload them.

I have the options of "export as obj" "import obj" and "save as" what exactly do I do to get the item to sl, if its even possible.
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Old 05-29-2010, 08:48 AM   #2 (permalink)
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sculptris is actually a mesh creation program not a sculpty creator program.. to that end there is no easy way to import anything you make in it into SL (yet)
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Old 05-29-2010, 08:51 AM   #3 (permalink)
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thats what I thought, was'nt sure though. I dont think ill bother learning sculpts then since meshes will be introduced soon
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Old 05-29-2010, 08:55 AM   #4 (permalink)
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hehehe sculpts are FAR more complicated than meshes... i struggle a lot with sculpts even with the in world programs you can use etc. Meshes on the other hand i dont mind and find far eaiser to work with.

You could try saving your sculptris item then moving it to another program and turning it into a sculpt from there but from my understanding editing a mesh to a sculpt is harder than making the sculpt from scratch
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Old 05-29-2010, 09:39 AM   #5 (permalink)
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hehehe sculpts are FAR more complicated than meshes... i struggle a lot with sculpts even with the in world programs you can use etc. Meshes on the other hand i dont mind and find far eaiser to work with.

You could try saving your sculptris item then moving it to another program and turning it into a sculpt from there but from my understanding editing a mesh to a sculpt is harder than making the sculpt from scratch
Actually all you do is make a UV Map for the model. It will lose some detail. And obviously not all full models are compatible with the technique and have to be broken into parts.

And I will not point to the web site that explains how because there are already far too many sculpts of questionable provenance in SL already.
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Old 05-29-2010, 11:13 AM   #6 (permalink)
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I wanted to make this guy into a floating suggestion box in my store

I just made it.
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Old 05-29-2010, 12:38 PM   #7 (permalink)
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Playing with the Spin function in Blender.

I had trouble with the glass and crystal materials. It turns out that I needed to turn on "Transparent Shadows" on the other materials.

It's still incomplete. there's nothing to hold the lamp shade into place, and I haven't made the flame yet. I'll have to explore particles, I'm afraid.
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Old 05-29-2010, 03:20 PM   #8 (permalink)
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Playing with the Spin function in Blender.

I had trouble with the glass and crystal materials. It turns out that I needed to turn on "Transparent Shadows" on the other materials.

It's still incomplete. there's nothing to hold the lamp shade into place, and I haven't made the flame yet. I'll have to explore particles, I'm afraid.
Wow -- that is amazing!
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Old 05-29-2010, 03:28 PM   #9 (permalink)
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I know almost nothing but I think it may be possible to import the mesh into Blender and then use some JASS script to turn it into a SL sculpt mesh.

I have heard rumors to that effect.
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Old 05-29-2010, 03:35 PM   #10 (permalink)
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I know almost nothing but I think it may be possible to import the mesh into Blender and then use some JASS script to turn it into a SL sculpt mesh.

I have heard rumors to that effect.
Ooooh?
I wonder, if that's possible, how it deals with LOD. Hmm. Otherwise I can always redo it with standard sculpts.
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Old 05-29-2010, 05:43 PM   #11 (permalink)
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if the mesh isnt too complex... you can export obj and take it to blender or max or maya...
you could reduce it in sculptris as much as possible before you do (normal sculpty is 1024 polys)

you can also cut it up into pieces and close the poles.. for something like that lamp, it might be very possible.

then use the jass thingie to make sculptmaps (or the max primcomposer thingie)
its worth a try anyway
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Old 05-29-2010, 10:01 PM   #12 (permalink)
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With Blender's retopo tool you can create a low-polygon mesh that automatically hugs the high-poly object behind it. This is ideal to turn a complex mesh into a set of sculpted prims. This video shows how retopo works:

There's also a modifier that decimates a mesh automatically, but of course it won't respect the topology limitations of sculpted prims. However, with mesh support in SL these topology limitations will no longer exist, so this is an option to keep in mind for later.
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Old 05-29-2010, 10:04 PM   #13 (permalink)
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Raindrop, if you want a flame particle script, I can drop you one inworld. Just let me know.
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Old 05-29-2010, 10:17 PM   #14 (permalink)
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Old 05-29-2010, 11:32 PM   #15 (permalink)
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Raindrop, if you want a flame particle script, I can drop you one inworld. Just let me know.
Thanks, it's particles in Blender that I have trouble with... not in SL.

Aaaaaand I just realised I'm in the wrong thread. I wanted to post it into the "show us you sculpties/meshes".
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Old 05-30-2010, 12:19 AM   #16 (permalink)
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Thanks, it's particles in Blender that I have trouble with... not in SL.

Aaaaaand I just realised I'm in the wrong thread. I wanted to post it into the "show us you sculpties/meshes".
go go go postit....
i am loving that thread....
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Old 06-01-2010, 12:25 AM   #17 (permalink)
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i'm making some meshes lately for my iPhone game but its all too simplistic & silly to think of ever uploading to SL.

iPhone meshes gotta be tiny (in vertice #) & kinda low-res... unless you only want to deal with a handful of objects.

Guess I wanna keep this stuff exclusive anyways... but I'll upload some pics here as I get farther ahead in the level rendering

Great thread idea & looking forward to see more of people's work!

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