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Old 11-02-2009, 06:05 AM   #1 (permalink)
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Arrow Custom Sculpted Prim Wanted

I need a full perm sculpt map for the following object:



I have actually already had a sculpt map created for this object, but the LOD is too low for me (derez at under 10 m):



Unfortunately, I can't get ahold of the person I usually use to get a higher LOD version, and because I need this pretty quickly, I'm putting out there.

So if you're interested in creating this for me, drop me an IM in-world letting me know how much you want for it and when you can get it done by. I will drop a regular prim version for you to work from.

Note: this sculpt will not be the root prim for the door script.
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Old 11-04-2009, 01:09 AM   #2 (permalink)
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AFAIK you cannot change the LOD from the sculpt map, the only way to change it is in the client viewers debug settings.

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Old 11-04-2009, 03:52 AM   #3 (permalink)
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Quote:
Originally Posted by Jim Gustafson View Post
AFAIK you cannot change the LOD from the sculpt map, the only way to change it is in the client viewers debug settings.

Jim
Hi Jim. Without knowing exactly how it is done* it is possible to create several LOD versions of the same object shape using different sculpt maps.

And yes you can increase the distances at which things, such as sculpts, are rendered via debug settings, but I need it to be better at the default settings.

*I assume it has something to do with the way the sculpt is folded and/or how large the texture is. The next thing on my list is to learn how to make these bloody things as oiut-sourcing to others is unreliable and seriously slowing me down!
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Old 11-04-2009, 04:14 AM   #4 (permalink)
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ah, I see. I've found a hint how to do this. If you have a full-mod version of the existing sculpt-map, I can give it a try.

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Old 11-04-2009, 04:18 AM   #5 (permalink)
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The default LOD has been changed apparently so now even my prim hair, which is made up only of normal prims, develops a gap at a surprisingly short distance.

As for sclupties, if you need the object to retain detail at lower LODs you have to reduce the detail being rendered. A sculpty has only 64 x 64 vertices of which only 16 x 16 survive to the lowest LOD. i.e. if you want a sharp edge to be retained it must belong to one of those 16x16 vertices.
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Old 11-04-2009, 04:26 AM   #6 (permalink)
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personally i would make that from 2 sculpts... or outside part hollow prim plus inner sculpty...
otherwise you are going to end up with a ginormous bounding box.. and have to make the door phantom
just my 2L
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Old 11-04-2009, 04:48 AM   #7 (permalink)
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Quote:
Originally Posted by Jim Gustafson View Post
ah, I see. I've found a hint how to do this. If you have a full-mod version of the existing sculpt-map, I can give it a try.

Jim
What was you going to suggest?
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Old 11-04-2009, 04:54 AM   #8 (permalink)
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Originally Posted by eku Zhong View Post
personally i would make that from 2 sculpts... or outside part hollow prim plus inner sculpty...
otherwise you are going to end up with a ginormous bounding box.. and have to make the door phantom
just my 2L
Thanks eku.

If I had more time, I'd try this next. But I can't wait any longer and so am going to use regular prims.

I think I need to teach myself sculpties so that I don't get slowed down by having to rely on others which, understandably, are often going to be busy doing other things.

Last edited by Quantum Destiny; 11-04-2009 at 05:02 AM.
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Old 11-04-2009, 04:59 AM   #9 (permalink)
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On a kinda related note: wouldn't it be better if we were able to set a bounding box to be simpler/smaller than the object which we 'see'?
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Old 11-04-2009, 05:16 AM   #10 (permalink)
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What was you going to suggest?
my suggestion was to send me the original map and I edit it in blender. But I think you have now solved your problem so far by re-doing it with prims

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Old 11-04-2009, 05:21 AM   #11 (permalink)
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my suggestion was to send me the original map and I edit it in blender. But I think you have now solved your problem so far by re-doing it with prims

Jim
That's kind of you to offer Jim. I think what I am going to do is use regular prims this time. I just need to learn to make them myself for future builds, not just so that I can work at a faster pace, but also so that I know what is possible and what the limitations are.
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Old 11-04-2009, 05:54 AM   #12 (permalink)
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One dirty little trick you can do, as long as you can save off the sculpt map to your HD.. is to take the sculpt map in photoshop, and add a layer. on the second layer, select a 50% grey colour, and fill the layer. Then set the layer to 50% transparent, then flatten, save, and re-upload.

This will make the sculpture smaller inside the prim's effective volume... You'll need to scale the prim up to get the sculpture to look the same as before, essentially INCREASING the bounding box of the sculpt larger, and increase the prim's "size" (and importance) according to the client. Doubling the bounding box, or making the sculpted prim 1/2 scale, inside the same prim.

The result is that when you scale the prim 's dimensions up, the client thinks the prim is larger (because it is) and therefore it will degrade the LOD at a further distance. This trick tends to work best on WORN items (since attachments are always phantom), or on items where they're either phantom, or surrounded by other prims (kitchen faucets).. since the bounding box is going to be what you "bump into", if the "sink" is the same size or larger than the faucet's bounding box, no one will ever really notice that the faucet has an oversized bbox..

Doing this trick to a non-phantom chair, will create an impenetrable forcefield around the chair.
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Old 11-04-2009, 06:30 AM   #13 (permalink)
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what Winter is suggesting is to make the bounding box bigger..
this makes for better LOD.. (also how you make tiny sculpts) but then youre faced with a huge bounding box around a door.. which is not what you want
its ok for attachables and stuff you can make phantom..
but for the best and tightest.. i would recommend a window frame sculpt inside a hollow prim

the door you have has different widths as it goes around (imagine the door is made from one really long rectangle and bent again and again to make your door) the outside part is going to have bad LOD because it has the same vertices as the skinnier parts.. theyre just squozen thats all...
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Old 11-04-2009, 07:02 AM   #14 (permalink)
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Since the rendering of the sculpty only severly fails for the outside part of the door, I have slightly shrunk it and placed it within a regular hollowed prim frame. Though it costs me one more prim, I actually prefer the extra detail of the 'prim within a prim' effect:

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Old 11-05-2009, 11:55 AM   #15 (permalink)
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it looks better that way too :/
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