
Tuesday, November 24, 2009
Winter Tree Textures

Creepy Tree Textures
Another in my line of textures especially suited to my One Prim Plant sculptie shape
These are very clean 1024 sized textures specially made to look creepy but real.

Get em at the Sculpts Only Mall - click here
Better Bullets

See them at the Sculpts Only Mall - click here
Copper Bottoms

Why even make these? They are kitchen props in another upcoming Avatar Repertory Theater production - our Xmas show - 3 short plays... details coming soon.
Sunday, November 22, 2009
Beautiful Sculptie Roses
Snake Charmers Necklaces
New releases into my PrimEvil store yesterday... the Snake Charmers Necklaces and Armbands for Men and Women.


Available in Gold and Silver baked textures these beautiful items are only 3 prims each! One for the sculptie snake, one for each of the eyes.
Sculpties and LOD
So many people have asked me about sculptie tricks i have decided to start revealing some...first up Sculpties and LOD!
LOD = Level Of Detail
The Lindens in their infinite wisdom decided to treat sculpties with the same ideals as they do textures... that is to reduce the level of detail on a sculptie with distance. The further you are from a sculptie - the less detail it will have. They do this by reducing the detail in the sculpties mesh. It is calculated by how much area the sculptie takes up on your screen. So a big sculptie will still look ok from a long distance, a small sculptie may look bad from a close distance.
There are two basic ways to counter this issue - people generally call the problem fixes Sculptie LOD or Nano Sculpties. And another that is a fix for your personal viewer but doesn't help others when viewing the same sculpties.
Personal fix: Find the advanced menu in your SL viewer - if it doesn't show at the top of your screen beside the Help menu...press Ctrl + Alt + D simultaneously on your keyboard to activate it. Scroll down the Advanced menu to "Debug settings", enter "renderVolumeLODFactor" and change the value to "4" then close that popup. It may reset each time you relog :/
Sculptie Fix No 1 (for builders): Tricky to do depending on the sculptie shape... but is basically doubling the mesh points at the important places. Move your mesh points/vertices or segment lines so they almost overlap. This can counter the removal of detail by the SL viewer software by leaving mesh points in place when a line of them is removed. Has a bad side effect tho'... texture mapping is very hard. This is not my favourite method but can be useful in some cases.
Sculptie Fix No 2 (RECOMMENDED for builders): This is by far the simplest method - it works by fooling the SL software into thinking the sculptie is larger on screen than it appears visually. Has the side effect of producing a larger invisible bounding/collision box - so it's best to set such sculpties to phantom. Take your sculptie map/texture into Photoshop ... go to Image menu/Adjustments/Levels and adjust its Levels as per pic below ( is almost the same dialog in GIMP)
Play around with the slider settings to achieve a result that best suits you - the settings above are my favourite. Hit OK to close the dialog..and your sculptie rainbow will appear to dim a little. Import into Second Life to see the results. It will help the sculptie keep its detail at a longer distance - but please bear in mind it is not a perfect fix.
LOD = Level Of Detail
The Lindens in their infinite wisdom decided to treat sculpties with the same ideals as they do textures... that is to reduce the level of detail on a sculptie with distance. The further you are from a sculptie - the less detail it will have. They do this by reducing the detail in the sculpties mesh. It is calculated by how much area the sculptie takes up on your screen. So a big sculptie will still look ok from a long distance, a small sculptie may look bad from a close distance.
There are two basic ways to counter this issue - people generally call the problem fixes Sculptie LOD or Nano Sculpties. And another that is a fix for your personal viewer but doesn't help others when viewing the same sculpties.
Personal fix: Find the advanced menu in your SL viewer - if it doesn't show at the top of your screen beside the Help menu...press Ctrl + Alt + D simultaneously on your keyboard to activate it. Scroll down the Advanced menu to "Debug settings", enter "renderVolumeLODFactor" and change the value to "4" then close that popup. It may reset each time you relog :/
Sculptie Fix No 1 (for builders): Tricky to do depending on the sculptie shape... but is basically doubling the mesh points at the important places. Move your mesh points/vertices or segment lines so they almost overlap. This can counter the removal of detail by the SL viewer software by leaving mesh points in place when a line of them is removed. Has a bad side effect tho'... texture mapping is very hard. This is not my favourite method but can be useful in some cases.
Sculptie Fix No 2 (RECOMMENDED for builders): This is by far the simplest method - it works by fooling the SL software into thinking the sculptie is larger on screen than it appears visually. Has the side effect of producing a larger invisible bounding/collision box - so it's best to set such sculpties to phantom. Take your sculptie map/texture into Photoshop ... go to Image menu/Adjustments/Levels and adjust its Levels as per pic below ( is almost the same dialog in GIMP)
Sunday, November 15, 2009
False accusations suck
A recent SL blog post accusing me of stealing meshes from 3d sites has made me think how i have badly neglected my blog and how i can use it for good.
I can post how i work, and progress shots from recent works to showcase my skills and hopefully provide helpful hints for people who are interested.
So.... below are some screenshots from a statue project i am working on currently. Sadly the statue that the accusing blog post from Vryl Valkrie refers to is on another computer that lies in pieces atm - but i can show you my latest project :)
A Toltec warrior statue (i love statues) modelled using techniques i learned from this tutorial many many moons ago.
First i find suitable front and profile piccies from good ol Google image search, like these (slightly edited for alignment and size)...

The trick is in finding good side and front profiles , then i add them onto planes at right angles in 3dsmax for using as reference to build a basic mesh with.

Then i go about making a basic mesh... by creating a single Plane object, converting it to a editable Poly, and then laboriously copying, positioning, and linking multiple Plane objects to form a basic half face as below...




After its finished i will use similar methods to make a lower resolution Sculptie version for importing into SL. However I will take a 'baked' texture from this version because of its superior detailing/shadows/texturing. This way i get the best of both worlds..a high resolution mesh i can sell on 3d model sites , potentially a suitable mesh for the future in Second Life..and a sculptie version i can start selling in SL straight away.
Here's a quick perspective rendering with some simple texturing noise on the bump map... normally i would create a special bump map in Photoshop and use that instead for getting as close as possible to the original statues texture.


A piccie of the original statues for ya :)
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