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Old 23rd April 2008, 03:22 PM   #1
lisa
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Default Re: plane sculpt type script fpr sculpted prims

Here it is again with the texture applied.

Again, I started with a simple divided plane. I scalloped the edges--which I replicated with the replicator tool--and then mapped the whole thing while it was still flat. You'll notice in the UV map, that even though the scalloped edges are round in the model, they are pulled into a perfect square in the map so there are no gaps. After I mapped it, I draped the tablecloth and then committed my subdivisions.
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Old 23rd April 2008, 08:06 PM   #2
Severa
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Default Re: plane sculpt type script fpr sculpted prims

Thanks for those posts. Yeah my TCE looks the same. Just when I do a face being that it's the front view port it's appearing off to the lower right side so it's hard to stretch it out to achieve more details. Unless mapping it first then bringing it back in to be stretched out in the TCE is the proper method?

These are the steps I'm doing, maybe this is wrong:

1. Uvmap button. I assume if I started with a sphere as a head, I would check Shape Mapping as Spherical? I'm unsure about any of the other settings in that menu.

2. I hit Export UVMap

3. I just put a basic texture on in Photoshop at this point. I can't seem to get the Bake option to do anything like say opening the OBJ in Zbrush and backing the texture in there then fixing it up in photoshop.. If this Bake option in AC3D is actually able to do that too, I am not sure what I am doing wrong.

4. I import that Texture back in (Object>texture load texture)

5. I then shift the verticles around inside the TCE so I can get the main details as big as possible on the map to achieve better detail in Second Life.

That's basically what I am doing. I'm not sure if I am doing this right or how to get the bake option to work right. If I have to place lights first, I'm unsure how to. I know how in Maya but I've been away from this type of thing for awhile, so I don't remember the proper steps and as for in AC3D, I am totally clueless how to get the Bake option/button, to do anything.

Last edited by Severa; 23rd April 2008 at 08:43 PM.
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Old 24th April 2008, 08:59 PM   #3
Severa
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Default Re: plane sculpt type script fpr sculpted prims

Quote:
Originally Posted by lisa View Post
Here it is again with the texture applied.

Again, I started with a simple divided plane. I scalloped the edges--which I replicated with the replicator tool--and then mapped the whole thing while it was still flat. You'll notice in the UV map, that even though the scalloped edges are round in the model, they are pulled into a perfect square in the map so there are no gaps. After I mapped it, I draped the tablecloth and then committed my subdivisions.
I also has this to add, where are those weird "cap" pieces that always seem to show in my maps? Maybe since I use the box a lot that's why I see them. It's repeating it in the TCE on some of my stuff which is making it hard to really understand what is going on there.
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Old 27th April 2008, 10:16 AM   #4
lisa
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Default Re: plane sculpt type script fpr sculpted prims

1. UV map button... the options in there determine the mapping mode. Imagine a big rubber sheet in the shape of whatever option you picked shrink-wrapping your model. Spherical is an okay choice for a head, cylindrical around the y axis is often better.

2. Make any adjustments to the uvs coordinates before you export.

3. Sorry for any confusion on the baker. To clarify... the AC3D texture baker is more akin to Lightwave than ZBrush or Maya, in that it will bake one texture to another. (ZBrush actually bakes vertex colors\material shaders to the map. Maya bakes lights.) It's not meant for lighting so much as transfering textures between different sets of texture coordinates. MegaPOV is a good choice for baking lights.

Can you post a picture to explain what you mean by "caps" ?

Thanks.
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