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4th September 2008, 01:45 PM | #1 |
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Jagged Zig Zag edges on the top and bottom of a TGA texture
I recently tried this program and was looking into buying it. I made a simple heart. I saved it and looks great in AC3D. When exporting as a Secondlife TGA file(tried both options) I get a jagged edge or best described as black cut zig zag edge on the top and bottom of the file. Is this a bug in this program? Is this intentional? :?
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4th September 2008, 04:26 PM | #2 |
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Re: Jagged Zig Zag edges on the top and bottom of a TGA texture
It sounds like most likely a problem with your UV map. The sculpty exporter uses your uv map to form a skin around the model, more or less. If this skin doesn't cover everything correctly, it may not sample the surface of your model right.
On the tools menu, click Texture Coordinate Editor to open the TCE. Make sure there are no holes or gaps in the map, and that the map fills the entire space. Sometimes it is helpful to select all the surfaces in the TCE to see them better, or apply a utility texture to your model to make sure your map is applied correctly. |
5th September 2008, 01:11 PM | #3 |
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Re: Jagged Zig Zag edges on the top and bottom of a TGA texture
Ok I see where the UV map has the jagged edges to begin with. I am trying to cover the entire area but seem unable to figure out how to remove the zig zags.. I will reply shortly after more testing
Last edited by KenR; 5th September 2008 at 01:32 PM. |
5th September 2008, 01:46 PM | #4 |
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Re: Jagged Zig Zag edges on the top and bottom of a TGA texture
well it seems I was able to expand the map to cover the layout but now the heart has a flattened bottom and a few areas missing the correct shapes.
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5th September 2008, 02:23 PM | #5 |
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Re: Jagged Zig Zag edges on the top and bottom of a TGA texture
Is anything overlapping on the map?
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5th September 2008, 02:48 PM | #6 |
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Re: Jagged Zig Zag edges on the top and bottom of a TGA texture
the UV extends past the box in order to drop the jagged edges.. but the jagged edges i overlapped out of the box contained the info that got cropped off in the sculpty. I do not know how to turn the jagged triangles into boxes and have become a bit frustrated.
I am not sure why an export to a SecondLife sculpted map would have the UV with jagged edges or why I need to repair the edges if it should be a square UV map. I tried with a default 3d shape and exported as SL and noticed the jagged edges there. Last edited by KenR; 5th September 2008 at 02:51 PM. |
8th November 2008, 03:40 AM | #7 |
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Re: Jagged Zig Zag edges on the top and bottom of a TGA texture
I am also having trouble with the sculpties in Second life they look so good in AC3D but cant get them to look like that in Second Life
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13th November 2008, 10:10 AM | #8 | |
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Re: Jagged Zig Zag edges on the top and bottom of a TGA texture
Quote:
... currently there is no modelling program that can produce a sculptie that looks -exactly- like the original model, unless the model in ac3d (or any other program for that matter) is created from the bottom up with the exact specs an SL sculptie adheres to, or if you're a genius at rearranging the UV-coordinates. (there are programs that produce what-you-see-is-what-you-get sculpties, like Rokuro and SculptiePaint, but they are so limited that I wouldn't call them modelling apps). |
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13th November 2008, 06:17 PM | #9 |
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Re: Jagged Zig Zag edges on the top and bottom of a TGA texture
OH ok thanks I will try to find the link
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Tags |
corrupted output, jagged, second life, secondlife, zig zag |
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