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		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Modeling_Glossary&amp;diff=21436</id>
		<title>Sculpted Prims: 3d Modeling Glossary</title>
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		<updated>2007-05-23T12:17:20Z</updated>

		<summary type="html">&lt;p&gt;Dave Talamasca: &lt;/p&gt;
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&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
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(This is work in progress)&lt;br /&gt;
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&amp;lt;span id=&amp;quot;SculptedPrims&amp;quot;&amp;gt;&lt;br /&gt;
;Sculpted prims &amp;lt;/span&amp;gt;&lt;br /&gt;
:A new prim type in Second Life. A sculpted prim is a prim whose shape is determined by a texture &amp;amp;mdash; its “sculpt texture”. Sculpted prims will allow for custom and more complex shapes to be brought into SL and used in building.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;SculptMap&amp;quot;&amp;gt;&lt;br /&gt;
;Sculpt Texture or “Sculpt Map”&amp;lt;/span&amp;gt;&lt;br /&gt;
:Sculpt Textures are image files that contain the data for the shape of a sculpted prim. A sculpt texture is a standard RGB [[Textures|texture]] where the R, G, and B channels are mapped onto X, Y, and Z space. A sculpt texture is very similar to a “[http://en.wikipedia.org/wiki/Normal_mapping normal map]”, but instead of encoding surface normals it encodes surface positions. See [[Sculpted_Prim_Explanation|this wiki page]] for a detailed explanation.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Edge&amp;quot;&amp;gt;&lt;br /&gt;
;Edge &amp;lt;/span&amp;gt;&lt;br /&gt;
:An edge is any line drawn between two verticies and are one of the three sub-components of a polygon model that can be manipulated.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Face&amp;quot;&amp;gt;&lt;br /&gt;
;Face &amp;lt;/span&amp;gt;&lt;br /&gt;
:Faces, also called polygons, are one of the three editable sub-components of a polygon model.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;LOD&amp;quot;&amp;gt;&lt;br /&gt;
;Level of Detail (LOD)&amp;lt;/span&amp;gt;&lt;br /&gt;
: (to be added)&lt;br /&gt;
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&amp;lt;span id=&amp;quot;NURBS&amp;quot;&amp;gt;&lt;br /&gt;
;NURBS Modeling&amp;lt;/span&amp;gt;&lt;br /&gt;
:NURBS is short for “[http://en.wikipedia.org/wiki/NURBS Non Uniform Rational Bézier Spline]”. This modeling method uses a series of curves and control points to define the model’s shape. If you have already worked with the Pen tool in Photoshop, Illustrator and similar programs, you’ve worked with Bezier curves in 2D. NURBS take the same concept into 3D. According to Qarl Linden, NURBS are the best thing to use for sculpt prims; it makes some sense since he worked most recently in movie special effects where NURBS are commonly used.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;PolygonMesh&amp;quot;&amp;gt;&lt;br /&gt;
;Polygon Mesh&amp;lt;/span&amp;gt;&lt;br /&gt;
:The [http://en.wikipedia.org/wiki/Polygon_mesh Polygon Mesh]is the most common modeling method used in 3D computer graphics (including Second Life). The process involves the direct manipulation of polygons (triangles and quadrilaterals), faces, vertices and edges to produce the desired shape.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;SubdivisionSurface&amp;quot;&amp;gt;&lt;br /&gt;
;Subdivision Surface &amp;lt;/span&amp;gt;&lt;br /&gt;
: A methood of modeling that takes some of the best features of both NURBS and polygon meshes in which you manipulate a series of controll points on a model.  The number of controll points can be increased (subdivided) or decreased at will, offering great flexability between fine and coarse controll.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;TextureMaps&amp;quot;&amp;gt;&lt;br /&gt;
;Texture Maps&amp;lt;/span&amp;gt;&lt;br /&gt;
:Texture Map is 3D graphics lingo for what most SL residents know as [[Textures|textures]]. The textures most SLers know and love are also known as “diffuse maps” or “color maps” within most programs; some people may also be familiar with “opacity maps”, “bump maps” and “[http://en.wikipedia.org/wiki/Normal_mapping normal maps]”.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Unwrap&amp;quot;&amp;gt;&lt;br /&gt;
;Unwrap &amp;lt;/span&amp;gt;&lt;br /&gt;
:Unwraping is the process of manualy taking a 3d model, defining its seams and creating a flat template that defines how textures appear on that object.  Clothing and skin designers are allready familiar with the SL avatar templates provided by Linden Lab and other Residents; those are the end-result of an unwrapping process.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;UVWMap&amp;quot;&amp;gt;&lt;br /&gt;
;UVW Mapping &amp;lt;/span&amp;gt;&lt;br /&gt;
:The data in a model that defines the positioning of its textures, either automaticly, via an unwraping process or using a preset projection such as planar mapping, face mapping, box mapping, spherical mapping, etc.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Vertex&amp;quot;&amp;gt;&lt;br /&gt;
;Vertex (plural: vertices) &amp;lt;/span&amp;gt;&lt;br /&gt;
:In a polygon mesh a vertex is a single point in 3d space and the smallest editable component of a model. Two verticies joined create an edge, three or more create a face.&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
:* [[Sculpted Prims: FAQ]]&lt;br /&gt;
:* [[Sculpted_Prims:_3d_Software_Guide|Sculpted Prims: 3D Software Guide]]&lt;br /&gt;
:* [[Sculpted_Prim_Explanation|Sculpted Prims Explained]]&lt;br /&gt;
:* [[Talk:Sculpted_Prims|Sculpted Prims Talk Page]]&lt;br /&gt;
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[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Dave Talamasca</name></author>
	</entry>
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