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		<id>https://wiki.secondlife.com/w/index.php?title=Sculpt_Textures_in_Paint_Programs&amp;diff=409733</id>
		<title>Sculpt Textures in Paint Programs</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpt_Textures_in_Paint_Programs&amp;diff=409733"/>
		<updated>2009-06-25T21:14:33Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* Converting Images to Models */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Object=*|Misc=*}}Feel free to add more tricks to these pages!&lt;br /&gt;
&lt;br /&gt;
For a better understanding of the processes described in this article,  read [[Sculpted Prims: Technical Explaination]].&lt;br /&gt;
&lt;br /&gt;
Paint programs like Photoshop or Paint Shop Pro or The GIMP are no substitute for a 3D modeling program Still, there are some pretty cool things you can do with those tools.  The processes themselves are not terribly difficult but an understanding of how sculpt textures work can help quite a bit.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Existing Sculpt Textures ==&lt;br /&gt;
&lt;br /&gt;
* If your sculpt looks inside out when you render it in SL (a condition known as flipped normals), horizontaly flipping your texture over is the quickest way to fix it.&lt;br /&gt;
&lt;br /&gt;
Credit goes to [[User:Deanna Trollop | Deanna Trollop]] for these tricks.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;To scale along a given axis, keeping the positive/negative end of that axis fixed:&lt;br /&gt;
** Using Levels, increase shadow/decrease hilight value of the desired channel (red for x, green for y, blue for z), respectively.&lt;br /&gt;
** If your program has an &amp;quot;auto&amp;quot; Levels button (Photoshop and GIMP both do, PSP likely does also), using it on all three channels can help fix a sculpty that doesn&#039;t fit its bounding box (Rokuro/Tokoroten often produce such).  ~[[User:Elle Pollack|&#039;&#039;EP&#039;&#039;]]&lt;br /&gt;
* To shift the entire model along a given axis:&lt;br /&gt;
** Increase or decrease brightness of the desired channel. (Note, values that get &amp;quot;clipped&amp;quot; to pure black or pure white will cause the associated verts to &amp;quot;squish&amp;quot; against the side of the bounding box.)&lt;br /&gt;
* To mirror-flip the model on a given axis:&lt;br /&gt;
** Invert the desired channel (transposing the verts on the + side to the - side, and vice versa) AND mirror-flip the image horizontally or vertically. (Skipping the second step would end up with a model mirrored &#039;&#039;and&#039;&#039; turned inside-out, because the vertex order of the polys would be reversed, similar to a 180 twist on a prim sphere)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[User:Vinnie Baxter | Vinnie Baxter]] adds the following to the above instructions to make symmetrical objects:&lt;br /&gt;
* Think of a symmetrical axis in the texture around which it should be symmetrical&lt;br /&gt;
* manipulate the different RGB channels:&lt;br /&gt;
** for two channels just the good half should be copied, flipped and put at the opposite side&lt;br /&gt;
** for one channel the good half should be copied, flipped, inverted and put at the opposite side - failing to do so gives a half/hollow object.. which could also be useful in some cases.. &lt;br /&gt;
The only difficult part is to figure out which rules apply to which channel. Reasoning along these lines of thought it&#039;s easy to flip orientation by interchanging the R/G/B channels.&lt;br /&gt;
&lt;br /&gt;
[[User:Argent Stonecutter | Argent Stonecutter]] suggests this methood of creating &amp;quot;bumpmaps&amp;quot; on a sculpted object like a sphere.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The following scheme came to mind, as a way to create a bump on a sphere in any direction. I don&#039;t think it would work exactly as I&#039;ve laid it out, but soem such scheme where you use the math-like operations in adjustment layers on maps should be useful... any thoughts?&lt;br /&gt;
* Create a layer containing the &amp;quot;unit sphere&amp;quot; map.&lt;br /&gt;
* Duplicate it&lt;br /&gt;
* Create a mask containing a fairly blurred greyscale blob.&lt;br /&gt;
* Create a multiply adjustment layer using this mask.&lt;br /&gt;
* Apply the multiply layer to the duplicate sphere layer.&lt;br /&gt;
* Add the layers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
http://www.bentha.net/gimp-scripts/SL-GIMP-Scripts.html This page describes and provides 3 useful GIMP scripts for manipulating sculpted textures. Mostly the 2 last ones. One is a script to automate prim mirroring, the other helps prepare a good candidate for losless import.&lt;br /&gt;
&lt;br /&gt;
== Painting &amp;quot;Heightmaps&amp;quot; using RGB Channels ==&lt;br /&gt;
&lt;br /&gt;
[[User:Pamagester Darracq|Pamagester Darracq]] figured out how to do this using Paint Shop Pro, but the same process should apply to any similar program.&lt;br /&gt;
&lt;br /&gt;
* First you have to create a plane.&lt;br /&gt;
** Go to the Channels pallete and select just the Red channel.  Select white as a foreground color and black as the background color and create a horizontaly mirrored gradient, [http://www.geocities.com/pamagester/Red1.jpg like so].&lt;br /&gt;
** Now select the Blue channel and create a linear gradient [http://www.geocities.com/pamagester/Blue1.jpg like this].&lt;br /&gt;
* Now the pattern.&lt;br /&gt;
** Select the green channel and the paintbrush tool, load the brush with a shade of grey and paint the pattern...the darker the color, the higher the bump.&lt;br /&gt;
** &amp;quot;This might get tricky, the left half of the green channel is the front (top) section, the right side is the back (underside) section, so (to get them to line up if you create a low contrast image of what you want and paste it on both sides of the channel&amp;quot;.  [http://www.geocities.com/pamagester/Green1.jpg Like so.]  Remember that sculpted prims can&#039;t be one-sided. (&#039;&#039;Ed. note: No longer true: you can use a plane sculpt type, though currently only setable by script.  For two sides, cylynders work well.)&lt;br /&gt;
Almia Thaler adds &amp;quot;The use of a script for setting sculpty type is no longer needed. There is a new option below the sculpty texture window called texture stitching. when you need a plane select plane. same goes for sphere,torus,cylinder. Torus allows for sculptys with holes in them so you can make actual working doors! you can go in and out of. I hope this has been of some help &amp;quot;&lt;br /&gt;
&lt;br /&gt;
* When you&#039;re satisfied with your work, merge/select all your channels, save, upload and savor your results: the [http://www.geocities.com/pamagester/rippleresult.jpg resulting sculpt texture] and [http://www.geocities.com/pamagester/RippledPrim.jpg the rendered prim].&lt;br /&gt;
&lt;br /&gt;
[[LaeMi Qian]] adds:&lt;br /&gt;
You don&#039;t have to double up your blue chanel if you make the red chanel a single gradient and put a 2 pixel black border about the blue, causing the sides and bottom of the heightmap sculptie to be square below the field bounds, allowing more detail with a 60x60 (really 30x30 in-world) resolution. See my example at:&lt;br /&gt;
http://members.optusnet.com.au/~laemi/impact-sculpt.png&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
http://members.optusnet.com.au/~laemi/impacted.jpg&lt;br /&gt;
&lt;br /&gt;
And the original PovRay one done with a 1024x1024 heightmap:&lt;br /&gt;
http://members.optusnet.com.au/~laemi/impact.jpg&lt;br /&gt;
&lt;br /&gt;
== Converting Images to Models ==&lt;br /&gt;
===With the GIMP ===&lt;br /&gt;
Converting an image to a mesh is a simple process from within [http://www.gimp.org the GIMP].  This [[Sculpt_Texture_Export_Script_for_the_GIMP|script]] can be plugged into the GIMP to allow any RGB image to be exported &lt;br /&gt;
as a Wavefront OBJ, which can be uploaded to a 3D modelling tool to preview what it will look like in Second Life.&lt;br /&gt;
===With [[Sculpted_Prims:_3d_Software_Guide#Wings_3D | Wings3D]]===&lt;br /&gt;
The sculpty plugin for Wings has the capability to import sculpt maps as well as export them.  From there you can tweak the resulting model directly in Wings or export it to the format of your choice; it can easily be exported back to a sculpt map so long as you don&#039;t change the number of faces and verticies.&lt;br /&gt;
===With [[Sculpted_Prims:_Resident-made_Tools#SIEE.28Sculptie_Importer_Exporter_and_Editor.29 | SIEE]]===&lt;br /&gt;
It can import, export to and from .obj files.  You can add, remove rows or columns of vertices, and do many other things.&lt;br /&gt;
===With 3ds Max===&lt;br /&gt;
Use [http://liferain.com/downloads/primcomposer/ Prim Composer.  Read their documentation for details.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=393483</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=393483"/>
		<updated>2009-06-15T04:14:12Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Object=*}}&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
This page offers a list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the licence.&lt;br /&gt;
&lt;br /&gt;
Note: Resident-made sculpt map tools and offline previewers [[Sculpted Prims: Resident-made Tools|now have their own page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating sculpt maps. Although support for these features isn&#039;t necessary in order to create sculpt maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of sculpt maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colours, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weaknesses.  They include:&lt;br /&gt;
** Polygon Modelling: The most mature method and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and vertices of an object.&lt;br /&gt;
** NURBS: NURBS modelling uses series of curved splines to define the shape of an object and are excellent for smooth, organic shapes. The methodology behind sculpted prims is very largely based on them.&lt;br /&gt;
** Subdivision Surface: Subdivision modelling shares some of the advantages of both NURBS and polygon modelling: the shape is manipulated using sets of control points that allow for both smooth surfaces and precise details.&lt;br /&gt;
** Brush Sculpting:  With this method, you use your mouse or pen tablet and a series of adjustable brushes to literally sculpt on the 3d surface like clay. Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this method as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will ultimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs. Some programs will run fine on something as old as a Pentium III. A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup. Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What programs are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question. It depends on a number of factors which will vary from user to user:&lt;br /&gt;
* &#039;&#039;&#039;How much money can you (or are you willing to) spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars. Programs like Maya and 3ds Max are powerful, but if you&#039;re not already seriously into 3d modelling, they&#039;re probably overkill. Lightwave, zBrush and programs in their price range are powerful professional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill for pure sculptie creation as most of the features you pay for go beyond the general tools to create sculpt maps for Second Life. Programs such as Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists, but not all of them are going to have the full 3D studio capabilities of some more expensive programs. Free programs run the gamut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them. Blender is a nice alternative to professional suites like Maya and max due to its flexibility and price (it&#039;s free), yet the overwhelmingly complex GUI creates a steep learning curve for many.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best. If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like, or will have an easier time picking up a different and/or more complicated program. If you&#039;re brand new to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya because of their steep learning curves. The availability of general modelling tutorials, product support, user forums and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m new to all this.  What should I start with?&lt;br /&gt;
Probably not with anything expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources. If you&#039;re very serious about learning the tools the pros use, you might also want to seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive straight into making sculpties then there are a couple of front-runners for your attention. (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necessarily friendly but it&#039;s much easier to use than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt-making tools. You&#039;ll be limited in the shapes you can produce, but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes. The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under USD$100), AC3D is a good place to start. The interface is nicer than that of Wings, and Zora Spoonhamer&#039;s exporter allows you to take good advantage of program features which the Wings exporter doesn&#039;t; full subdivision capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide which program you should use is to start downloading their demos and trying them for size and feel.&lt;br /&gt;
&lt;br /&gt;
= Adding Programs to This List =&lt;br /&gt;
The hobby market for 3d software is currently growing rapidly: as a result there are dozens of software packages in the wild, many undiscovered or not well known.  If a new program is discovered and proven by means of it being listed here, great, but it&#039;s not within the scope of this list to name them all, else the most useful ones would get buried and the page would become a confusing mess.&lt;br /&gt;
&lt;br /&gt;
A couple things to consider:&lt;br /&gt;
* Popularity: This may seem contrary to the &amp;quot;discovering new programs&amp;quot; bit above, but it&#039;s impossible to ignore the impact popularity has on a program: it means there&#039;s a community of users that can offer support to newbies and it increases the likelihood that someone will develop sculpt map support for it.&lt;br /&gt;
* Features: If it doesn&#039;t already have sculpt map support, does it have the features that will make it likely able to support sculpt maps?  Certain well known programs like Sketchup and Milkshape have been put in the &amp;quot;Other&amp;quot; category because people will ask about them but the chance of sculpt map support being developed for them seems slim because of their feature sets.  If that turns out to be an incorrect assumption then they&#039;ll certainly be moved up.  A file converter like 3dm2sculpt or one of various object to sculpty programs is better than nothing but as such programs are in varying stages of being beta and/or experimental (and often may not work), being able to save to a convertible file format shouldn&#039;t be the only thing to consider.  Other things to keep in mind: is the interface usable?  Does the program run without frequently crashing?&lt;br /&gt;
&lt;br /&gt;
With those in mind, if you&#039;re adding a program, follow the format used in the rest of the entries (they differ slightly between the free and commercial packages) and be sure to fill in as much information as you can; this will usually take a little research.  If you&#039;ve used the program, you&#039;re encouraged to include your insights and experiences in the short description blurb (you don&#039;t need more than a short paragraph).  Tutorials, documentation and the like should be linked separately under the Resources section.&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
&lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SnurbO&#039;Matic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, although it is possible to save as a .obj file and then convert it to a sculpt image.&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program. If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
[NOTE:  chances are it was either downloaded from a shady site or was a false positive. More details are needed!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here], and [http://dominodesigns.info/second_life/blender_scripts.html here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://dominodesigns.info/second_life/blender_scripts.html Blender Sculptie Import &amp;amp; Export scripts] [http://forums.secondlife.com/showthread.php?t=203571 SL Forums Support Thread]&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro Blender 3D: Noob to Pro] - on [http://en.wikibooks.org/wiki/Main_Page Wikibooks], It&#039;s a great step-by-step tutorial that contains substantial content, is well-formatted, and has screen shots. &lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
* [http://blog.machinimatrix.org Video/Text tutorials covering creation/texturizing/LOD/...] - uses &amp;quot;Import &amp;amp; Export scripts&amp;quot; (see above)&lt;br /&gt;
*[http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
*[http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
*[http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
*[http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html Another great tutorial] on using blender for sculpts&lt;br /&gt;
*[http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
*[http://www.treekyomoon.com/blenderInstrux.jpg Specifically making a flat/embossed type sculptie] one could use for floating terrains with giant prims, licence plates, nifty brass scene covered fireboxes...or whatever else might be handy! [http://www.treekyomoon.com/flattysculptie.blend Sample .blend file here]&lt;br /&gt;
*[http://www.secondlifeartist.com Advance Sculpted Prim with Blender] Learn to create perfect sculpted using Blender sculpt/edit mode.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plopp===&lt;br /&gt;
[[Image:Plopp example.jpg|thumb|250 px| A SLork sculpted in Plopp]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.secondplopp.com/ Plopp Second Life]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Donationware/Commercial&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039;Windows, Mac, Linux&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No (N/A)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; 2d painting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plopp&#039;&#039; is a cute 3D modeling tool designed for little kids.  The makers of Plopp have now put out a free version for SL users (the full program can be bought for US$19.50).  &lt;br /&gt;
&lt;br /&gt;
Imagine one of those new mylar balloons.  You paint the one side with an image, and then paint the other side with an image represetning the other side.  Plopp then blows up the balloon and shades it.  You can also import graphics from other tools (Photoshop, a scanned drawing, etc.), make a &amp;quot;cutout&amp;quot; with the eraser and inflate that.  You can play a little with the lighting and with rotations.  The Plopp drawing tools are very basic but keep in mind, this is for little children.  Then it bakes the texture and exports the texture and the sculpt map (128x128).&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t use this for Second Life, you might like to get it for your kids...or inner child.  It just looks like a lot of fun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.planet-plopp.com/biggerkids/tips.html Plopp Tips] - Video tutorials and neat tricks from the Plopp website&lt;br /&gt;
*[http://www.shiny-life.com/2007/10/06/tutorial-create-sculpted-prims-with-ploppsl/ Plopp SL Video Tutorial] at Shiny Life&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Get Started:&#039;&#039;&#039;[[Wings 3D|Second Life Wings 3D guide]]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  There are also numerous [[Wings_3D#Tutorials|tutorials]] that are specific to making sculpties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* See the [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.] *)&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
 *) The SL servers seem to be having trouble sending the zip files from the forums.  Use the alternative site,&lt;br /&gt;
 http://pkpounceworks.com/index.php?option=com_remository&amp;amp;Itemid=28&amp;amp;func=fileinfo&amp;amp;id=119 for now.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.  It may seem an odd inclusion in this part of the list but merits mentioning up here instead of burried at the bottom with the &amp;quot;Other&amp;quot; section because it actualy can produce sculpt maps.  Some other programs like AC3D (below) can also call on POV-Ray for texture baking.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== XSI Mod Tool ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://www.softimage.com/products/modtool/&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available: yes supported by Valve with limited features (watermarks images). &#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;User Scripting: &#039;&#039;&#039; VBscript, Jcsript, python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  With the aid of a addon: http://www.talinsands.com/sculpties/index.html&lt;br /&gt;
&lt;br /&gt;
The Autodesk® Softimage® Mod Tool software is a free version of Softimage for non- commercial game creation. It was designed for use by anyone needing a powerful 3D application to make and mod games. Most of the features and functionality of the commercial version of SOFTIMAGE|XSI 6 are enabled in Mod Tool, without the hassle of licensing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (understandably) expensive, anywhere from hundreds to many thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s within the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
=== Archipelis Designer (Archipelis)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.archipelis.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; around 38 euros&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows and Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; by drawing on photo&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes &lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
With Archipelis Designer you just draw an outline from a background image(s) to make it a 3D textured model. Or you can use a blank view and just draw the shapes you want from scratch.&lt;br /&gt;
it&#039;s an intuitive approach to sketch the shapes out that can then be enhanced with textures and photographs and then exported to a set of sculted prims.&lt;br /&gt;
&lt;br /&gt;
[[Image:Archipelis.jpg]]        [[Image:Peng.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.archipelis.com/second_life.php]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: As of 6.4 (released July 2008) the Second Life plugins now ship with AC3D.  For older versions, visit these links: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux], [http://www.ccccybernetics.com/ developed by Zora Spoonhammer]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.  Invis recently gave their official blessing (as well as hosting) to the plugin, making them the first vendor of this kind of software to put their backing into sculpy development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
*[http://www.independentdeveloper.com/archive/2007/09/27/sculpted_prims_from_existing_3  Sculpted Prims from Existing 3D Models] in AC3D. A step-by-step guide using an existing 3-D model of a fish.&lt;br /&gt;
*[http://www.supercoldmilk.com/ac3dplug/index.html AC3D Plugins @ Super Cold Milk] - several invaluable free plugins can be found here, including the knife tool used in the pear tutorial&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2.5 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149, &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49, Discounts for DAZ &#039;Platinum Club&#039; members available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.3 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes: go [http://www.daz3d.com/i.x/support/downloads/-/?product=hexagon&amp;amp;_m=d here] and select &#039;&#039;&#039;Hexagon 2.5 Demo&#039;&#039;&#039; from the list.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
Hexagon 2.5.0.5 rolls out official support for sculpted prims which shoots it from the &amp;quot;other&amp;quot; section into the main list.  By itself it appears to be a very capable program - the full range of expected modeling tools plus 3D painting, ambient occlusion baking - in short, all most sculpt makers will need for not too much money. The program was originally developed by eovia and was purchased by DAZ.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://artzone.daz3d.com/wiki/doku.php/pub/software/hexagon/start Official DAZ Wiki - Hexagon]&lt;br /&gt;
* [http://slandeara.blogspot.com/2008/05/modeling-vase-in-daz-hexagon-25.html Modeling a vase in DAZ Hexagon 2.5] by Andeara Yalin - A quick tutorial demonstrates how to create a vase.&lt;br /&gt;
* [http://www.youtube.com/watch?v=ESPjJr_WFJ8 DAZ 3D Hexagon: Sculpted Prims in Second Life] - Video on Youtube. Overview of the Sculpted Primitive tab new in Hexagon 2.5 and see how to export and import a sculptie into Second Life. Features Darlisa Riggs from DAZ 3D.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$195&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.&lt;br /&gt;
Original text: MoI’s sleek intuitive UI blends a fluid easy workflow with powerful tools, making it the perfect choice for someone who has been frustrated with the complexity of existing CAD tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Silo (Nevercenter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.nevercenter.com/ Nevercenter - Silo]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$159, US$59 (upgrade), edu licensing on request&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000 or later, Mac OSX 10.3 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 30 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; -?-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://www.nevercenter.com/about/features/ Silo Features] and [http://www.nevercenter.com/about/videos/ how-to videos]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shade10 (e frontier) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://shade.e-frontier.co.jp/ 3DCG : Shade online]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$130/Yen12,800(Shade 10 Basic)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows　XP/ XP Professional x64 Edition/Vista /Vista 64bit, Mac OS X 10.4.11 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; [http://shade.e-frontier.co.jp/download/try.html Yes - 30 day trial]&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon Mesh, Boolean, Meta Mesh&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comments&#039;&#039;&#039; Not recommended if you do not live in Japan.  E-frontier&#039;s web site is not English friendly or have an English language option. I had to locate their email form for customer service and use a web translator to fill out an email request for english documentation and a purchase page in english. Their response was that Shade 10 does not have English documentation and is for sale in Japan. They added that I should get Shade 8. I looked through the Shade 8 documentation, Shade 8 does not have any sculpted prim support.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://shade.e-frontier.co.jp/10/features/plugin.html Shade10 Plugin&amp;amp;Script] and [http://www.youtube.com/watch?v=YT-dvuVEcTY Second Life Expoter video] and [http://www.youtube.com/watch?v=AO2bgwww4WQ How to make Sculpted Prims with Shade10 video]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 (V3.1)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes [http://www.pixologic.com/zbrush/trial/ (30 day trial)]&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab (but note to resident developers: this one is in high demand). There is a resident created tool called Sculpty Maker that allows you to convert objects created in zBrush. [http://www.shiny-life.com/sculpty-maker/ Download/Info]&lt;br /&gt;
&lt;br /&gt;
Zbrush is a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
V3.1 adds many new features, such as Displacement Maps (and and Exporter) and the ZMapper. &lt;br /&gt;
&lt;br /&gt;
(I may be incorrect, but I believe that the Displacement Maps and Exporter may be Pixologic&#039;s rendition of sculpture maps. Some with more experience needs to check, please: [http://www.zbrush.info/docs/index.php/Displacement_Exporter Displacement Exporter]. -- just checked this, and is different from how sculpt maps work. Just a converter for displacement maps to normal maps. (pretty powerful in its own right, but not the same thing as sculpties) Sculpt maps are not using the normals in any way at all - they look similar in that they are RGB maps, but the similarity pretty much ends there. Rather sculpties use RGB gradients from the center of the prim to the edge of the prim&#039;s bounding box to define where the vertices are in xyz space. --[[User:Hypatia Callisto|Hypatia Callisto]] 14:47, 1 November 2007 (PDT))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/docs/index.php/Main_Page Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895, US$495 as a companion upgrade for Photoshop&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit, currently only available with a couple books&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]] (works with any version of Lightwave of at least version 6) or use the DStorm plugin provided [[http://www.dstorm.co.jp/english/plugin/secondlife.htm]] at DStorm (LW9+ only)&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Robin_Sojourner Robin Sojourner].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995 ($300 student)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues) OS X (beta, free)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://starling.us/rhino Using Rhino in SL] by Ĝan Ŭesli Starling, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Aplonis_Ember Aplonis Ember].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; As of late July, 2008, Caligari, recently acquired by Microsoft, is giving away the latest version of trueSpace (7.6) for free, with all documentation as well as all formerly extra-cost video training.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; No longer necessary&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.caligari.com/ trueSpace 7.6 Full Version for Free]&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modo 302 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest11.lxo SLtest11.lxo] (Updated 06 Oct 2007)&lt;br /&gt;
* Hypatia Callisto&#039;s Torus Testbed [http://www.lovecraftforest.com/blog/wp-content/uploads/2008/04/testbedtorusfinalhc01lxo.zip]testbedtorusfinalhc01lxo.zip&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://usa.autodesk.com/adsk/servlet/index?siteID=123112&amp;amp;id=10707763 Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$745 (Autodesk Mudbox 2009) US$450 (upgrade from older &amp;quot;Basic&amp;quot; version) - US$375 (upgrade from old &amp;quot;Professional&amp;quot; version)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
Mudbox&#039;s creator, Skymatter, was bought by Autodesk in October 2007&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via Shader.&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*Nice [http://www.ks-3d.de/KS-3D_SCULPTIES_(SCULPTED_PRIMS).htm tutorial] to create a Shader and modeling (by KS-3D Klaus Strifler - german only)&lt;br /&gt;
*[http://derek-lerner.com/blog/?p=923 How to create Sculpted Prims (sculpties) &amp;amp; surface textures with MAXON’s CINEMA 4D R10 &amp;amp; BodyPaint 3D] [[User:Derek Lerner|Derek Lerner]] 13:51, 27 July 2008 (PDT)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://kraphik3d.com/wordpress/?page_id=46 Sculpt map tutorial part 1 for Cinema 4D]&lt;br /&gt;
Loosely translated from Klaus Strifler´s original german KS-3D sculpt map tutorial into english by a finnish 3d artist Kraphik 3D.&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 30 day trial.  &amp;lt;br /&amp;gt;&amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) - Discontuned by Autodesk in November 2008.  Older versions of the PLE can probably be found by searching.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Available Here]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
* [http://www.sim-image.co.jp/sltk/en/index.php SIM Tools - Second Life ToolKit plugin] - Commercial Maya to prims plugin/building tool.  Costs ~US800 (depending on exchange rates).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
** [http://liferain.com/downloads/primcomposer/ Prim Composer for 3ds Max] Prim Composer is a complete offline builder for Second Life and OpenSim. Create regular prims and sculpts within 3ds Max and import them into either Second Life or OpenSim as linked sets. Hierarchical grouping and gizmo scaling are supported within 3ds Max. (from the maker of SculptGenMax) Open Source.&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here], or [http://forums.secondlife.com/showpost.php?p=1695133&amp;amp;postcount=112 the updated Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.windyweather.net/smf/index.php?topic=141 SL Prims to 3ds Max] - A prim building plugin and export system for Max.  Open source.&lt;br /&gt;
&lt;br /&gt;
[http://liferain.com/downloads/primcomposer/ Prim Composer for 3ds Max] - Prim Composer is based on SL Prims and SculptGenMax. 3ds Max offline building plugin for both prims and sculpties. Open Source.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Softimage (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$2995 ($3790 with subscription for updates.)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; Yes, vbscript, jscript, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes. With the aid of a addon: http://www.talinsands.com/sculpties/index.htm &lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
Softimage XSI was bought out from Avid by Autodesk in November 2008, did away with the $495 &amp;quot;foundation&amp;quot; version and reset the price at $2995.  &#039;&#039;C&#039;est la monopoly&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs are free or cheap, but are not well supported or necicarily suited for sculpt making.  They are listed here because they are popular for other applications and their absence from this list would be confusing to those who know about them otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://eightbar.co.uk/2006/09/29/google-sketchup-second-life-export/] - A rudimentary Sketchup to SL prim exporter plugin.&lt;br /&gt;
&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=393463</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=393463"/>
		<updated>2009-06-15T04:03:50Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* Other 3d Programs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Object=*}}&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
This page offers a list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the licence.&lt;br /&gt;
&lt;br /&gt;
Note: Resident-made sculpt map tools and offline previewers [[Sculpted Prims: Resident-made Tools|now have their own page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating sculpt maps. Although support for these features isn&#039;t necessary in order to create sculpt maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of sculpt maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colours, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weaknesses.  They include:&lt;br /&gt;
** Polygon Modelling: The most mature method and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and vertices of an object.&lt;br /&gt;
** NURBS: NURBS modelling uses series of curved splines to define the shape of an object and are excellent for smooth, organic shapes. The methodology behind sculpted prims is very largely based on them.&lt;br /&gt;
** Subdivision Surface: Subdivision modelling shares some of the advantages of both NURBS and polygon modelling: the shape is manipulated using sets of control points that allow for both smooth surfaces and precise details.&lt;br /&gt;
** Brush Sculpting:  With this method, you use your mouse or pen tablet and a series of adjustable brushes to literally sculpt on the 3d surface like clay. Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this method as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will ultimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs. Some programs will run fine on something as old as a Pentium III. A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup. Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What programs are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question. It depends on a number of factors which will vary from user to user:&lt;br /&gt;
* &#039;&#039;&#039;How much money can you (or are you willing to) spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars. Programs like Maya and 3ds Max are powerful, but if you&#039;re not already seriously into 3d modelling, they&#039;re probably overkill. Lightwave, zBrush and programs in their price range are powerful professional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill for pure sculptie creation as most of the features you pay for go beyond the general tools to create sculpt maps for Second Life. Programs such as Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists, but not all of them are going to have the full 3D studio capabilities of some more expensive programs. Free programs run the gamut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them. Blender is a nice alternative to professional suites like Maya and max due to its flexibility and price (it&#039;s free), yet the overwhelmingly complex GUI creates a steep learning curve for many.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best. If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like, or will have an easier time picking up a different and/or more complicated program. If you&#039;re brand new to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya because of their steep learning curves. The availability of general modelling tutorials, product support, user forums and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m new to all this.  What should I start with?&lt;br /&gt;
Probably not with anything expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources. If you&#039;re very serious about learning the tools the pros use, you might also want to seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive straight into making sculpties then there are a couple of front-runners for your attention. (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necessarily friendly but it&#039;s much easier to use than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt-making tools. You&#039;ll be limited in the shapes you can produce, but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes. The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under USD$100), AC3D is a good place to start. The interface is nicer than that of Wings, and Zora Spoonhamer&#039;s exporter allows you to take good advantage of program features which the Wings exporter doesn&#039;t; full subdivision capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide which program you should use is to start downloading their demos and trying them for size and feel.&lt;br /&gt;
&lt;br /&gt;
= Adding Programs to This List =&lt;br /&gt;
The hobby market for 3d software is currently growing rapidly: as a result there are dozens of software packages in the wild, many undiscovered or not well known.  If a new program is discovered and proven by means of it being listed here, great, but it&#039;s not within the scope of this list to name them all, else the most useful ones would get buried and the page would become a confusing mess.&lt;br /&gt;
&lt;br /&gt;
A couple things to consider:&lt;br /&gt;
* Popularity: This may seem contrary to the &amp;quot;discovering new programs&amp;quot; bit above, but it&#039;s impossible to ignore the impact popularity has on a program: it means there&#039;s a community of users that can offer support to newbies and it increases the likelihood that someone will develop sculpt map support for it.&lt;br /&gt;
* Features: If it doesn&#039;t already have sculpt map support, does it have the features that will make it likely able to support sculpt maps?  Certain well known programs like Sketchup and Milkshape have been put in the &amp;quot;Other&amp;quot; category because people will ask about them but the chance of sculpt map support being developed for them seems slim because of their feature sets.  If that turns out to be an incorrect assumption then they&#039;ll certainly be moved up.  A file converter like 3dm2sculpt or one of various object to sculpty programs is better than nothing but as such programs are in varying stages of being beta and/or experimental (and often may not work), being able to save to a convertible file format shouldn&#039;t be the only thing to consider.  Other things to keep in mind: is the interface usable?  Does the program run without frequently crashing?&lt;br /&gt;
&lt;br /&gt;
With those in mind, if you&#039;re adding a program, follow the format used in the rest of the entries (they differ slightly between the free and commercial packages) and be sure to fill in as much information as you can; this will usually take a little research.  If you&#039;ve used the program, you&#039;re encouraged to include your insights and experiences in the short description blurb (you don&#039;t need more than a short paragraph).  Tutorials, documentation and the like should be linked separately under the Resources section.&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
&lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SnurbO&#039;Matic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, although it is possible to save as a .obj file and then convert it to a sculpt image.&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program. If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
[NOTE:  chances are it was either downloaded from a shady site or was a false positive. More details are needed!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here], and [http://dominodesigns.info/second_life/blender_scripts.html here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://dominodesigns.info/second_life/blender_scripts.html Blender Sculptie Import &amp;amp; Export scripts] [http://forums.secondlife.com/showthread.php?t=203571 SL Forums Support Thread]&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro Blender 3D: Noob to Pro] - on [http://en.wikibooks.org/wiki/Main_Page Wikibooks], It&#039;s a great step-by-step tutorial that contains substantial content, is well-formatted, and has screen shots. &lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
* [http://blog.machinimatrix.org Video/Text tutorials covering creation/texturizing/LOD/...] - uses &amp;quot;Import &amp;amp; Export scripts&amp;quot; (see above)&lt;br /&gt;
*[http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
*[http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
*[http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
*[http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html Another great tutorial] on using blender for sculpts&lt;br /&gt;
*[http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
*[http://www.treekyomoon.com/blenderInstrux.jpg Specifically making a flat/embossed type sculptie] one could use for floating terrains with giant prims, licence plates, nifty brass scene covered fireboxes...or whatever else might be handy! [http://www.treekyomoon.com/flattysculptie.blend Sample .blend file here]&lt;br /&gt;
*[http://www.secondlifeartist.com Advance Sculpted Prim with Blender] Learn to create perfect sculpted using Blender sculpt/edit mode.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plopp===&lt;br /&gt;
[[Image:Plopp example.jpg|thumb|250 px| A SLork sculpted in Plopp]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.secondplopp.com/ Plopp Second Life]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Donationware/Commercial&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039;Windows, Mac, Linux&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No (N/A)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; 2d painting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plopp&#039;&#039; is a cute 3D modeling tool designed for little kids.  The makers of Plopp have now put out a free version for SL users (the full program can be bought for US$19.50).  &lt;br /&gt;
&lt;br /&gt;
Imagine one of those new mylar balloons.  You paint the one side with an image, and then paint the other side with an image represetning the other side.  Plopp then blows up the balloon and shades it.  You can also import graphics from other tools (Photoshop, a scanned drawing, etc.), make a &amp;quot;cutout&amp;quot; with the eraser and inflate that.  You can play a little with the lighting and with rotations.  The Plopp drawing tools are very basic but keep in mind, this is for little children.  Then it bakes the texture and exports the texture and the sculpt map (128x128).&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t use this for Second Life, you might like to get it for your kids...or inner child.  It just looks like a lot of fun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.planet-plopp.com/biggerkids/tips.html Plopp Tips] - Video tutorials and neat tricks from the Plopp website&lt;br /&gt;
*[http://www.shiny-life.com/2007/10/06/tutorial-create-sculpted-prims-with-ploppsl/ Plopp SL Video Tutorial] at Shiny Life&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Get Started:&#039;&#039;&#039;[[Wings 3D|Second Life Wings 3D guide]]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  There are also numerous [[Wings_3D#Tutorials|tutorials]] that are specific to making sculpties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* See the [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.] *)&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
 *) The SL servers seem to be having trouble sending the zip files from the forums.  Use the alternative site,&lt;br /&gt;
 http://pkpounceworks.com/index.php?option=com_remository&amp;amp;Itemid=28&amp;amp;func=fileinfo&amp;amp;id=119 for now.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.  It may seem an odd inclusion in this part of the list but merits mentioning up here instead of burried at the bottom with the &amp;quot;Other&amp;quot; section because it actualy can produce sculpt maps.  Some other programs like AC3D (below) can also call on POV-Ray for texture baking.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== XSI Mod Tool ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://www.softimage.com/products/modtool/&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available: yes supported by Valve with limited features (watermarks images). &#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;User Scripting: &#039;&#039;&#039; VBscript, Jcsript, python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  With the aid of a addon: http://www.talinsands.com/sculpties/index.html&lt;br /&gt;
&lt;br /&gt;
The Autodesk® Softimage® Mod Tool software is a free version of Softimage for non- commercial game creation. It was designed for use by anyone needing a powerful 3D application to make and mod games. Most of the features and functionality of the commercial version of SOFTIMAGE|XSI 6 are enabled in Mod Tool, without the hassle of licensing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (understandably) expensive, anywhere from hundreds to many thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s within the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
=== Archipelis Designer (Archipelis)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.archipelis.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; around 38 euros&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows and Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; by drawing on photo&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes &lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
With Archipelis Designer you just draw an outline from a background image(s) to make it a 3D textured model. Or you can use a blank view and just draw the shapes you want from scratch.&lt;br /&gt;
it&#039;s an intuitive approach to sketch the shapes out that can then be enhanced with textures and photographs and then exported to a set of sculted prims.&lt;br /&gt;
&lt;br /&gt;
[[Image:Archipelis.jpg]]        [[Image:Peng.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.archipelis.com/second_life.php]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: As of 6.4 (released July 2008) the Second Life plugins now ship with AC3D.  For older versions, visit these links: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux], [http://www.ccccybernetics.com/ developed by Zora Spoonhammer]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.  Invis recently gave their official blessing (as well as hosting) to the plugin, making them the first vendor of this kind of software to put their backing into sculpy development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
*[http://www.independentdeveloper.com/archive/2007/09/27/sculpted_prims_from_existing_3  Sculpted Prims from Existing 3D Models] in AC3D. A step-by-step guide using an existing 3-D model of a fish.&lt;br /&gt;
*[http://www.supercoldmilk.com/ac3dplug/index.html AC3D Plugins @ Super Cold Milk] - several invaluable free plugins can be found here, including the knife tool used in the pear tutorial&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2.5 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149, &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49, Discounts for DAZ &#039;Platinum Club&#039; members available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.3 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes: go [http://www.daz3d.com/i.x/support/downloads/-/?product=hexagon&amp;amp;_m=d here] and select &#039;&#039;&#039;Hexagon 2.5 Demo&#039;&#039;&#039; from the list.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
Hexagon 2.5.0.5 rolls out official support for sculpted prims which shoots it from the &amp;quot;other&amp;quot; section into the main list.  By itself it appears to be a very capable program - the full range of expected modeling tools plus 3D painting, ambient occlusion baking - in short, all most sculpt makers will need for not too much money. The program was originally developed by eovia and was purchased by DAZ.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://artzone.daz3d.com/wiki/doku.php/pub/software/hexagon/start Official DAZ Wiki - Hexagon]&lt;br /&gt;
* [http://slandeara.blogspot.com/2008/05/modeling-vase-in-daz-hexagon-25.html Modeling a vase in DAZ Hexagon 2.5] by Andeara Yalin - A quick tutorial demonstrates how to create a vase.&lt;br /&gt;
* [http://www.youtube.com/watch?v=ESPjJr_WFJ8 DAZ 3D Hexagon: Sculpted Prims in Second Life] - Video on Youtube. Overview of the Sculpted Primitive tab new in Hexagon 2.5 and see how to export and import a sculptie into Second Life. Features Darlisa Riggs from DAZ 3D.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$195&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.&lt;br /&gt;
Original text: MoI’s sleek intuitive UI blends a fluid easy workflow with powerful tools, making it the perfect choice for someone who has been frustrated with the complexity of existing CAD tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Silo (Nevercenter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.nevercenter.com/ Nevercenter - Silo]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$159, US$59 (upgrade), edu licensing on request&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000 or later, Mac OSX 10.3 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 30 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; -?-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://www.nevercenter.com/about/features/ Silo Features] and [http://www.nevercenter.com/about/videos/ how-to videos]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shade10 (e frontier) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://shade.e-frontier.co.jp/ 3DCG : Shade online]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$130/Yen12,800(Shade 10 Basic)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows　XP/ XP Professional x64 Edition/Vista /Vista 64bit, Mac OS X 10.4.11 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; [http://shade.e-frontier.co.jp/download/try.html Yes - 30 day trial]&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon Mesh, Boolean, Meta Mesh&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comments&#039;&#039;&#039; Not recommended if you do not live in Japan.  E-frontier&#039;s web site is not English friendly or have an English language option. I had to locate their email form for customer service and use a web translator to fill out an email request for english documentation and a purchase page in english. Their response was that Shade 10 does not have English documentation and is for sale in Japan. They added that I should get Shade 8. I looked through the Shade 8 documentation, Shade 8 does not have any sculpted prim support.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://shade.e-frontier.co.jp/10/features/plugin.html Shade10 Plugin&amp;amp;Script] and [http://www.youtube.com/watch?v=YT-dvuVEcTY Second Life Expoter video] and [http://www.youtube.com/watch?v=AO2bgwww4WQ How to make Sculpted Prims with Shade10 video]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 (V3.1)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes [http://www.pixologic.com/zbrush/trial/ (30 day trial)]&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab (but note to resident developers: this one is in high demand). There is a resident created tool called Sculpty Maker that allows you to convert objects created in zBrush. [http://www.shiny-life.com/sculpty-maker/ Download/Info]&lt;br /&gt;
&lt;br /&gt;
Zbrush is a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
V3.1 adds many new features, such as Displacement Maps (and and Exporter) and the ZMapper. &lt;br /&gt;
&lt;br /&gt;
(I may be incorrect, but I believe that the Displacement Maps and Exporter may be Pixologic&#039;s rendition of sculpture maps. Some with more experience needs to check, please: [http://www.zbrush.info/docs/index.php/Displacement_Exporter Displacement Exporter]. -- just checked this, and is different from how sculpt maps work. Just a converter for displacement maps to normal maps. (pretty powerful in its own right, but not the same thing as sculpties) Sculpt maps are not using the normals in any way at all - they look similar in that they are RGB maps, but the similarity pretty much ends there. Rather sculpties use RGB gradients from the center of the prim to the edge of the prim&#039;s bounding box to define where the vertices are in xyz space. --[[User:Hypatia Callisto|Hypatia Callisto]] 14:47, 1 November 2007 (PDT))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/docs/index.php/Main_Page Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895, US$495 as a companion upgrade for Photoshop&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit, currently only available with a couple books&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]] (works with any version of Lightwave of at least version 6) or use the DStorm plugin provided [[http://www.dstorm.co.jp/english/plugin/secondlife.htm]] at DStorm (LW9+ only)&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Robin_Sojourner Robin Sojourner].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995 ($300 student)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues) OS X (beta, free)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://starling.us/rhino Using Rhino in SL] by Ĝan Ŭesli Starling, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Aplonis_Ember Aplonis Ember].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; As of late July, 2008, Caligari, recently acquired by Microsoft, is giving away the latest version of trueSpace (7.6) for free, with all documentation as well as all formerly extra-cost video training.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; No longer necessary&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.caligari.com/ trueSpace 7.6 Full Version for Free]&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$495 (&amp;quot;Foundation&amp;quot;) - US$6995 (&amp;quot;Advanced&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; Yes, vbscript, jscript, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes. With the aid of a addon: http://www.talinsands.com/sculpties/index.htm &lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
Softimage XSI was bought out by Autodesk in November 2008.  Expect a new product website and probably price changes to follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modo 302 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest11.lxo SLtest11.lxo] (Updated 06 Oct 2007)&lt;br /&gt;
* Hypatia Callisto&#039;s Torus Testbed [http://www.lovecraftforest.com/blog/wp-content/uploads/2008/04/testbedtorusfinalhc01lxo.zip]testbedtorusfinalhc01lxo.zip&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://usa.autodesk.com/adsk/servlet/index?siteID=123112&amp;amp;id=10707763 Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$745 (Autodesk Mudbox 2009) US$450 (upgrade from older &amp;quot;Basic&amp;quot; version) - US$375 (upgrade from old &amp;quot;Professional&amp;quot; version)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
Mudbox&#039;s creator, Skymatter, was bought by Autodesk in October 2007&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via Shader.&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*Nice [http://www.ks-3d.de/KS-3D_SCULPTIES_(SCULPTED_PRIMS).htm tutorial] to create a Shader and modeling (by KS-3D Klaus Strifler - german only)&lt;br /&gt;
*[http://derek-lerner.com/blog/?p=923 How to create Sculpted Prims (sculpties) &amp;amp; surface textures with MAXON’s CINEMA 4D R10 &amp;amp; BodyPaint 3D] [[User:Derek Lerner|Derek Lerner]] 13:51, 27 July 2008 (PDT)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://kraphik3d.com/wordpress/?page_id=46 Sculpt map tutorial part 1 for Cinema 4D]&lt;br /&gt;
Loosely translated from Klaus Strifler´s original german KS-3D sculpt map tutorial into english by a finnish 3d artist Kraphik 3D.&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 30 day trial.  &amp;lt;br /&amp;gt;&amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) - Discontuned by Autodesk in November 2008.  Older versions of the PLE can probably be found by searching.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Available Here]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
* [http://www.sim-image.co.jp/sltk/en/index.php SIM Tools - Second Life ToolKit plugin] - Commercial Maya to prims plugin/building tool.  Costs ~US800 (depending on exchange rates).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
** [http://liferain.com/downloads/primcomposer/ Prim Composer for 3ds Max] Prim Composer is a complete offline builder for Second Life and OpenSim. Create regular prims and sculpts within 3ds Max and import them into either Second Life or OpenSim as linked sets. Hierarchical grouping and gizmo scaling are supported within 3ds Max. (from the maker of SculptGenMax) Open Source.&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here], or [http://forums.secondlife.com/showpost.php?p=1695133&amp;amp;postcount=112 the updated Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.windyweather.net/smf/index.php?topic=141 SL Prims to 3ds Max] - A prim building plugin and export system for Max.  Open source.&lt;br /&gt;
&lt;br /&gt;
[http://liferain.com/downloads/primcomposer/ Prim Composer for 3ds Max] - Prim Composer is based on SL Prims and SculptGenMax. 3ds Max offline building plugin for both prims and sculpties. Open Source.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs are free or cheap, but are not well supported or necicarily suited for sculpt making.  They are listed here because they are popular for other applications and their absence from this list would be confusing to those who know about them otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://eightbar.co.uk/2006/09/29/google-sketchup-second-life-export/] - A rudimentary Sketchup to SL prim exporter plugin.&lt;br /&gt;
&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=167733</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=167733"/>
		<updated>2008-12-08T19:15:04Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* Maya (Autodesk/Wavefront) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Object=*}}&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
This page offers a list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the license.&lt;br /&gt;
&lt;br /&gt;
Note: Resident-made sculpt map tools and offline previewers [[Sculpted Prims: Resident-made Tools|now have their own page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating sculpt maps. Although support for these features isn&#039;t necessary in order to create sculpt maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of sculpt maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colors, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weaknesses.  They include:&lt;br /&gt;
** Polygon modeling: The most mature method and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and vertices of an object.&lt;br /&gt;
** NURBS: NURBS modeling uses series of curved splines to define the shape of an object and are excellent for smooth organic shapes. The methodology behind sculpted prims are very largely based on them.&lt;br /&gt;
** Subdivision Surface: Subdivision modeling shares some of the advantages of both NURBS and polygon modeling: the shape is manipulated using sets of control points that allow for both smooth surfaces and precise details.&lt;br /&gt;
** Brush Sculpting:  With this method, you use your mouse or pen tablet and a series of adjustable brushes to literally sculpt on the 3d surface like clay. Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this method as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will ultimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs. Some programs will run fine on something as old as a Pentium III. A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup. Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What program(s) are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question. It will depend on a number of factors:&lt;br /&gt;
* &#039;&#039;&#039;How much money are you willing to spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars. Programs like Maya and 3ds Max are powerful but if you&#039;re not already seriously into 3d modeling, they&#039;re probably overkill. Lightwave, zBrush and programs in their price range are powerful professional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill as most of the features you pay for go beyond the general tools to create sculpt maps for Second Life. Programs like Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists but not all of them are going to have the full 3D studio capabilities of some more expensive programs. Free programs run the gamut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them. Blender is a nice alternative to professional suites like Maya and max due to it&#039;s flexibility and being free, yet the overbearing GUI creates a steep learning curve for many.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best. If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like or will have an easier time picking up a new and/or more complicated program. If you&#039;re a brand newbie to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya with their steep learning curves. The availability of general modeling tutorials and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m a newbie to all this.  What should I start with?&lt;br /&gt;
Probably not with anything expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources. If you&#039;re very serious about learning the tools the pros use you might also seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive in to making sculpties then there are a couple front runners for your attention.  (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necessarily friendly but it&#039;s loads easier than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt making tools. You&#039;ll be limited in the shapes you can produce but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes. The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under $100), AC3D is a good place to start. The interface is nicer than that of Wings and Zora Spoonhamer&#039;s exporter allows you to take good advantage of program features that the Wings exporter doesn&#039;t; full subdivision capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide what program you should use is to start downloading their demos and trying them to find what you like.&lt;br /&gt;
&lt;br /&gt;
= Adding Programs to This List =&lt;br /&gt;
The hobby market for 3d software is currently growing rapidly: as a result there are dozens of software packages in the wild, many undiscovered or not well known.  If a new program is discovered and proven by means of it being listed here, great, but it&#039;s not within the scope of this list to name them all, else the most useful ones would get buried and the page would become a confusing mess.&lt;br /&gt;
&lt;br /&gt;
A couple things to consider:&lt;br /&gt;
* Popularity: This may seem contrary to the &amp;quot;discovering new programs&amp;quot; bit above, but it&#039;s impossible to ignore the impact popularity has on a program: it means there&#039;s a community of users that can offer support to newbies and it increases the likelihood that someone will develop sculpt map support for it.&lt;br /&gt;
* Features: If it doesn&#039;t already have sculpt map support, does it have the features that will make it likely able to support sculpt maps?  Certain well known programs like Sketchup and Milkshape have been put in the &amp;quot;Other&amp;quot; category because people will ask about them but the chance of sculpt map support being developed for them seems slim because of their feature sets.  If that turns out to be an incorrect assumption then they&#039;ll certainly be moved up.  A file converter like 3dm2sculpt or one of various object to sculpty programs is better than nothing but as such programs are in varying stages of being beta and/or experimental (and often may not work), being able to save to a convertible file format shouldn&#039;t be the only thing to consider.  Other things to keep in mind: is the interface usable?  Does the program run without frequently crashing?&lt;br /&gt;
&lt;br /&gt;
With those in mind, if you&#039;re adding a program, follow the format used in the rest of the entries (they differ slightly between the free and commercial packages) and be sure to fill in as much information as you can; this will usually take a little research.  If you&#039;ve used the program, you&#039;re encouraged to include your insights and experiences in the short description blurb (you don&#039;t need more than a short paragraph).  Tutorials, documentation and the like should be linked separately under the Resources section.&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
&lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SnurbO&#039;Matic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, although it is possible to save as a .obj file and then convert it to a sculpt image.&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program. If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
[NOTE:  chances are it was either downloaded from a shady site or was a false positive. More details are needed!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here], and [http://dominodesigns.info/second_life/blender_scripts.html here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://dominodesigns.info/second_life/blender_scripts.html Blender Sculptie Import &amp;amp; Export scripts] [http://forums.secondlife.com/showthread.php?t=203571 SL Forums Support Thread]&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro Blender 3D: Noob to Pro] - on [http://en.wikibooks.org/wiki/Main_Page Wikibooks], It&#039;s a great step-by-step tutorial that contains substantial content, is well-formatted, and has screen shots. &lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
* [http://blog.machinimatrix.org Video/Text tutorials covering creation/texturizing/LOD/...] - uses &amp;quot;Import &amp;amp; Export scripts&amp;quot; (see above)&lt;br /&gt;
*[http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
*[http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
*[http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
*[http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html Another great tutorial] on using blender for sculpts&lt;br /&gt;
*[http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
*[http://www.treekyomoon.com/blenderInstrux.jpg Specifically making a flat/embossed type sculptie] one could use for floating terrains with giant prims, licence plates, nifty brass scene covered fireboxes...or whatever else might be handy! [http://www.treekyomoon.com/flattysculptie.blend Sample .blend file here]&lt;br /&gt;
*[http://www.secondlifeartist.com Advance Sculpted Prim with Blender] Learn to create perfect sculpted using Blender sculpt/edit mode.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plopp===&lt;br /&gt;
[[Image:Plopp example.jpg|thumb|250 px| A SLork sculpted in Plopp]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.secondplopp.com/ Plopp Second Life]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Donationware/Commercial&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039;Windows, Mac, Linux&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No (N/A)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; 2d painting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plopp&#039;&#039; is a cute 3D modeling tool designed for little kids.  The makers of Plopp have now put out a free version for SL users (the full program can be bought for US$19.50).  &lt;br /&gt;
&lt;br /&gt;
Imagine one of those new mylar balloons.  You paint the one side with an image, and then paint the other side with an image represetning the other side.  Plopp then blows up the balloon and shades it.  You can also import graphics from other tools (Photoshop, a scanned drawing, etc.), make a &amp;quot;cutout&amp;quot; with the eraser and inflate that.  You can play a little with the lighting and with rotations.  The Plopp drawing tools are very basic but keep in mind, this is for little children.  Then it bakes the texture and exports the texture and the sculpt map (128x128).&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t use this for Second Life, you might like to get it for your kids...or inner child.  It just looks like a lot of fun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.planet-plopp.com/biggerkids/tips.html Plopp Tips] - Video tutorials and neat tricks from the Plopp website&lt;br /&gt;
*[http://www.shiny-life.com/2007/10/06/tutorial-create-sculpted-prims-with-ploppsl/ Plopp SL Video Tutorial] at Shiny Life&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Get Started:&#039;&#039;&#039;[[Wings 3D|Second Life Wings 3D guide]]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  Detailed documentation is sparse, but there are several Second Life tutorials in this Wiki and on the Web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* See the [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.] *)&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
 *) The SL servers seem to be having trouble sending the zip files from the forums.  Use the alternative site,&lt;br /&gt;
 http://pkpounceworks.com/index.php?option=com_remository&amp;amp;Itemid=28&amp;amp;func=fileinfo&amp;amp;id=119 for now.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.  It may seem an odd inclusion in this part of the list but merits mentioning up here instead of burried at the bottom with the &amp;quot;Other&amp;quot; section because it actualy can produce sculpt maps.  Some other programs like AC3D (below) can also call on POV-Ray for texture baking.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (understandably) expensive, anywhere from hundreds to many thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s within the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
=== Archipelis Designer (Archipelis)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.archipelis.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; around 38 euros&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows and Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; by drawing on photo&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes &lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
With Archipelis Designer you just draw an outline from a background image(s) to make it a 3D textured model. Or you can use a blank view and just draw the shapes you want from scratch.&lt;br /&gt;
it&#039;s an intuitive approach to sketch the shapes out that can then be enhanced with textures and photographs and then exported to a set of sculted prims.&lt;br /&gt;
&lt;br /&gt;
[[Image:Archipelis.jpg]]        [[Image:Peng.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.archipelis.com/second_life.php]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: As of 6.4 (released July 2008) the Second Life plugins now ship with AC3D.  For older versions, visit these links: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux], [http://www.ccccybernetics.com/ developed by Zora Spoonhammer]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.  Invis recently gave their official blessing (as well as hosting) to the plugin, making them the first vendor of this kind of software to put their backing into sculpy development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
*[http://www.independentdeveloper.com/archive/2007/09/27/sculpted_prims_from_existing_3  Sculpted Prims from Existing 3D Models] in AC3D. A step-by-step guide using an existing 3-D model of a fish.&lt;br /&gt;
*[http://www.supercoldmilk.com/ac3dplug/index.html AC3D Plugins @ Super Cold Milk] - several invaluable free plugins can be found here, including the knife tool used in the pear tutorial&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2.5 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149, &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49, Discounts for DAZ &#039;Platinum Club&#039; members available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.3 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes: go [http://www.daz3d.com/i.x/support/downloads/-/?product=hexagon&amp;amp;_m=d here] and select &#039;&#039;&#039;Hexagon 2.5 Demo&#039;&#039;&#039; from the list.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
Hexagon 2.5.0.5 rolls out official support for sculpted prims which shoots it from the &amp;quot;other&amp;quot; section into the main list.  By itself it appears to be a very capable program - the full range of expected modeling tools plus 3D painting, ambient occlusion baking - in short, all most sculpt makers will need for not too much money. The program was originally developed by eovia and was purchased by DAZ.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://artzone.daz3d.com/wiki/doku.php/pub/software/hexagon/start Official DAZ Wiki - Hexagon]&lt;br /&gt;
* [http://slandeara.blogspot.com/2008/05/modeling-vase-in-daz-hexagon-25.html Modeling a vase in DAZ Hexagon 2.5] by Andeara Yalin - A quick tutorial demonstrates how to create a vase.&lt;br /&gt;
* [http://www.youtube.com/watch?v=ESPjJr_WFJ8 DAZ 3D Hexagon: Sculpted Prims in Second Life] - Video on Youtube. Overview of the Sculpted Primitive tab new in Hexagon 2.5 and see how to export and import a sculptie into Second Life. Features Darlisa Riggs from DAZ 3D.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$195&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.&lt;br /&gt;
Original text: MoI’s sleek intuitive UI blends a fluid easy workflow with powerful tools, making it the perfect choice for someone who has been frustrated with the complexity of existing CAD tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Silo (Nevercenter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.nevercenter.com/ Nevercenter - Silo]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$159, US$59 (upgrade), edu licensing on request&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000 or later, Mac OSX 10.3 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 30 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; -?-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://www.nevercenter.com/about/features/ Silo Features] and [http://www.nevercenter.com/about/videos/ how-to videos]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shade10 (e frontier) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://shade.e-frontier.co.jp/ 3DCG : Shade online]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$130/Yen12,800(Shade 10 Basic)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows　XP/ XP Professional x64 Edition/Vista /Vista 64bit, Mac OS X 10.4.11 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; [http://shade.e-frontier.co.jp/download/try.html Yes - 30 day trial]&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon Mesh, Boolean, Meta Mesh&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comments&#039;&#039;&#039; Not recommended if you do not live in Japan.  E-frontier&#039;s web site is not English friendly or have an English language option. I had to locate their email form for customer service and use a web translator to fill out an email request for english documentation and a purchase page in english. Their response was that Shade 10 does not have English documentation and is for sale in Japan. They added that I should get Shade 8. I looked through the Shade 8 documentation, Shade 8 does not have any sculpted prim support.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://shade.e-frontier.co.jp/10/features/plugin.html Shade10 Plugin&amp;amp;Script] and [http://www.youtube.com/watch?v=YT-dvuVEcTY Second Life Expoter video] and [http://www.youtube.com/watch?v=AO2bgwww4WQ How to make Sculpted Prims with Shade10 video]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 (V3.1)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes [http://www.pixologic.com/zbrush/trial/ (30 day trial)]&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab (but note to resident developers: this one is in high demand). There is a resident created tool called Sculpty Maker that allows you to convert objects created in zBrush. [http://www.shiny-life.com/sculpty-maker/ Download/Info]&lt;br /&gt;
&lt;br /&gt;
Zbrush is a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
V3.1 adds many new features, such as Displacement Maps (and and Exporter) and the ZMapper. &lt;br /&gt;
&lt;br /&gt;
(I may be incorrect, but I believe that the Displacement Maps and Exporter may be Pixologic&#039;s rendition of sculpture maps. Some with more experience needs to check, please: [http://www.zbrush.info/docs/index.php/Displacement_Exporter Displacement Exporter]. -- just checked this, and is different from how sculpt maps work. Just a converter for displacement maps to normal maps. (pretty powerful in its own right, but not the same thing as sculpties) Sculpt maps are not using the normals in any way at all - they look similar in that they are RGB maps, but the similarity pretty much ends there. Rather sculpties use RGB gradients from the center of the prim to the edge of the prim&#039;s bounding box to define where the vertices are in xyz space. --[[User:Hypatia Callisto|Hypatia Callisto]] 14:47, 1 November 2007 (PDT))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/docs/index.php/Main_Page Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895, US$495 as a companion upgrade for Photoshop&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit, currently only available with a couple books&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]] (works with any version of Lightwave of at least version 6) or use the DStorm plugin provided [[http://www.dstorm.co.jp/english/plugin/secondlife.htm]] at DStorm (LW9+ only)&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Robin_Sojourner Robin Sojourner].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995 ($300 student)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues) OS X (beta, free)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://starling.us/rhino Using Rhino in SL] by Ĝan Ŭesli Starling, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Aplonis_Ember Aplonis Ember].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; As of late July, 2008, Caligari, recently acquired by Microsoft, is giving away the latest version of trueSpace (7.6) for free, with all documentation as well as all formerly extra-cost video training.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; No longer necessary&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.caligari.com/ trueSpace 7.6 Full Version for Free]&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$495 (&amp;quot;Foundation&amp;quot;) - US$6995 (&amp;quot;Advanced&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
Softimage XSI was bought out by Autodesk in November 2008.  Expect a new product website and probably price changes to follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modo 302 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest11.lxo SLtest11.lxo] (Updated 06 Oct 2007)&lt;br /&gt;
* Hypatia Callisto&#039;s Torus Testbed [http://www.lovecraftforest.com/blog/wp-content/uploads/2008/04/testbedtorusfinalhc01lxo.zip]testbedtorusfinalhc01lxo.zip&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://usa.autodesk.com/adsk/servlet/index?siteID=123112&amp;amp;id=10707763 Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$745 (Autodesk Mudbox 2009) US$450 (upgrade from older &amp;quot;Basic&amp;quot; version) - US$375 (upgrade from old &amp;quot;Professional&amp;quot; version)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
Mudbox&#039;s creator, Skymatter, was bought by Autodesk in October 2007&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via Shader.&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*Nice [http://www.ks-3d.de/KS-3D_SCULPTIES_(SCULPTED_PRIMS).htm tutorial] to create a Shader and modeling (by KS-3D Klaus Strifler - german only)&lt;br /&gt;
*[http://derek-lerner.com/blog/?p=923 How to create Sculpted Prims (sculpties) &amp;amp; surface textures with MAXON’s CINEMA 4D R10 &amp;amp; BodyPaint 3D] [[User:Derek Lerner|Derek Lerner]] 13:51, 27 July 2008 (PDT)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 30 day trial.  &amp;lt;br /&amp;gt;&amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) - Discontuned by Autodesk in November 2008.  Older versions of the PLE can probably be found by searching.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Available Here]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
* [http://www.sim-image.co.jp/sltk/en/index.php SIM Tools - Second Life ToolKit plugin] - Commercial Maya to prims plugin/building tool.  Costs ~US800 (depending on exchange rates).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
** [http://liferain.com/downloads/primcomposer/ Prim Composer for 3ds Max] Prim Composer is a complete offline builder for Second Life and OpenSim. Create regular prims and sculpts within 3ds Max and import them into either Second Life or OpenSim as linked sets. Hierarchical grouping and gizmo scaling are supported within 3ds Max. (from the maker of SculptGenMax) Open Source.&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here], or [http://forums.secondlife.com/showpost.php?p=1695133&amp;amp;postcount=112 the updated Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.windyweather.net/smf/index.php?topic=141 SL Prims to 3ds Max] - A prim building plugin and export system for Max.  Open source.&lt;br /&gt;
&lt;br /&gt;
[http://liferain.com/downloads/primcomposer/ Prim Composer for 3ds Max] - Prim Composer is based on SL Prims and SculptGenMax. 3ds Max offline building plugin for both prims and sculpties. Open Source.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs may be free or cheap, but they won&#039;t have nearly as expansive feature sets as those above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://eightbar.co.uk/2006/09/29/google-sketchup-second-life-export/] - A rudimentary Sketchup to SL prim exporter plugin.&lt;br /&gt;
&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=167723</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=167723"/>
		<updated>2008-12-08T19:10:46Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* Mudbox (Skymatter) */ - Autodesk buyout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Object=*}}&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
This page offers a list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the license.&lt;br /&gt;
&lt;br /&gt;
Note: Resident-made sculpt map tools and offline previewers [[Sculpted Prims: Resident-made Tools|now have their own page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating sculpt maps. Although support for these features isn&#039;t necessary in order to create sculpt maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of sculpt maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colors, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weaknesses.  They include:&lt;br /&gt;
** Polygon modeling: The most mature method and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and vertices of an object.&lt;br /&gt;
** NURBS: NURBS modeling uses series of curved splines to define the shape of an object and are excellent for smooth organic shapes. The methodology behind sculpted prims are very largely based on them.&lt;br /&gt;
** Subdivision Surface: Subdivision modeling shares some of the advantages of both NURBS and polygon modeling: the shape is manipulated using sets of control points that allow for both smooth surfaces and precise details.&lt;br /&gt;
** Brush Sculpting:  With this method, you use your mouse or pen tablet and a series of adjustable brushes to literally sculpt on the 3d surface like clay. Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this method as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will ultimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs. Some programs will run fine on something as old as a Pentium III. A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup. Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What program(s) are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question. It will depend on a number of factors:&lt;br /&gt;
* &#039;&#039;&#039;How much money are you willing to spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars. Programs like Maya and 3ds Max are powerful but if you&#039;re not already seriously into 3d modeling, they&#039;re probably overkill. Lightwave, zBrush and programs in their price range are powerful professional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill as most of the features you pay for go beyond the general tools to create sculpt maps for Second Life. Programs like Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists but not all of them are going to have the full 3D studio capabilities of some more expensive programs. Free programs run the gamut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them. Blender is a nice alternative to professional suites like Maya and max due to it&#039;s flexibility and being free, yet the overbearing GUI creates a steep learning curve for many.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best. If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like or will have an easier time picking up a new and/or more complicated program. If you&#039;re a brand newbie to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya with their steep learning curves. The availability of general modeling tutorials and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m a newbie to all this.  What should I start with?&lt;br /&gt;
Probably not with anything expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources. If you&#039;re very serious about learning the tools the pros use you might also seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive in to making sculpties then there are a couple front runners for your attention.  (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necessarily friendly but it&#039;s loads easier than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt making tools. You&#039;ll be limited in the shapes you can produce but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes. The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under $100), AC3D is a good place to start. The interface is nicer than that of Wings and Zora Spoonhamer&#039;s exporter allows you to take good advantage of program features that the Wings exporter doesn&#039;t; full subdivision capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide what program you should use is to start downloading their demos and trying them to find what you like.&lt;br /&gt;
&lt;br /&gt;
= Adding Programs to This List =&lt;br /&gt;
The hobby market for 3d software is currently growing rapidly: as a result there are dozens of software packages in the wild, many undiscovered or not well known.  If a new program is discovered and proven by means of it being listed here, great, but it&#039;s not within the scope of this list to name them all, else the most useful ones would get buried and the page would become a confusing mess.&lt;br /&gt;
&lt;br /&gt;
A couple things to consider:&lt;br /&gt;
* Popularity: This may seem contrary to the &amp;quot;discovering new programs&amp;quot; bit above, but it&#039;s impossible to ignore the impact popularity has on a program: it means there&#039;s a community of users that can offer support to newbies and it increases the likelihood that someone will develop sculpt map support for it.&lt;br /&gt;
* Features: If it doesn&#039;t already have sculpt map support, does it have the features that will make it likely able to support sculpt maps?  Certain well known programs like Sketchup and Milkshape have been put in the &amp;quot;Other&amp;quot; category because people will ask about them but the chance of sculpt map support being developed for them seems slim because of their feature sets.  If that turns out to be an incorrect assumption then they&#039;ll certainly be moved up.  A file converter like 3dm2sculpt or one of various object to sculpty programs is better than nothing but as such programs are in varying stages of being beta and/or experimental (and often may not work), being able to save to a convertible file format shouldn&#039;t be the only thing to consider.  Other things to keep in mind: is the interface usable?  Does the program run without frequently crashing?&lt;br /&gt;
&lt;br /&gt;
With those in mind, if you&#039;re adding a program, follow the format used in the rest of the entries (they differ slightly between the free and commercial packages) and be sure to fill in as much information as you can; this will usually take a little research.  If you&#039;ve used the program, you&#039;re encouraged to include your insights and experiences in the short description blurb (you don&#039;t need more than a short paragraph).  Tutorials, documentation and the like should be linked separately under the Resources section.&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
&lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SnurbO&#039;Matic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, although it is possible to save as a .obj file and then convert it to a sculpt image.&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program. If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
[NOTE:  chances are it was either downloaded from a shady site or was a false positive. More details are needed!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here], and [http://dominodesigns.info/second_life/blender_scripts.html here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://dominodesigns.info/second_life/blender_scripts.html Blender Sculptie Import &amp;amp; Export scripts] [http://forums.secondlife.com/showthread.php?t=203571 SL Forums Support Thread]&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro Blender 3D: Noob to Pro] - on [http://en.wikibooks.org/wiki/Main_Page Wikibooks], It&#039;s a great step-by-step tutorial that contains substantial content, is well-formatted, and has screen shots. &lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
* [http://blog.machinimatrix.org Video/Text tutorials covering creation/texturizing/LOD/...] - uses &amp;quot;Import &amp;amp; Export scripts&amp;quot; (see above)&lt;br /&gt;
*[http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
*[http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
*[http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
*[http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html Another great tutorial] on using blender for sculpts&lt;br /&gt;
*[http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
*[http://www.treekyomoon.com/blenderInstrux.jpg Specifically making a flat/embossed type sculptie] one could use for floating terrains with giant prims, licence plates, nifty brass scene covered fireboxes...or whatever else might be handy! [http://www.treekyomoon.com/flattysculptie.blend Sample .blend file here]&lt;br /&gt;
*[http://www.secondlifeartist.com Advance Sculpted Prim with Blender] Learn to create perfect sculpted using Blender sculpt/edit mode.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plopp===&lt;br /&gt;
[[Image:Plopp example.jpg|thumb|250 px| A SLork sculpted in Plopp]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.secondplopp.com/ Plopp Second Life]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Donationware/Commercial&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039;Windows, Mac, Linux&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No (N/A)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; 2d painting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plopp&#039;&#039; is a cute 3D modeling tool designed for little kids.  The makers of Plopp have now put out a free version for SL users (the full program can be bought for US$19.50).  &lt;br /&gt;
&lt;br /&gt;
Imagine one of those new mylar balloons.  You paint the one side with an image, and then paint the other side with an image represetning the other side.  Plopp then blows up the balloon and shades it.  You can also import graphics from other tools (Photoshop, a scanned drawing, etc.), make a &amp;quot;cutout&amp;quot; with the eraser and inflate that.  You can play a little with the lighting and with rotations.  The Plopp drawing tools are very basic but keep in mind, this is for little children.  Then it bakes the texture and exports the texture and the sculpt map (128x128).&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t use this for Second Life, you might like to get it for your kids...or inner child.  It just looks like a lot of fun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.planet-plopp.com/biggerkids/tips.html Plopp Tips] - Video tutorials and neat tricks from the Plopp website&lt;br /&gt;
*[http://www.shiny-life.com/2007/10/06/tutorial-create-sculpted-prims-with-ploppsl/ Plopp SL Video Tutorial] at Shiny Life&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Get Started:&#039;&#039;&#039;[[Wings 3D|Second Life Wings 3D guide]]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  Detailed documentation is sparse, but there are several Second Life tutorials in this Wiki and on the Web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* See the [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.] *)&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
 *) The SL servers seem to be having trouble sending the zip files from the forums.  Use the alternative site,&lt;br /&gt;
 http://pkpounceworks.com/index.php?option=com_remository&amp;amp;Itemid=28&amp;amp;func=fileinfo&amp;amp;id=119 for now.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.  It may seem an odd inclusion in this part of the list but merits mentioning up here instead of burried at the bottom with the &amp;quot;Other&amp;quot; section because it actualy can produce sculpt maps.  Some other programs like AC3D (below) can also call on POV-Ray for texture baking.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (understandably) expensive, anywhere from hundreds to many thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s within the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
=== Archipelis Designer (Archipelis)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.archipelis.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; around 38 euros&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows and Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; by drawing on photo&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes &lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
With Archipelis Designer you just draw an outline from a background image(s) to make it a 3D textured model. Or you can use a blank view and just draw the shapes you want from scratch.&lt;br /&gt;
it&#039;s an intuitive approach to sketch the shapes out that can then be enhanced with textures and photographs and then exported to a set of sculted prims.&lt;br /&gt;
&lt;br /&gt;
[[Image:Archipelis.jpg]]        [[Image:Peng.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.archipelis.com/second_life.php]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: As of 6.4 (released July 2008) the Second Life plugins now ship with AC3D.  For older versions, visit these links: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux], [http://www.ccccybernetics.com/ developed by Zora Spoonhammer]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.  Invis recently gave their official blessing (as well as hosting) to the plugin, making them the first vendor of this kind of software to put their backing into sculpy development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
*[http://www.independentdeveloper.com/archive/2007/09/27/sculpted_prims_from_existing_3  Sculpted Prims from Existing 3D Models] in AC3D. A step-by-step guide using an existing 3-D model of a fish.&lt;br /&gt;
*[http://www.supercoldmilk.com/ac3dplug/index.html AC3D Plugins @ Super Cold Milk] - several invaluable free plugins can be found here, including the knife tool used in the pear tutorial&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2.5 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149, &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49, Discounts for DAZ &#039;Platinum Club&#039; members available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.3 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes: go [http://www.daz3d.com/i.x/support/downloads/-/?product=hexagon&amp;amp;_m=d here] and select &#039;&#039;&#039;Hexagon 2.5 Demo&#039;&#039;&#039; from the list.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
Hexagon 2.5.0.5 rolls out official support for sculpted prims which shoots it from the &amp;quot;other&amp;quot; section into the main list.  By itself it appears to be a very capable program - the full range of expected modeling tools plus 3D painting, ambient occlusion baking - in short, all most sculpt makers will need for not too much money. The program was originally developed by eovia and was purchased by DAZ.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://artzone.daz3d.com/wiki/doku.php/pub/software/hexagon/start Official DAZ Wiki - Hexagon]&lt;br /&gt;
* [http://slandeara.blogspot.com/2008/05/modeling-vase-in-daz-hexagon-25.html Modeling a vase in DAZ Hexagon 2.5] by Andeara Yalin - A quick tutorial demonstrates how to create a vase.&lt;br /&gt;
* [http://www.youtube.com/watch?v=ESPjJr_WFJ8 DAZ 3D Hexagon: Sculpted Prims in Second Life] - Video on Youtube. Overview of the Sculpted Primitive tab new in Hexagon 2.5 and see how to export and import a sculptie into Second Life. Features Darlisa Riggs from DAZ 3D.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$195&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.&lt;br /&gt;
Original text: MoI’s sleek intuitive UI blends a fluid easy workflow with powerful tools, making it the perfect choice for someone who has been frustrated with the complexity of existing CAD tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Silo (Nevercenter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.nevercenter.com/ Nevercenter - Silo]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$159, US$59 (upgrade), edu licensing on request&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000 or later, Mac OSX 10.3 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 30 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; -?-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://www.nevercenter.com/about/features/ Silo Features] and [http://www.nevercenter.com/about/videos/ how-to videos]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shade10 (e frontier) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://shade.e-frontier.co.jp/ 3DCG : Shade online]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$130/Yen12,800(Shade 10 Basic)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows　XP/ XP Professional x64 Edition/Vista /Vista 64bit, Mac OS X 10.4.11 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; [http://shade.e-frontier.co.jp/download/try.html Yes - 30 day trial]&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon Mesh, Boolean, Meta Mesh&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comments&#039;&#039;&#039; Not recommended if you do not live in Japan.  E-frontier&#039;s web site is not English friendly or have an English language option. I had to locate their email form for customer service and use a web translator to fill out an email request for english documentation and a purchase page in english. Their response was that Shade 10 does not have English documentation and is for sale in Japan. They added that I should get Shade 8. I looked through the Shade 8 documentation, Shade 8 does not have any sculpted prim support.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://shade.e-frontier.co.jp/10/features/plugin.html Shade10 Plugin&amp;amp;Script] and [http://www.youtube.com/watch?v=YT-dvuVEcTY Second Life Expoter video] and [http://www.youtube.com/watch?v=AO2bgwww4WQ How to make Sculpted Prims with Shade10 video]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 (V3.1)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes [http://www.pixologic.com/zbrush/trial/ (30 day trial)]&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab (but note to resident developers: this one is in high demand). There is a resident created tool called Sculpty Maker that allows you to convert objects created in zBrush. [http://www.shiny-life.com/sculpty-maker/ Download/Info]&lt;br /&gt;
&lt;br /&gt;
Zbrush is a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
V3.1 adds many new features, such as Displacement Maps (and and Exporter) and the ZMapper. &lt;br /&gt;
&lt;br /&gt;
(I may be incorrect, but I believe that the Displacement Maps and Exporter may be Pixologic&#039;s rendition of sculpture maps. Some with more experience needs to check, please: [http://www.zbrush.info/docs/index.php/Displacement_Exporter Displacement Exporter]. -- just checked this, and is different from how sculpt maps work. Just a converter for displacement maps to normal maps. (pretty powerful in its own right, but not the same thing as sculpties) Sculpt maps are not using the normals in any way at all - they look similar in that they are RGB maps, but the similarity pretty much ends there. Rather sculpties use RGB gradients from the center of the prim to the edge of the prim&#039;s bounding box to define where the vertices are in xyz space. --[[User:Hypatia Callisto|Hypatia Callisto]] 14:47, 1 November 2007 (PDT))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/docs/index.php/Main_Page Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895, US$495 as a companion upgrade for Photoshop&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit, currently only available with a couple books&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]] (works with any version of Lightwave of at least version 6) or use the DStorm plugin provided [[http://www.dstorm.co.jp/english/plugin/secondlife.htm]] at DStorm (LW9+ only)&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Robin_Sojourner Robin Sojourner].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995 ($300 student)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues) OS X (beta, free)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://starling.us/rhino Using Rhino in SL] by Ĝan Ŭesli Starling, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Aplonis_Ember Aplonis Ember].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; As of late July, 2008, Caligari, recently acquired by Microsoft, is giving away the latest version of trueSpace (7.6) for free, with all documentation as well as all formerly extra-cost video training.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; No longer necessary&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.caligari.com/ trueSpace 7.6 Full Version for Free]&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$495 (&amp;quot;Foundation&amp;quot;) - US$6995 (&amp;quot;Advanced&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
Softimage XSI was bought out by Autodesk in November 2008.  Expect a new product website and probably price changes to follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modo 302 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest11.lxo SLtest11.lxo] (Updated 06 Oct 2007)&lt;br /&gt;
* Hypatia Callisto&#039;s Torus Testbed [http://www.lovecraftforest.com/blog/wp-content/uploads/2008/04/testbedtorusfinalhc01lxo.zip]testbedtorusfinalhc01lxo.zip&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://usa.autodesk.com/adsk/servlet/index?siteID=123112&amp;amp;id=10707763 Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$745 (Autodesk Mudbox 2009) US$450 (upgrade from older &amp;quot;Basic&amp;quot; version) - US$375 (upgrade from old &amp;quot;Professional&amp;quot; version)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
Mudbox&#039;s creator, Skymatter, was bought by Autodesk in October 2007&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via Shader.&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*Nice [http://www.ks-3d.de/KS-3D_SCULPTIES_(SCULPTED_PRIMS).htm tutorial] to create a Shader and modeling (by KS-3D Klaus Strifler - german only)&lt;br /&gt;
*[http://derek-lerner.com/blog/?p=923 How to create Sculpted Prims (sculpties) &amp;amp; surface textures with MAXON’s CINEMA 4D R10 &amp;amp; BodyPaint 3D] [[User:Derek Lerner|Derek Lerner]] 13:51, 27 July 2008 (PDT)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; &amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Available Here]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
* [http://www.sim-image.co.jp/sltk/en/index.php SIM Tools - Second Life ToolKit plugin] - Commercial Maya to prims plugin/building tool.  Costs ~US800 (depending on exchange rates).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
** [http://liferain.com/downloads/primcomposer/ Prim Composer for 3ds Max] Prim Composer is a complete offline builder for Second Life and OpenSim. Create regular prims and sculpts within 3ds Max and import them into either Second Life or OpenSim as linked sets. Hierarchical grouping and gizmo scaling are supported within 3ds Max. (from the maker of SculptGenMax) Open Source.&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here], or [http://forums.secondlife.com/showpost.php?p=1695133&amp;amp;postcount=112 the updated Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.windyweather.net/smf/index.php?topic=141 SL Prims to 3ds Max] - A prim building plugin and export system for Max.  Open source.&lt;br /&gt;
&lt;br /&gt;
[http://liferain.com/downloads/primcomposer/ Prim Composer for 3ds Max] - Prim Composer is based on SL Prims and SculptGenMax. 3ds Max offline building plugin for both prims and sculpties. Open Source.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs may be free or cheap, but they won&#039;t have nearly as expansive feature sets as those above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://eightbar.co.uk/2006/09/29/google-sketchup-second-life-export/] - A rudimentary Sketchup to SL prim exporter plugin.&lt;br /&gt;
&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=167693</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=167693"/>
		<updated>2008-12-08T19:03:44Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* Softimage XSI (Avid) */ - Autodesk buyout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Object=*}}&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
This page offers a list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the license.&lt;br /&gt;
&lt;br /&gt;
Note: Resident-made sculpt map tools and offline previewers [[Sculpted Prims: Resident-made Tools|now have their own page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating sculpt maps. Although support for these features isn&#039;t necessary in order to create sculpt maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of sculpt maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colors, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weaknesses.  They include:&lt;br /&gt;
** Polygon modeling: The most mature method and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and vertices of an object.&lt;br /&gt;
** NURBS: NURBS modeling uses series of curved splines to define the shape of an object and are excellent for smooth organic shapes. The methodology behind sculpted prims are very largely based on them.&lt;br /&gt;
** Subdivision Surface: Subdivision modeling shares some of the advantages of both NURBS and polygon modeling: the shape is manipulated using sets of control points that allow for both smooth surfaces and precise details.&lt;br /&gt;
** Brush Sculpting:  With this method, you use your mouse or pen tablet and a series of adjustable brushes to literally sculpt on the 3d surface like clay. Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this method as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will ultimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs. Some programs will run fine on something as old as a Pentium III. A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup. Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What program(s) are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question. It will depend on a number of factors:&lt;br /&gt;
* &#039;&#039;&#039;How much money are you willing to spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars. Programs like Maya and 3ds Max are powerful but if you&#039;re not already seriously into 3d modeling, they&#039;re probably overkill. Lightwave, zBrush and programs in their price range are powerful professional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill as most of the features you pay for go beyond the general tools to create sculpt maps for Second Life. Programs like Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists but not all of them are going to have the full 3D studio capabilities of some more expensive programs. Free programs run the gamut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them. Blender is a nice alternative to professional suites like Maya and max due to it&#039;s flexibility and being free, yet the overbearing GUI creates a steep learning curve for many.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best. If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like or will have an easier time picking up a new and/or more complicated program. If you&#039;re a brand newbie to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya with their steep learning curves. The availability of general modeling tutorials and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m a newbie to all this.  What should I start with?&lt;br /&gt;
Probably not with anything expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources. If you&#039;re very serious about learning the tools the pros use you might also seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive in to making sculpties then there are a couple front runners for your attention.  (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necessarily friendly but it&#039;s loads easier than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt making tools. You&#039;ll be limited in the shapes you can produce but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes. The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under $100), AC3D is a good place to start. The interface is nicer than that of Wings and Zora Spoonhamer&#039;s exporter allows you to take good advantage of program features that the Wings exporter doesn&#039;t; full subdivision capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide what program you should use is to start downloading their demos and trying them to find what you like.&lt;br /&gt;
&lt;br /&gt;
= Adding Programs to This List =&lt;br /&gt;
The hobby market for 3d software is currently growing rapidly: as a result there are dozens of software packages in the wild, many undiscovered or not well known.  If a new program is discovered and proven by means of it being listed here, great, but it&#039;s not within the scope of this list to name them all, else the most useful ones would get buried and the page would become a confusing mess.&lt;br /&gt;
&lt;br /&gt;
A couple things to consider:&lt;br /&gt;
* Popularity: This may seem contrary to the &amp;quot;discovering new programs&amp;quot; bit above, but it&#039;s impossible to ignore the impact popularity has on a program: it means there&#039;s a community of users that can offer support to newbies and it increases the likelihood that someone will develop sculpt map support for it.&lt;br /&gt;
* Features: If it doesn&#039;t already have sculpt map support, does it have the features that will make it likely able to support sculpt maps?  Certain well known programs like Sketchup and Milkshape have been put in the &amp;quot;Other&amp;quot; category because people will ask about them but the chance of sculpt map support being developed for them seems slim because of their feature sets.  If that turns out to be an incorrect assumption then they&#039;ll certainly be moved up.  A file converter like 3dm2sculpt or one of various object to sculpty programs is better than nothing but as such programs are in varying stages of being beta and/or experimental (and often may not work), being able to save to a convertible file format shouldn&#039;t be the only thing to consider.  Other things to keep in mind: is the interface usable?  Does the program run without frequently crashing?&lt;br /&gt;
&lt;br /&gt;
With those in mind, if you&#039;re adding a program, follow the format used in the rest of the entries (they differ slightly between the free and commercial packages) and be sure to fill in as much information as you can; this will usually take a little research.  If you&#039;ve used the program, you&#039;re encouraged to include your insights and experiences in the short description blurb (you don&#039;t need more than a short paragraph).  Tutorials, documentation and the like should be linked separately under the Resources section.&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
&lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SnurbO&#039;Matic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, although it is possible to save as a .obj file and then convert it to a sculpt image.&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program. If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
[NOTE:  chances are it was either downloaded from a shady site or was a false positive. More details are needed!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here], and [http://dominodesigns.info/second_life/blender_scripts.html here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://dominodesigns.info/second_life/blender_scripts.html Blender Sculptie Import &amp;amp; Export scripts] [http://forums.secondlife.com/showthread.php?t=203571 SL Forums Support Thread]&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro Blender 3D: Noob to Pro] - on [http://en.wikibooks.org/wiki/Main_Page Wikibooks], It&#039;s a great step-by-step tutorial that contains substantial content, is well-formatted, and has screen shots. &lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
* [http://blog.machinimatrix.org Video/Text tutorials covering creation/texturizing/LOD/...] - uses &amp;quot;Import &amp;amp; Export scripts&amp;quot; (see above)&lt;br /&gt;
*[http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
*[http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
*[http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
*[http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html Another great tutorial] on using blender for sculpts&lt;br /&gt;
*[http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
*[http://www.treekyomoon.com/blenderInstrux.jpg Specifically making a flat/embossed type sculptie] one could use for floating terrains with giant prims, licence plates, nifty brass scene covered fireboxes...or whatever else might be handy! [http://www.treekyomoon.com/flattysculptie.blend Sample .blend file here]&lt;br /&gt;
*[http://www.secondlifeartist.com Advance Sculpted Prim with Blender] Learn to create perfect sculpted using Blender sculpt/edit mode.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plopp===&lt;br /&gt;
[[Image:Plopp example.jpg|thumb|250 px| A SLork sculpted in Plopp]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.secondplopp.com/ Plopp Second Life]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Donationware/Commercial&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039;Windows, Mac, Linux&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No (N/A)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; 2d painting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plopp&#039;&#039; is a cute 3D modeling tool designed for little kids.  The makers of Plopp have now put out a free version for SL users (the full program can be bought for US$19.50).  &lt;br /&gt;
&lt;br /&gt;
Imagine one of those new mylar balloons.  You paint the one side with an image, and then paint the other side with an image represetning the other side.  Plopp then blows up the balloon and shades it.  You can also import graphics from other tools (Photoshop, a scanned drawing, etc.), make a &amp;quot;cutout&amp;quot; with the eraser and inflate that.  You can play a little with the lighting and with rotations.  The Plopp drawing tools are very basic but keep in mind, this is for little children.  Then it bakes the texture and exports the texture and the sculpt map (128x128).&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t use this for Second Life, you might like to get it for your kids...or inner child.  It just looks like a lot of fun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.planet-plopp.com/biggerkids/tips.html Plopp Tips] - Video tutorials and neat tricks from the Plopp website&lt;br /&gt;
*[http://www.shiny-life.com/2007/10/06/tutorial-create-sculpted-prims-with-ploppsl/ Plopp SL Video Tutorial] at Shiny Life&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Get Started:&#039;&#039;&#039;[[Wings 3D|Second Life Wings 3D guide]]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  Detailed documentation is sparse, but there are several Second Life tutorials in this Wiki and on the Web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* See the [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.] *)&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
 *) The SL servers seem to be having trouble sending the zip files from the forums.  Use the alternative site,&lt;br /&gt;
 http://pkpounceworks.com/index.php?option=com_remository&amp;amp;Itemid=28&amp;amp;func=fileinfo&amp;amp;id=119 for now.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.  It may seem an odd inclusion in this part of the list but merits mentioning up here instead of burried at the bottom with the &amp;quot;Other&amp;quot; section because it actualy can produce sculpt maps.  Some other programs like AC3D (below) can also call on POV-Ray for texture baking.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (understandably) expensive, anywhere from hundreds to many thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s within the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
=== Archipelis Designer (Archipelis)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.archipelis.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; around 38 euros&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows and Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; by drawing on photo&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes &lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
With Archipelis Designer you just draw an outline from a background image(s) to make it a 3D textured model. Or you can use a blank view and just draw the shapes you want from scratch.&lt;br /&gt;
it&#039;s an intuitive approach to sketch the shapes out that can then be enhanced with textures and photographs and then exported to a set of sculted prims.&lt;br /&gt;
&lt;br /&gt;
[[Image:Archipelis.jpg]]        [[Image:Peng.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.archipelis.com/second_life.php]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: As of 6.4 (released July 2008) the Second Life plugins now ship with AC3D.  For older versions, visit these links: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux], [http://www.ccccybernetics.com/ developed by Zora Spoonhammer]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.  Invis recently gave their official blessing (as well as hosting) to the plugin, making them the first vendor of this kind of software to put their backing into sculpy development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
*[http://www.independentdeveloper.com/archive/2007/09/27/sculpted_prims_from_existing_3  Sculpted Prims from Existing 3D Models] in AC3D. A step-by-step guide using an existing 3-D model of a fish.&lt;br /&gt;
*[http://www.supercoldmilk.com/ac3dplug/index.html AC3D Plugins @ Super Cold Milk] - several invaluable free plugins can be found here, including the knife tool used in the pear tutorial&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2.5 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149, &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49, Discounts for DAZ &#039;Platinum Club&#039; members available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.3 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes: go [http://www.daz3d.com/i.x/support/downloads/-/?product=hexagon&amp;amp;_m=d here] and select &#039;&#039;&#039;Hexagon 2.5 Demo&#039;&#039;&#039; from the list.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
Hexagon 2.5.0.5 rolls out official support for sculpted prims which shoots it from the &amp;quot;other&amp;quot; section into the main list.  By itself it appears to be a very capable program - the full range of expected modeling tools plus 3D painting, ambient occlusion baking - in short, all most sculpt makers will need for not too much money. The program was originally developed by eovia and was purchased by DAZ.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://artzone.daz3d.com/wiki/doku.php/pub/software/hexagon/start Official DAZ Wiki - Hexagon]&lt;br /&gt;
* [http://slandeara.blogspot.com/2008/05/modeling-vase-in-daz-hexagon-25.html Modeling a vase in DAZ Hexagon 2.5] by Andeara Yalin - A quick tutorial demonstrates how to create a vase.&lt;br /&gt;
* [http://www.youtube.com/watch?v=ESPjJr_WFJ8 DAZ 3D Hexagon: Sculpted Prims in Second Life] - Video on Youtube. Overview of the Sculpted Primitive tab new in Hexagon 2.5 and see how to export and import a sculptie into Second Life. Features Darlisa Riggs from DAZ 3D.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$195&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.&lt;br /&gt;
Original text: MoI’s sleek intuitive UI blends a fluid easy workflow with powerful tools, making it the perfect choice for someone who has been frustrated with the complexity of existing CAD tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Silo (Nevercenter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.nevercenter.com/ Nevercenter - Silo]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$159, US$59 (upgrade), edu licensing on request&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000 or later, Mac OSX 10.3 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 30 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; -?-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://www.nevercenter.com/about/features/ Silo Features] and [http://www.nevercenter.com/about/videos/ how-to videos]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shade10 (e frontier) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://shade.e-frontier.co.jp/ 3DCG : Shade online]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$130/Yen12,800(Shade 10 Basic)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows　XP/ XP Professional x64 Edition/Vista /Vista 64bit, Mac OS X 10.4.11 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; [http://shade.e-frontier.co.jp/download/try.html Yes - 30 day trial]&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon Mesh, Boolean, Meta Mesh&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comments&#039;&#039;&#039; Not recommended if you do not live in Japan.  E-frontier&#039;s web site is not English friendly or have an English language option. I had to locate their email form for customer service and use a web translator to fill out an email request for english documentation and a purchase page in english. Their response was that Shade 10 does not have English documentation and is for sale in Japan. They added that I should get Shade 8. I looked through the Shade 8 documentation, Shade 8 does not have any sculpted prim support.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://shade.e-frontier.co.jp/10/features/plugin.html Shade10 Plugin&amp;amp;Script] and [http://www.youtube.com/watch?v=YT-dvuVEcTY Second Life Expoter video] and [http://www.youtube.com/watch?v=AO2bgwww4WQ How to make Sculpted Prims with Shade10 video]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 (V3.1)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes [http://www.pixologic.com/zbrush/trial/ (30 day trial)]&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab (but note to resident developers: this one is in high demand). There is a resident created tool called Sculpty Maker that allows you to convert objects created in zBrush. [http://www.shiny-life.com/sculpty-maker/ Download/Info]&lt;br /&gt;
&lt;br /&gt;
Zbrush is a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
V3.1 adds many new features, such as Displacement Maps (and and Exporter) and the ZMapper. &lt;br /&gt;
&lt;br /&gt;
(I may be incorrect, but I believe that the Displacement Maps and Exporter may be Pixologic&#039;s rendition of sculpture maps. Some with more experience needs to check, please: [http://www.zbrush.info/docs/index.php/Displacement_Exporter Displacement Exporter]. -- just checked this, and is different from how sculpt maps work. Just a converter for displacement maps to normal maps. (pretty powerful in its own right, but not the same thing as sculpties) Sculpt maps are not using the normals in any way at all - they look similar in that they are RGB maps, but the similarity pretty much ends there. Rather sculpties use RGB gradients from the center of the prim to the edge of the prim&#039;s bounding box to define where the vertices are in xyz space. --[[User:Hypatia Callisto|Hypatia Callisto]] 14:47, 1 November 2007 (PDT))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/docs/index.php/Main_Page Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895, US$495 as a companion upgrade for Photoshop&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit, currently only available with a couple books&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]] (works with any version of Lightwave of at least version 6) or use the DStorm plugin provided [[http://www.dstorm.co.jp/english/plugin/secondlife.htm]] at DStorm (LW9+ only)&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Robin_Sojourner Robin Sojourner].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995 ($300 student)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues) OS X (beta, free)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://starling.us/rhino Using Rhino in SL] by Ĝan Ŭesli Starling, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Aplonis_Ember Aplonis Ember].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; As of late July, 2008, Caligari, recently acquired by Microsoft, is giving away the latest version of trueSpace (7.6) for free, with all documentation as well as all formerly extra-cost video training.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; No longer necessary&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.caligari.com/ trueSpace 7.6 Full Version for Free]&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$495 (&amp;quot;Foundation&amp;quot;) - US$6995 (&amp;quot;Advanced&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
Softimage XSI was bought out by Autodesk in November 2008.  Expect a new product website and probably price changes to follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modo 302 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest11.lxo SLtest11.lxo] (Updated 06 Oct 2007)&lt;br /&gt;
* Hypatia Callisto&#039;s Torus Testbed [http://www.lovecraftforest.com/blog/wp-content/uploads/2008/04/testbedtorusfinalhc01lxo.zip]testbedtorusfinalhc01lxo.zip&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Skymatter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.mudbox3d.com/ Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$299 (&amp;quot;Basic&amp;quot;) - US$649 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 15 days trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via Shader.&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*Nice [http://www.ks-3d.de/KS-3D_SCULPTIES_(SCULPTED_PRIMS).htm tutorial] to create a Shader and modeling (by KS-3D Klaus Strifler - german only)&lt;br /&gt;
*[http://derek-lerner.com/blog/?p=923 How to create Sculpted Prims (sculpties) &amp;amp; surface textures with MAXON’s CINEMA 4D R10 &amp;amp; BodyPaint 3D] [[User:Derek Lerner|Derek Lerner]] 13:51, 27 July 2008 (PDT)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; &amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Available Here]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
* [http://www.sim-image.co.jp/sltk/en/index.php SIM Tools - Second Life ToolKit plugin] - Commercial Maya to prims plugin/building tool.  Costs ~US800 (depending on exchange rates).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
** [http://liferain.com/downloads/primcomposer/ Prim Composer for 3ds Max] Prim Composer is a complete offline builder for Second Life and OpenSim. Create regular prims and sculpts within 3ds Max and import them into either Second Life or OpenSim as linked sets. Hierarchical grouping and gizmo scaling are supported within 3ds Max. (from the maker of SculptGenMax) Open Source.&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here], or [http://forums.secondlife.com/showpost.php?p=1695133&amp;amp;postcount=112 the updated Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.windyweather.net/smf/index.php?topic=141 SL Prims to 3ds Max] - A prim building plugin and export system for Max.  Open source.&lt;br /&gt;
&lt;br /&gt;
[http://liferain.com/downloads/primcomposer/ Prim Composer for 3ds Max] - Prim Composer is based on SL Prims and SculptGenMax. 3ds Max offline building plugin for both prims and sculpties. Open Source.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs may be free or cheap, but they won&#039;t have nearly as expansive feature sets as those above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://eightbar.co.uk/2006/09/29/google-sketchup-second-life-export/] - A rudimentary Sketchup to SL prim exporter plugin.&lt;br /&gt;
&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=76288</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=76288"/>
		<updated>2008-07-04T19:32:18Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* AC3D (invis) */ - 6.4 now ships with SL plugins&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
This page offers a list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the license.&lt;br /&gt;
&lt;br /&gt;
Note: Resident-made sculpt map tools and offline previewers [[Sculpted Prims: Resident-made Tools|now have their own page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating sculpt maps. Although support for these features isn&#039;t necessary in order to create sculpt maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of sculpt maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colors, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weaknesses.  They include:&lt;br /&gt;
** Polygon modeling: The most mature method and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and vertices of an object.&lt;br /&gt;
** NURBS: NURBS modeling uses series of curved splines to define the shape of an object and are excellent for smooth organic shapes. The methodology behind sculpted prims are very largely based on them.&lt;br /&gt;
** Subdivision Surface: Subdivision modeling shares some of the advantages of both NURBS and polygon modeling: the shape is manipulated using sets of control points that allow for both smooth surfaces and precise details.&lt;br /&gt;
** Brush Sculpting:  With this method, you use your mouse or pen tablet and a series of adjustable brushes to literally sculpt on the 3d surface like clay. Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this method as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will ultimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs. Some programs will run fine on something as old as a Pentium III. A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup. Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What program(s) are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question. It will depend on a number of factors:&lt;br /&gt;
* &#039;&#039;&#039;How much money are you willing to spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars. Programs like Maya and 3ds Max are powerful but if you&#039;re not already seriously into 3d modeling, they&#039;re probably overkill. Lightwave, zBrush and programs in their price range are powerful professional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill as most of the features you pay for go beyond the general tools to create sculpt maps for Second Life. Programs like Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists but not all of them are going to have the full 3D studio capabilities of some more expensive programs. Free programs run the gamut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them. Blender is a nice alternative to professional suites like Maya and max due to it&#039;s flexibility and being free, yet the overbearing GUI creates a steep learning curve for many.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best. If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like or will have an easier time picking up a new and/or more complicated program. If you&#039;re a brand newbie to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya with their steep learning curves. The availability of general modeling tutorials and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m a newbie to all this.  What should I start with?&lt;br /&gt;
Probably not with anything expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources. If you&#039;re very serious about learning the tools the pros use you might also seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive in to making sculpties then there are a couple front runners for your attention.  (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necessarily friendly but it&#039;s loads easier than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt making tools. You&#039;ll be limited in the shapes you can produce but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes. The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under $100), AC3D is a good place to start. The interface is nicer than that of Wings and Zora Spoonhamer&#039;s exporter allows you to take good advantage of program features that the Wings exporter doesn&#039;t; full subdivision capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide what program you should use is to start downloading their demos and trying them to find what you like.&lt;br /&gt;
&lt;br /&gt;
= Adding Programs to This List =&lt;br /&gt;
The hobby market for 3d software is currently growing rapidly: as a result there are dozens of software packages in the wild, many undiscovered or not well known.  If a new program is discovered and proven by means of it being listed here, great, but it&#039;s not within the scope of this list to name them all, else the most useful ones would get buried and the page would become a confusing mess.&lt;br /&gt;
&lt;br /&gt;
A couple things to consider:&lt;br /&gt;
* Popularity: This may seem contrary to the &amp;quot;discovering new programs&amp;quot; bit above, but it&#039;s impossible to ignore the impact popularity has on a program: it means there&#039;s a community of users that can offer support to newbies and it increases the likelihood that someone will develop sculpt map support for it.&lt;br /&gt;
* Features: If it doesn&#039;t already have sculpt map support, does it have the features that will make it likely able to support sculpt maps?  Certain well known programs like Sketchup and Milkshape have been put in the &amp;quot;Other&amp;quot; category because people will ask about them but the chance of sculpt map support being developed for them seems slim because of their feature sets.  If that turns out to be an incorrect assumption then they&#039;ll certainly be moved up.  A file converter like 3dm2sculpt or one of various object to sculpty programs is better than nothing but as such programs are in varying stages of being beta and/or experimental (and often may not work), being able to save to a convertible file format shouldn&#039;t be the only thing to consider.  Other things to keep in mind: is the interface usable?  Does the program run without frequently crashing?&lt;br /&gt;
&lt;br /&gt;
With those in mind, if you&#039;re adding a program, follow the format used in the rest of the entries (they differ slightly between the free and commercial packages) and be sure to fill in as much information as you can; this will usually take a little research.  If you&#039;ve used the program, you&#039;re encouraged to include your insights and experiences in the short description blurb (you don&#039;t need more than a short paragraph).  Tutorials, documentation and the like should be linked separately under the Resources section.&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
&lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SnurbO&#039;Matic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, although it is possible to save as a .obj file and then convert it to a sculpt image.&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program. If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
[NOTE:  chances are it was either downloaded from a shady site or was a false positive. More details are needed!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here], and [http://forums.secondlife.com/showthread.php?t=203571 here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=203571 Blender Sculptie Import &amp;amp; Export scripts]&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro Blender 3D: Noob to Pro] - on [http://en.wikibooks.org/wiki/Main_Page Wikibooks], It&#039;s a great step-by-step tutorial that contains substantial content, is well-formatted, and has screen shots. &lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
* [http://blog.machinimatrix.org Video/Text tutorials covering creation/texturizing/LOD/...] - uses &amp;quot;Import &amp;amp; Export scripts&amp;quot; (see above)&lt;br /&gt;
*[http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
*[http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
*[http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
*[http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html Another great tutorial] on using blender for sculpts&lt;br /&gt;
*[http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
*[http://www.treekyomoon.com/blenderInstrux.jpg Specifically making a flat/embossed type sculptie] one could use for floating terrains with giant prims, licence plates, nifty brass scene covered fireboxes...or whatever else might be handy! [http://www.treekyomoon.com/flattysculptie.blend Sample .blend file here]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plopp===&lt;br /&gt;
[[Image:Plopp example.jpg|thumb|250 px| A SLork sculpted in Plopp]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.secondplopp.com/ Plopp Second Life]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Donationware/Commercial&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039;Windows, Mac, Linux&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No (N/A)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; 2d painting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plopp&#039;&#039; is a cute 3D modeling tool designed for little kids.  The makers of Plopp have now put out a free version for SL users (the full program can be bought for US$19.50).  &lt;br /&gt;
&lt;br /&gt;
Imagine one of those new mylar balloons.  You paint the one side with an image, and then paint the other side with an image represetning the other side.  Plopp then blows up the balloon and shades it.  You can also import graphics from other tools (Photoshop, a scanned drawing, etc.), make a &amp;quot;cutout&amp;quot; with the eraser and inflate that.  You can play a little with the lighting and with rotations.  The Plopp drawing tools are very basic but keep in mind, this is for little children.  Then it bakes the texture and exports the texture and the sculpt map (128x128).&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t use this for Second Life, you might like to get it for your kids...or inner child.  It just looks like a lot of fun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.planet-plopp.com/biggerkids/tips.html Plopp Tips] - Video tutorials and neat tricks from the Plopp website&lt;br /&gt;
*[http://www.shiny-life.com/2007/10/06/tutorial-create-sculpted-prims-with-ploppsl/ Plopp SL Video Tutorial] at Shiny Life&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Get Started:&#039;&#039;&#039;[[Wings 3D|Second Life Wings 3D guide]]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  Detailed documentation is sparse, but there are several Second Life tutorials in this Wiki and on the Web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* See the [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.]&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.  It may seem an odd inclusion in this part of the list but merits mentioning up here instead of burried at the bottom with the &amp;quot;Other&amp;quot; section because it actualy can produce sculpt maps.  Some other programs like AC3D (below) can also call on POV-Ray for texture baking.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (understandably) expensive, anywhere from hundreds to many thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s within the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
=== Archipelis Designer (Archipelis)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.archipelis.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; around US$60&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; by drawing on photo&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes &lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
With Archipelis Designer you just draw an outline from a background image to make it a 3D textured model. Or you can use a blank view and just draw the shapes you want from scratch.&lt;br /&gt;
it&#039;s an intuitive approach to sketch the shapes out that can then be enhanced with textures and photographs and then exported to a set of sculted prims with SL Exporter.&lt;br /&gt;
&lt;br /&gt;
[[Image:Archipelis.jpg]]        [[Image:Peng.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.archipelis.com/slexporter/index.html]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: As of 6.4 (released July 2008) the Second Life plugins now ship with AC3D.  For older versions, visit these links: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux], [http://www.ccccybernetics.com/ developed by Zora Spoonhammer]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.  Invis recently gave their official blessing (as well as hosting) to the plugin, making them the first vendor of this kind of software to put their backing into sculpy development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
*[http://www.independentdeveloper.com/archive/2007/09/27/sculpted_prims_from_existing_3  Sculpted Prims from Existing 3D Models] in AC3D. A step-by-step guide using an existing 3-D model of a fish.&lt;br /&gt;
*[http://www.supercoldmilk.com/ac3dplug/index.html AC3D Plugins @ Super Cold Milk] - several invaluable free plugins can be found here, including the knife tool used in the pear tutorial&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$195&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.&lt;br /&gt;
Original text: MoI’s sleek intuitive UI blends a fluid easy workflow with powerful tools, making it the perfect choice for someone who has been frustrated with the complexity of existing CAD tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Silo (Nevercenter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.nevercenter.com/ Nevercenter - Silo]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$159, US$59 (upgrade), edu licensing on request&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000 or later, Mac OSX 10.3 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 30 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; -?-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://www.nevercenter.com/about/features/ Silo Features] and [http://www.nevercenter.com/about/videos/ how-to videos]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shade10 (e frontier) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://shade.e-frontier.co.jp/ 3DCG : Shade online]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$130/Yen12,800(Shade 10 Basic)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows　XP/ XP Professional x64 Edition/Vista /Vista 64bit, Mac OS X 10.4.11 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; [http://shade.e-frontier.co.jp/download/try.html Yes - 30 day trial]&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon Mesh, Boolean, Meta Mesh&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://shade.e-frontier.co.jp/10/features/plugin.html Shade10 Plugin&amp;amp;Script] and [http://www.youtube.com/watch?v=YT-dvuVEcTY Second Life Expoter video] and [http://www.youtube.com/watch?v=AO2bgwww4WQ How to make Sculpted Prims with Shade10 video]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 (V3.1)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes [http://www.pixologic.com/zbrush/trial/ (30 day trial)]&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab (but note to resident developers: this one is in high demand).&lt;br /&gt;
&lt;br /&gt;
Zbrush is a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
V3.1 adds many new features, such as Displacement Maps (and and Exporter) and the ZMapper. &lt;br /&gt;
&lt;br /&gt;
(I may be incorrect, but I believe that the Displacement Maps and Exporter may be Pixologic&#039;s rendition of sculpture maps. Some with more experience needs to check, please: [http://www.zbrush.info/docs/index.php/Displacement_Exporter Displacement Exporter]. -- just checked this, and is different from how sculpt maps work. Just a converter for displacement maps to normal maps. (pretty powerful in its own right, but not the same thing as sculpties) Sculpt maps are not using the normals in any way at all - they look similar in that they are RGB maps, but the similarity pretty much ends there. Rather sculpties use RGB gradients from the center of the prim to the edge of the prim&#039;s bounding box to define where the vertices are in xyz space. --[[User:Hypatia Callisto|Hypatia Callisto]] 14:47, 1 November 2007 (PDT))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/docs/index.php/Main_Page Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895, US$495 as a companion upgrade for Photoshop&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit, currently only available with a couple books&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]] (works with any version of Lightwave of at least version 6) or use the DStorm plugin provided [[http://www.dstorm.co.jp/english/plugin/secondlife.htm]] at DStorm (LW9+ only)&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Robin_Sojourner Robin Sojourner].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995 ($300 student)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues) OS X (beta, free)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://starling.us/rhino Using Rhino in SL] by Ĝan Ŭesli Starling, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Aplonis_Ember Aplonis Ember].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 for latest version (7), but legacy versions are sold for lower prices ($199 for TrueSpace 5)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, prior version of the program &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI (Avid) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$495 (&amp;quot;Foundation&amp;quot;) - US$6995 (&amp;quot;Advanced&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modo 301 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest7.lxo SLtest7.lxo]&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Skymatter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.mudbox3d.com/ Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$299 (&amp;quot;Basic&amp;quot;) - US$649 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 15 days trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2.5 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149 (sometimes found on sale for ~$75), &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.3 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes: go [http://www.daz3d.com/i.x/support/downloads/-/?product=hexagon&amp;amp;_m=d here] and select &#039;&#039;&#039;Hexagon 2.5 Demo&#039;&#039;&#039; from the list.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
Hexagon 2.5.0.5 rolls out official support for sculpted prims which shoots it from the &amp;quot;other&amp;quot; section into the main list.  By itself it appears to be a very capable program - the full range of expected modeling tools plus 3D painting, ambient occlusion baking - in short, all most sculpt makers will need for not too much money. The program was originally developed by eovia and was purchased by DAZ.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://artzone.daz3d.com/wiki/doku.php/pub/software/hexagon/start Official DAZ Wiki - Hexagon]&lt;br /&gt;
* [http://slandeara.blogspot.com/2008/05/modeling-vase-in-daz-hexagon-25.html Modeling a vase in DAZ Hexagon 2.5] by Andeara Yalin - A quick tutorial demonstrates how to create a vase.&lt;br /&gt;
* [http://www.youtube.com/watch?v=ESPjJr_WFJ8 DAZ 3D Hexagon: Sculpted Prims in Second Life] - Video on Youtube. Overview of the Sculpted Primitive tab new in Hexagon 2.5 and see how to export and import a sculptie into Second Life. Features Darlisa Riggs from DAZ 3D.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via Shader.&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Nice [http://www.ks-3d.de/KS-3D_SCULPTIES_(SCULPTED_PRIMS).htm tutorial] to create a Shader and modeling (by KS-3D Klaus Strifler - german only)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; &amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Available Here]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
* [http://www.sim-image.co.jp/sltk/en/index.php SIM Tools - Second Life ToolKit plugin] - Commercial Maya to prims plugin/building tool.  Costs ~US800 (depending on exchange rates).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; 3 methods in development:&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here], or [http://forums.secondlife.com/showpost.php?p=1695133&amp;amp;postcount=112 the updated Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
** Method 3 ([http://liferain.com/downloads/sculptgenmax/ SculptGenMax]) by Shack Dougall, Version 1.0 supports both importing and exporting of sculpties between 3ds Max and Second Life.  &lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.windyweather.net/smf/index.php?topic=141 SL Prims to 3ds Max] - A prim building plugin and export system for Max.  Open source.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs may be free or cheap, but they won&#039;t have nearly as expansive feature sets as those above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://eightbar.co.uk/2006/09/29/google-sketchup-second-life-export/] - A rudimentary Sketchup to SL prim exporter plugin.&lt;br /&gt;
&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=68948</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=68948"/>
		<updated>2008-05-26T04:24:57Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* 3d Studio Max (Autodesk) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
This page offers a list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the license.&lt;br /&gt;
&lt;br /&gt;
Note: Resident-made sculpt map tools and offline previewers [[Sculpted Prims: Resident-made Tools|now have their own page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating sculpt maps. Although support for these features isn&#039;t necessary in order to create sculpt maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of sculpt maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colors, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weaknesses.  They include:&lt;br /&gt;
** Polygon modeling: The most mature method and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and vertices of an object.&lt;br /&gt;
** NURBS: NURBS modeling uses series of curved splines to define the shape of an object and are excellent for smooth organic shapes. The methodology behind sculpted prims are very largely based on them.&lt;br /&gt;
** Subdivision Surface: Subdivision modeling shares some of the advantages of both NURBS and polygon modeling: the shape is manipulated using sets of control points that allow for both smooth surfaces and precise details.&lt;br /&gt;
** Brush Sculpting:  With this method, you use your mouse or pen tablet and a series of adjustable brushes to literally sculpt on the 3d surface like clay. Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this method as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will ultimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs. Some programs will run fine on something as old as a Pentium III. A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup. Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What program(s) are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question. It will depend on a number of factors:&lt;br /&gt;
* &#039;&#039;&#039;How much money are you willing to spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars. Programs like Maya and 3ds Max are powerful but if you&#039;re not already seriously into 3d modeling, they&#039;re probably overkill. Lightwave, zBrush and programs in their price range are powerful professional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill as most of the features you pay for go beyond the general tools to create sculpt maps for Second Life. Programs like Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists but not all of them are going to have the full 3D studio capabilities of some more expensive programs. Free programs run the gamut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best. If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like or will have an easier time picking up a new and/or more complicated program. If you&#039;re a brand newbie to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya with their steep learning curves. The availability of general modeling tutorials and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m a newbie to all this.  What should I start with?&lt;br /&gt;
Probably not with anything expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources. If you&#039;re very serious about learning the tools the pros use you might also seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive in to making sculpties then there are a couple front runners for your attention.  (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necessarily friendly but it&#039;s loads easier than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt making tools. You&#039;ll be limited in the shapes you can produce but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes. The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under $100), AC3D is a good place to start. The interface is nicer than that of Wings and Zora Spoonhamer&#039;s exporter allows you to take good advantage of program features that the Wings exporter doesn&#039;t; full subdivision capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide what program you should use is to start downloading their demos and trying them to find what you like.&lt;br /&gt;
&lt;br /&gt;
= Adding Programs to This List =&lt;br /&gt;
The hobby market for 3d software is currently growing rapidly: as a result there are dozens of software packages in the wild, many undiscovered or not well known.  If a new program is discovered and proven by means of it being listed here, great, but it&#039;s not within the scope of this list to name them all, else the most useful ones would get buried and the page would become a confusing mess.&lt;br /&gt;
&lt;br /&gt;
A couple things to consider:&lt;br /&gt;
* Popularity: This may seem contrary to the &amp;quot;discovering new programs&amp;quot; bit above, but it&#039;s impossible to ignore the impact popularity has on a program: it means there&#039;s a community of users that can offer support to newbies and it increases the likelihood that someone will develop sculpt map support for it.&lt;br /&gt;
* Features: If it doesn&#039;t already have sculpt map support, does it have the features that will make it likely able to support sculpt maps?  Certain well known programs like Sketchup and Milkshape have been put in the &amp;quot;Other&amp;quot; category because people will ask about them but the chance of sculpt map support being developed for them seems slim because of their feature sets.  If that turns out to be an incorrect assumption then they&#039;ll certainly be moved up.  A file converter like 3dm2sculpt or one of various object to sculpty programs is better than nothing but as such programs are in varying stages of being beta and/or experimental (and often may not work), being able to save to a convertible file format shouldn&#039;t be the only thing to consider.  Other things to keep in mind: is the interface usable?  Does the program run without frequently crashing?&lt;br /&gt;
&lt;br /&gt;
With those in mind, if you&#039;re adding a program, follow the format used in the rest of the entries (they differ slightly between the free and commercial packages) and be sure to fill in as much information as you can; this will usually take a little research.  If you&#039;ve used the program, you&#039;re encouraged to include your insights and experiences in the short description blurb (you don&#039;t need more than a short paragraph).  Tutorials, documentation and the like should be linked separately under the Resources section.&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
&lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SnurbO&#039;Matic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, although it is possible to save as a .obj file and then convert it to a sculpt image.&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program. If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
[NOTE:  chances are it was either downloaded from a shady site or was a false positive. More details are needed!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], and [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=203571 Blender Sculptie Import &amp;amp; Export scripts]&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro Blender 3D: Noob to Pro] - on [http://en.wikibooks.org/wiki/Main_Page Wikibooks], It&#039;s a great step-by-step tutorial that contains substantial content, is well-formatted, and has screen shots. &lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
*[http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
*[http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
*[http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
*[http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html Another great tutorial] on using blender for sculpts&lt;br /&gt;
*[http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
*[http://www.treekyomoon.com/blenderInstrux.jpg Specifically making a flat/embossed type sculptie] one could use for floating terrains with giant prims, licence plates, nifty brass scene covered fireboxes...or whatever else might be handy! [http://www.treekyomoon.com/flattysculptie.blend Sample .blend file here]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plopp===&lt;br /&gt;
[[Image:Plopp example.jpg|thumb|250 px| A SLork sculpted in Plopp]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.secondplopp.com/ Plopp Second Life]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Donationware/Commercial&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039;Windows, Mac, Linux&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No (N/A)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; 2d painting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plopp&#039;&#039; is a cute 3D modeling tool designed for little kids.  The makers of Plopp have now put out a free version for SL users (the full program can be bought for US$19.50).  &lt;br /&gt;
&lt;br /&gt;
Imagine one of those new mylar balloons.  You paint the one side with an image, and then paint the other side with an image represetning the other side.  Plopp then blows up the balloon and shades it.  You can also import graphics from other tools (Photoshop, a scanned drawing, etc.), make a &amp;quot;cutout&amp;quot; with the eraser and inflate that.  You can play a little with the lighting and with rotations.  The Plopp drawing tools are very basic but keep in mind, this is for little children.  Then it bakes the texture and exports the texture and the sculpt map (128x128).&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t use this for Second Life, you might like to get it for your kids...or inner child.  It just looks like a lot of fun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.planet-plopp.com/biggerkids/tips.html Plopp Tips] - Video tutorials and neat tricks from the Plopp website&lt;br /&gt;
*[http://www.shiny-life.com/2007/10/06/tutorial-create-sculpted-prims-with-ploppsl/ Plopp SL Video Tutorial] at Shiny Life&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Get Started:&#039;&#039;&#039;[[Wings 3D|Second Life Wings 3D guide]]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  Detailed documentation is sparse, but there are several Second Life tutorials in this Wiki and on the Web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* See the [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.]&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.  It may seem an odd inclusion in this part of the list but merits mentioning up here instead of burried at the bottom with the &amp;quot;Other&amp;quot; section because it actualy can produce sculpt maps.  Some other programs like AC3D (below) can also call on POV-Ray for texture baking.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (understandably) expensive, anywhere from hundreds to many thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s within the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
=== Archipelis Designer (Archipelis)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.archipelis.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; around US$60&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; by drawing on photo&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes &lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
With Archipelis Designer you just draw an outline from a background image to make it a 3D textured model. Or you can use a blank view and just draw the shapes you want from scratch.&lt;br /&gt;
it&#039;s an intuitive approach to sketch the shapes out that can then be enhanced with textures and photographs and then exported to a set of sculted prims with SL Exporter.&lt;br /&gt;
&lt;br /&gt;
[[Image:Archipelis.jpg]]        [[Image:Peng.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.archipelis.com/slexporter/index.html]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux], [http://www.ccccybernetics.com/ developed by Zora Spoonhammer]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.  Invis recently gave their official blessing (as well as hosting) to the plugin, making them the first vendor of this kind of software to put their backing into sculpy development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
*[http://www.independentdeveloper.com/archive/2007/09/27/sculpted_prims_from_existing_3  Sculpted Prims from Existing 3D Models] in AC3D. A step-by-step guide using an existing 3-D model of a fish.&lt;br /&gt;
*[http://www.supercoldmilk.com/ac3dplug/index.html AC3D Plugins @ Super Cold Milk] - several invaluable free plugins can be found here, including the knife tool used in the pear tutorial&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$195&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.&lt;br /&gt;
Original text: MoI’s sleek intuitive UI blends a fluid easy workflow with powerful tools, making it the perfect choice for someone who has been frustrated with the complexity of existing CAD tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Silo (Nevercenter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.nevercenter.com/ Nevercenter - Silo]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$159, US$59 (upgrade), edu licensing on request&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000 or later, Mac OSX 10.3 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 30 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; -?-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://www.nevercenter.com/about/features/ Silo Features] and [http://www.nevercenter.com/about/videos/ how-to videos]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shade10 (e frontier) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://shade.e-frontier.co.jp/ 3DCG : Shade online]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$130/Yen12,800(Shade 10 Basic)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows　XP/ XP Professional x64 Edition/Vista /Vista 64bit, Mac OS X 10.4.11 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; [http://shade.e-frontier.co.jp/download/try.html Yes - 30 day trial]&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon Mesh, Boolean, Meta Mesh&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://shade.e-frontier.co.jp/10/features/plugin.html Shade10 Plugin&amp;amp;Script] and [http://www.youtube.com/watch?v=YT-dvuVEcTY Second Life Expoter video] and [http://www.youtube.com/watch?v=AO2bgwww4WQ How to make Sculpted Prims with Shade10 video]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 (V3.1)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes [http://www.pixologic.com/zbrush/trial/ (30 day trial)]&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab (but note to resident developers: this one is in high demand).&lt;br /&gt;
&lt;br /&gt;
Zbrush is a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
V3.1 adds many new features, such as Displacement Maps (and and Exporter) and the ZMapper. &lt;br /&gt;
&lt;br /&gt;
(I may be incorrect, but I believe that the Displacement Maps and Exporter may be Pixologic&#039;s rendition of sculpture maps. Some with more experience needs to check, please: [http://www.zbrush.info/docs/index.php/Displacement_Exporter Displacement Exporter]. -- just checked this, and is different from how sculpt maps work. Just a converter for displacement maps to normal maps. (pretty powerful in its own right, but not the same thing as sculpties) Sculpt maps are not using the normals in any way at all - they look similar in that they are RGB maps, but the similarity pretty much ends there. Rather sculpties use RGB gradients from the center of the prim to the edge of the prim&#039;s bounding box to define where the vertices are in xyz space. --[[User:Hypatia Callisto|Hypatia Callisto]] 14:47, 1 November 2007 (PDT))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/docs/index.php/Main_Page Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895, US$495 as a companion upgrade for Photoshop&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit, currently only available with a couple books&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]] (works with any version of Lightwave of at least version 6) or use the DStorm plugin provided [[http://www.dstorm.co.jp/english/plugin/secondlife.htm]] at DStorm (LW9+ only)&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Robin_Sojourner Robin Sojourner].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995 ($300 student)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues) OS X (beta, free)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://starling.us/rhino Using Rhino in SL] by Ĝan Ŭesli Starling, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Aplonis_Ember Aplonis Ember].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 for latest version (7), but legacy versions are sold for lower prices ($199 for TrueSpace 5)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, prior version of the program &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI (Avid) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$495 (&amp;quot;Foundation&amp;quot;) - US$6995 (&amp;quot;Advanced&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modo 301 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest7.lxo SLtest7.lxo]&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Skymatter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.mudbox3d.com/ Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$299 (&amp;quot;Basic&amp;quot;) - US$649 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 15 days trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2.5 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149 (sometimes found on sale for ~$75), &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.2 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes, it&#039;s buried: go [http://www.daz3d.com/i.x/support/downloads/-/ here] and select Hexagon from the list.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
Hexagon 2.5 rolls out official support for sculpted prims which shoots it from the &amp;quot;other&amp;quot; section into the main list.  By itself it appears to be a very capable program - the full range of expected modeling tools plus 3d painting, ambient occlusion baking - in short, all most sculpt makers will need for not too much money.  The program was originaly developed by eovia and was purchaced by Daz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://slandeara.blogspot.com/2008/05/modeling-vase-in-daz-hexagon-25.html Modeling a vase in Daz Hexagon 2.5] by Andeara Yalin - A quick tutorial demonstrates how to create a vase.&lt;br /&gt;
* [http://www.youtube.com/watch?v=ESPjJr_WFJ8 DAZ 3D Hexagon: Sculpted Prims in Second Life] - Video on Youtube. Overview of the Sculpted Primitive tab new in Hexagon 2.5 and see how to export and import a sculptie into Second Life. Features Darlisa Riggs from DAZ 3D.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via Shader.&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Nice [http://www.ks-3d.de/KS-3D_SCULPTIES_(SCULPTED_PRIMS).htm tutorial] to create a Shader and modeling (by KS-3D Klaus Strifler - german only)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; &amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Available Here]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
* [http://www.sim-image.co.jp/sltk/en/index.php SIM Tools - Second Life ToolKit plugin] - Commercial Maya to prims plugin/building tool.  Costs ~US800 (depending on exchange rates).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; 3 methods in development:&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here], or [http://forums.secondlife.com/showpost.php?p=1695133&amp;amp;postcount=112 the updated Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
** Method 3 ([http://liferain.com/downloads/sculptgenmax/ SculptGenMax]) by Shack Dougall, Version 1.0 supports both importing and exporting of sculpties between 3ds Max and Second Life.  &lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.windyweather.net/smf/index.php?topic=141 SL Prims to 3ds Max] - A prim building plugin and export system for Max.  Open source.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs may be free or cheap, but they won&#039;t have nearly as expansive feature sets as those above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://eightbar.co.uk/2006/09/29/google-sketchup-second-life-export/] - A rudimentary Sketchup to SL prim exporter plugin.&lt;br /&gt;
&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=68947</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=68947"/>
		<updated>2008-05-26T04:22:59Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* Google SketchUp */  - link to sketchup -&amp;gt; SL plugin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
This page offers a list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the license.&lt;br /&gt;
&lt;br /&gt;
Note: Resident-made sculpt map tools and offline previewers [[Sculpted Prims: Resident-made Tools|now have their own page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating sculpt maps. Although support for these features isn&#039;t necessary in order to create sculpt maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of sculpt maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colors, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weaknesses.  They include:&lt;br /&gt;
** Polygon modeling: The most mature method and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and vertices of an object.&lt;br /&gt;
** NURBS: NURBS modeling uses series of curved splines to define the shape of an object and are excellent for smooth organic shapes. The methodology behind sculpted prims are very largely based on them.&lt;br /&gt;
** Subdivision Surface: Subdivision modeling shares some of the advantages of both NURBS and polygon modeling: the shape is manipulated using sets of control points that allow for both smooth surfaces and precise details.&lt;br /&gt;
** Brush Sculpting:  With this method, you use your mouse or pen tablet and a series of adjustable brushes to literally sculpt on the 3d surface like clay. Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this method as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will ultimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs. Some programs will run fine on something as old as a Pentium III. A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup. Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What program(s) are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question. It will depend on a number of factors:&lt;br /&gt;
* &#039;&#039;&#039;How much money are you willing to spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars. Programs like Maya and 3ds Max are powerful but if you&#039;re not already seriously into 3d modeling, they&#039;re probably overkill. Lightwave, zBrush and programs in their price range are powerful professional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill as most of the features you pay for go beyond the general tools to create sculpt maps for Second Life. Programs like Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists but not all of them are going to have the full 3D studio capabilities of some more expensive programs. Free programs run the gamut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best. If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like or will have an easier time picking up a new and/or more complicated program. If you&#039;re a brand newbie to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya with their steep learning curves. The availability of general modeling tutorials and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m a newbie to all this.  What should I start with?&lt;br /&gt;
Probably not with anything expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources. If you&#039;re very serious about learning the tools the pros use you might also seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive in to making sculpties then there are a couple front runners for your attention.  (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necessarily friendly but it&#039;s loads easier than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt making tools. You&#039;ll be limited in the shapes you can produce but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes. The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under $100), AC3D is a good place to start. The interface is nicer than that of Wings and Zora Spoonhamer&#039;s exporter allows you to take good advantage of program features that the Wings exporter doesn&#039;t; full subdivision capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide what program you should use is to start downloading their demos and trying them to find what you like.&lt;br /&gt;
&lt;br /&gt;
= Adding Programs to This List =&lt;br /&gt;
The hobby market for 3d software is currently growing rapidly: as a result there are dozens of software packages in the wild, many undiscovered or not well known.  If a new program is discovered and proven by means of it being listed here, great, but it&#039;s not within the scope of this list to name them all, else the most useful ones would get buried and the page would become a confusing mess.&lt;br /&gt;
&lt;br /&gt;
A couple things to consider:&lt;br /&gt;
* Popularity: This may seem contrary to the &amp;quot;discovering new programs&amp;quot; bit above, but it&#039;s impossible to ignore the impact popularity has on a program: it means there&#039;s a community of users that can offer support to newbies and it increases the likelihood that someone will develop sculpt map support for it.&lt;br /&gt;
* Features: If it doesn&#039;t already have sculpt map support, does it have the features that will make it likely able to support sculpt maps?  Certain well known programs like Sketchup and Milkshape have been put in the &amp;quot;Other&amp;quot; category because people will ask about them but the chance of sculpt map support being developed for them seems slim because of their feature sets.  If that turns out to be an incorrect assumption then they&#039;ll certainly be moved up.  A file converter like 3dm2sculpt or one of various object to sculpty programs is better than nothing but as such programs are in varying stages of being beta and/or experimental (and often may not work), being able to save to a convertible file format shouldn&#039;t be the only thing to consider.  Other things to keep in mind: is the interface usable?  Does the program run without frequently crashing?&lt;br /&gt;
&lt;br /&gt;
With those in mind, if you&#039;re adding a program, follow the format used in the rest of the entries (they differ slightly between the free and commercial packages) and be sure to fill in as much information as you can; this will usually take a little research.  If you&#039;ve used the program, you&#039;re encouraged to include your insights and experiences in the short description blurb (you don&#039;t need more than a short paragraph).  Tutorials, documentation and the like should be linked separately under the Resources section.&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
&lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SnurbO&#039;Matic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, although it is possible to save as a .obj file and then convert it to a sculpt image.&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program. If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
[NOTE:  chances are it was either downloaded from a shady site or was a false positive. More details are needed!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], and [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=203571 Blender Sculptie Import &amp;amp; Export scripts]&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro Blender 3D: Noob to Pro] - on [http://en.wikibooks.org/wiki/Main_Page Wikibooks], It&#039;s a great step-by-step tutorial that contains substantial content, is well-formatted, and has screen shots. &lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
*[http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
*[http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
*[http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
*[http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html Another great tutorial] on using blender for sculpts&lt;br /&gt;
*[http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
*[http://www.treekyomoon.com/blenderInstrux.jpg Specifically making a flat/embossed type sculptie] one could use for floating terrains with giant prims, licence plates, nifty brass scene covered fireboxes...or whatever else might be handy! [http://www.treekyomoon.com/flattysculptie.blend Sample .blend file here]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plopp===&lt;br /&gt;
[[Image:Plopp example.jpg|thumb|250 px| A SLork sculpted in Plopp]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.secondplopp.com/ Plopp Second Life]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Donationware/Commercial&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039;Windows, Mac, Linux&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No (N/A)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; 2d painting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plopp&#039;&#039; is a cute 3D modeling tool designed for little kids.  The makers of Plopp have now put out a free version for SL users (the full program can be bought for US$19.50).  &lt;br /&gt;
&lt;br /&gt;
Imagine one of those new mylar balloons.  You paint the one side with an image, and then paint the other side with an image represetning the other side.  Plopp then blows up the balloon and shades it.  You can also import graphics from other tools (Photoshop, a scanned drawing, etc.), make a &amp;quot;cutout&amp;quot; with the eraser and inflate that.  You can play a little with the lighting and with rotations.  The Plopp drawing tools are very basic but keep in mind, this is for little children.  Then it bakes the texture and exports the texture and the sculpt map (128x128).&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t use this for Second Life, you might like to get it for your kids...or inner child.  It just looks like a lot of fun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.planet-plopp.com/biggerkids/tips.html Plopp Tips] - Video tutorials and neat tricks from the Plopp website&lt;br /&gt;
*[http://www.shiny-life.com/2007/10/06/tutorial-create-sculpted-prims-with-ploppsl/ Plopp SL Video Tutorial] at Shiny Life&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Get Started:&#039;&#039;&#039;[[Wings 3D|Second Life Wings 3D guide]]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  Detailed documentation is sparse, but there are several Second Life tutorials in this Wiki and on the Web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* See the [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.]&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.  It may seem an odd inclusion in this part of the list but merits mentioning up here instead of burried at the bottom with the &amp;quot;Other&amp;quot; section because it actualy can produce sculpt maps.  Some other programs like AC3D (below) can also call on POV-Ray for texture baking.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (understandably) expensive, anywhere from hundreds to many thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s within the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
=== Archipelis Designer (Archipelis)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.archipelis.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; around US$60&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; by drawing on photo&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes &lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
With Archipelis Designer you just draw an outline from a background image to make it a 3D textured model. Or you can use a blank view and just draw the shapes you want from scratch.&lt;br /&gt;
it&#039;s an intuitive approach to sketch the shapes out that can then be enhanced with textures and photographs and then exported to a set of sculted prims with SL Exporter.&lt;br /&gt;
&lt;br /&gt;
[[Image:Archipelis.jpg]]        [[Image:Peng.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.archipelis.com/slexporter/index.html]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux], [http://www.ccccybernetics.com/ developed by Zora Spoonhammer]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.  Invis recently gave their official blessing (as well as hosting) to the plugin, making them the first vendor of this kind of software to put their backing into sculpy development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
*[http://www.independentdeveloper.com/archive/2007/09/27/sculpted_prims_from_existing_3  Sculpted Prims from Existing 3D Models] in AC3D. A step-by-step guide using an existing 3-D model of a fish.&lt;br /&gt;
*[http://www.supercoldmilk.com/ac3dplug/index.html AC3D Plugins @ Super Cold Milk] - several invaluable free plugins can be found here, including the knife tool used in the pear tutorial&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$195&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.&lt;br /&gt;
Original text: MoI’s sleek intuitive UI blends a fluid easy workflow with powerful tools, making it the perfect choice for someone who has been frustrated with the complexity of existing CAD tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Silo (Nevercenter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.nevercenter.com/ Nevercenter - Silo]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$159, US$59 (upgrade), edu licensing on request&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000 or later, Mac OSX 10.3 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 30 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; -?-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://www.nevercenter.com/about/features/ Silo Features] and [http://www.nevercenter.com/about/videos/ how-to videos]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shade10 (e frontier) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://shade.e-frontier.co.jp/ 3DCG : Shade online]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$130/Yen12,800(Shade 10 Basic)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows　XP/ XP Professional x64 Edition/Vista /Vista 64bit, Mac OS X 10.4.11 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; [http://shade.e-frontier.co.jp/download/try.html Yes - 30 day trial]&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon Mesh, Boolean, Meta Mesh&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://shade.e-frontier.co.jp/10/features/plugin.html Shade10 Plugin&amp;amp;Script] and [http://www.youtube.com/watch?v=YT-dvuVEcTY Second Life Expoter video] and [http://www.youtube.com/watch?v=AO2bgwww4WQ How to make Sculpted Prims with Shade10 video]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 (V3.1)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes [http://www.pixologic.com/zbrush/trial/ (30 day trial)]&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab (but note to resident developers: this one is in high demand).&lt;br /&gt;
&lt;br /&gt;
Zbrush is a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
V3.1 adds many new features, such as Displacement Maps (and and Exporter) and the ZMapper. &lt;br /&gt;
&lt;br /&gt;
(I may be incorrect, but I believe that the Displacement Maps and Exporter may be Pixologic&#039;s rendition of sculpture maps. Some with more experience needs to check, please: [http://www.zbrush.info/docs/index.php/Displacement_Exporter Displacement Exporter]. -- just checked this, and is different from how sculpt maps work. Just a converter for displacement maps to normal maps. (pretty powerful in its own right, but not the same thing as sculpties) Sculpt maps are not using the normals in any way at all - they look similar in that they are RGB maps, but the similarity pretty much ends there. Rather sculpties use RGB gradients from the center of the prim to the edge of the prim&#039;s bounding box to define where the vertices are in xyz space. --[[User:Hypatia Callisto|Hypatia Callisto]] 14:47, 1 November 2007 (PDT))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/docs/index.php/Main_Page Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895, US$495 as a companion upgrade for Photoshop&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit, currently only available with a couple books&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]] (works with any version of Lightwave of at least version 6) or use the DStorm plugin provided [[http://www.dstorm.co.jp/english/plugin/secondlife.htm]] at DStorm (LW9+ only)&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Robin_Sojourner Robin Sojourner].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995 ($300 student)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues) OS X (beta, free)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://starling.us/rhino Using Rhino in SL] by Ĝan Ŭesli Starling, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Aplonis_Ember Aplonis Ember].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 for latest version (7), but legacy versions are sold for lower prices ($199 for TrueSpace 5)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, prior version of the program &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI (Avid) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$495 (&amp;quot;Foundation&amp;quot;) - US$6995 (&amp;quot;Advanced&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modo 301 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest7.lxo SLtest7.lxo]&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Skymatter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.mudbox3d.com/ Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$299 (&amp;quot;Basic&amp;quot;) - US$649 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 15 days trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2.5 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149 (sometimes found on sale for ~$75), &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.2 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes, it&#039;s buried: go [http://www.daz3d.com/i.x/support/downloads/-/ here] and select Hexagon from the list.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
Hexagon 2.5 rolls out official support for sculpted prims which shoots it from the &amp;quot;other&amp;quot; section into the main list.  By itself it appears to be a very capable program - the full range of expected modeling tools plus 3d painting, ambient occlusion baking - in short, all most sculpt makers will need for not too much money.  The program was originaly developed by eovia and was purchaced by Daz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://slandeara.blogspot.com/2008/05/modeling-vase-in-daz-hexagon-25.html Modeling a vase in Daz Hexagon 2.5] by Andeara Yalin - A quick tutorial demonstrates how to create a vase.&lt;br /&gt;
* [http://www.youtube.com/watch?v=ESPjJr_WFJ8 DAZ 3D Hexagon: Sculpted Prims in Second Life] - Video on Youtube. Overview of the Sculpted Primitive tab new in Hexagon 2.5 and see how to export and import a sculptie into Second Life. Features Darlisa Riggs from DAZ 3D.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via Shader.&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Nice [http://www.ks-3d.de/KS-3D_SCULPTIES_(SCULPTED_PRIMS).htm tutorial] to create a Shader and modeling (by KS-3D Klaus Strifler - german only)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; &amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Available Here]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
* [http://www.sim-image.co.jp/sltk/en/index.php SIM Tools - Second Life ToolKit plugin] - Commercial Maya to prims plugin/building tool.  Costs ~US800 (depending on exchange rates).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; 3 methods in development:&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here], or [http://forums.secondlife.com/showpost.php?p=1695133&amp;amp;postcount=112 the updated Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
** Method 3 ([http://liferain.com/downloads/sculptgenmax/ SculptGenMax]) by Shack Dougall, Version 1.0 supports both importing and exporting of sculpties between 3ds Max and Second Life.  &lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs may be free or cheap, but they won&#039;t have nearly as expansive feature sets as those above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://eightbar.co.uk/2006/09/29/google-sketchup-second-life-export/] - A rudimentary Sketchup to SL prim exporter plugin.&lt;br /&gt;
&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_FAQ&amp;diff=66653</id>
		<title>Sculpted Prims: FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_FAQ&amp;diff=66653"/>
		<updated>2008-05-08T19:01:59Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sculpted Prims: Frequently Asked Questions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
;Q. What is a Sculpted Prim?&lt;br /&gt;
&lt;br /&gt;
:*A &#039;&#039;&#039;Sculpted Prim&#039;&#039;&#039; is a prim whose shape is determined by a texture. These textures are called &#039;&#039;&#039;[[#SculptTextures|Sculpt Textures]]&#039;&#039;&#039;. You can use sculpted prims to create more complex, organic shapes that are not currently possible with Second Life&#039;s prim system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;SculptTextures&amp;quot;&amp;gt;&lt;br /&gt;
;Q. What is a Sculpt Texture?&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* A &#039;&#039;&#039;Sculpt Texture&#039;&#039;&#039; or &#039;&#039;&#039;Sculpt Map&#039;&#039;&#039; is a standard RGB [[Textures|texture]] where the R (red), G (green) and B (blue) channels are mapped onto X, Y, and Z space. Sculpt Textures are similar to so-called &amp;quot;[http://en.wikipedia.org/wiki/Normal_mapping normal maps]&amp;quot;, but instead of encoding surface normals we encode surface positions.&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
:* They are also similar to [http://en.wikipedia.org/wiki/Displacement_mapping displacement maps], but instead of a single scalar distance we have three values &amp;amp;mdash; one each for the X, Y, and Z coordinates. Sculpt Textures are also very similar to [http://en.wikipedia.org/wiki/Parametric_surface parametric] (e.g. [http://en.wikipedia.org/wiki/NURBS NURBS]) surfaces. See [[Sculpted_Prim_Explanation|Sculpted Prims: Under the Hood]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. Why use textures (images) to encode shapes?&lt;br /&gt;
&lt;br /&gt;
:* An image is just an array of numeric triples, which is what you need for a sculpty, so why not?  Also, using image formats to encode shapes comes in very handy because there are many existing tools for handling them. Image compression, streaming, progressive loading, and animation are all well-explored problems. For example, we could create a Quicktime stream which fades from one sculpt texture (sculpt map) to another. When attached to a sculpted prim, the prim would &amp;quot;morph&amp;quot; from one shape to the other. Another example: it would be easy to have a flash animation generate a sculpted prim &amp;amp;mdash; when a resident touches a spot on its surface, the shape could wiggle and ripple appropriately. This is the direction we are headed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. Where can I go to obtain or share Sculpt Maps and Textures?&lt;br /&gt;
&lt;br /&gt;
:* [[Sculpted Prims: Sculpt Maps and Textures|Sculpt Maps and Textures]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. How can I make a Sculpt Texture?&lt;br /&gt;
&lt;br /&gt;
One way is to create a 3D model in an [[Sculpted_Prims:_3d_Software_Guide|external 3D software package]], and then export a [[Sculpt Map]] for uploading to Second Life. &lt;br /&gt;
&lt;br /&gt;
Members of the SL community have written [http://amandalevitsky.googlepages.com/sculptedprims several] [http://bentha.net/sculpted-tuto/Blender-export-template-tut.html tutorials] for [[Sculpted_Prims:_3d_Software_Guide#Blender|Blender]], an open-source 3D modeling platform. &lt;br /&gt;
Qarl Linden has written an exporter for the [[Sculpted_Prims:_3d_Software_Guide#Maya_.28Autodesk.2FWavefront.29|Maya]] modeling program ([[LlSculpt_mel|code available here]], [[#MayaExporter|installation instructions below]]). &lt;br /&gt;
There is a [http://www.independentdeveloper.com/archive/2007/09/27/sculpted_prims_from_existing_3 tutorial] for using [[Sculpted_Prims:_3d_Software_Guide#AC3D_(invis)|AC3D]] to export any pre-existing 3D model. Exporters for [http://en.wikipedia.org/wiki/3D_Studio_Max 3D Studio Max] and [http://en.wikipedia.org/wiki/Pixologic ZBrush] will be available soon. There is also import/export for [[Wings 3D]].&lt;br /&gt;
&lt;br /&gt;
Linden Lab has plans to provide a sculpt editor within the Second Life viewer. Check the [[Sculpted_Prims:_3d_Software_Guide|Sculpted Prims: 3D Software Guide]] wiki page for more the latest developments; there&#039;s an ongoing discussion [[Talk:Sculpted_Prims#3D_Programs_for_the_Rich_and...the_not_so_Rich.|Sculpted Prims:Talk]] page.&lt;br /&gt;
&lt;br /&gt;
A second way is to calculate the texture directly using a programming language and the mathematics of the shape.  For examples, see [http://www.kanae.net/secondlife/ Rokuro] or nand Nerd&#039;s [http://www.nandnerd.info/sculpty.php | Sculpt Texture Generator].&lt;br /&gt;
&lt;br /&gt;
A third way: A number of residents have created in-world tools with LSL and web code - you can select a number of parameters or edit a array of normal prims from which the program calculates the points of the sculpt texture.&lt;br /&gt;
&lt;br /&gt;
An extensive list of resident-created tools both inworld and out can be found here:  [[Sculpted Prims: Resident-made Tools]] .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. How do I create a Sculpted Prim from a texture?&lt;br /&gt;
&lt;br /&gt;
:* First create a regular prim (any type). Then edit it, and in the object tab change the prim type to &#039;&#039;sculpted&#039;&#039;. You&#039;ll then be able to select the sculpt texture on that tab. The &amp;quot;Texture&amp;quot; tab will allow you to change the surface texture. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;MayaExporter&amp;quot;&amp;gt;&lt;br /&gt;
;Q. How do i use the Maya exporter?&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* Go to [[llSculpt_mel|this page]] and copy the contents of the script. Paste it into your Maya script editor and save it. (Optionally, drag it into a button on your tool bar.) When you run the exporter script, it will pop up a dialog box with exporting options. Select which shapes you wish to export and press the &amp;quot;Export&amp;quot; button. The ideal candidate for export is a [[Sculpted Prims Creators Guide#NURBS|NURBS surface]] with no more than 16 isoparms per direction. You may also export [[Sculpted Prims Creators Guide#PolygonMesh|polygon meshes]] &amp;amp;mdash; but you must first ensure that the poly-mesh has a &#039;&#039;perfect UV space&#039;&#039; (it must cover the entire surface and the space must have no holes).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. Can Polygon Models be exported as Sculpt Textures (Sculpt Maps)?&lt;br /&gt;
&lt;br /&gt;
:* Yes, with care and with some restrictions. See the [[Talk:Sculpted_Prims|Sculpted Prims Talk page for details]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. Can &#039;&#039;&#039;my&#039;&#039;&#039; 3D program do [[Sculpted Prims Creators Guide#NURBS|NURBS]] models?&lt;br /&gt;
&lt;br /&gt;
:* [http://en.wikipedia.org/wiki/NURBS NURBS] used to be the feature that separated professional-quality 3D modeling software from the rest, but the gap is narrowing. &lt;br /&gt;
3D Studio Max, Maya, and Blender offer both NURBS and polygon modeling. &lt;br /&gt;
Many other &amp;quot;free&amp;quot;/low cost programs like [http://sketchup.google.com/ Google Sketchup], &lt;br /&gt;
[http://www.milkshape3d.com/ Milkshape], &lt;br /&gt;
[http://www.wings3d.com/ Wings3D], and gMax do not. &lt;br /&gt;
[http://www.rhino3d.com/ Rhino3d] is a commercial program (though considerably cheaper than 3D Studio Max or Maya) that specializes in NURBS modeling. See the [[Sculpted_Prims:_3d_Software_Guide|Sculpted Prims: 3D Software Guide]] page for an in-depth discussion of applicable 3D modeling software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. How detailed can a Sculpted Prim be?&lt;br /&gt;
&lt;br /&gt;
:* The current implementation samples the &#039;&#039;&#039;Sculpt Texture&#039;&#039;&#039; (or &#039;&#039;&#039;Sculpt Map&#039;&#039;&#039;) by different amounts depending on the &amp;quot;Level of Detail&amp;quot; or [[Sculpted Prims Creators Guide#LOD|LOD]]. Prims which are close to the viewer camera have a 32 by 32 grid of vertices, which drops to 16 by 16 as the prim moves away from camera.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. How big should my Sculpt Textures/Sculpt Maps be?&lt;br /&gt;
&lt;br /&gt;
:* The recommended size is [[Sculpted_Prim_Explanation#Sampling|64 by 64 pixels]]. More data is really unnecessary &amp;amp;mdash; lower resolutions can result in bad sampling when the [[Sculpted Prims Creators Guide#LOD|Level of Detail (LOD)]] changes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. Are there any size or distance restrictions on Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
:* Sculpted Prims use the same position, rotation, and size parameters that a normal prim has. For example, this means that the maximum distance from the center of a sculpted prim is 5m as prims can be no more than 10m from side to side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. Can &amp;quot;huge prims&amp;quot; be used to make &amp;quot;huge sculpties&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
:* Yes, have a look at [http://wiki.secondlife.com/wiki/Image:Megapple.jpg this snapshot].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. The [http://youtube.com/watch?v=LlfpACg_lww demonstration video] shows a lot of smooth shapes. Can I use Sculpted Prims to make sharp corners and angles? What if I want to create more complex shapes?&lt;br /&gt;
&lt;br /&gt;
:* Since the introduction of lossless compression for sculptie maps, 8 bit precision is now possible. The name &amp;quot;sculpted prim&amp;quot; was chosen to convey the idea of &amp;quot;approximate&amp;quot; shapes &amp;amp;mdash; but as you can see from the plate in the image above, &amp;quot;approximate&amp;quot; is pretty close to &amp;quot;exact&amp;quot;. Depending on the techniques used to produce the  map, a sculpted prim can have a very defined edge. At maximum resolution, a 32x32 pixel Sculpt Map would describe up to 1024 vertices (with each pixel representing a single vertex). The recommended sculpt map resolution is 64x64 pixels but in practice the highest level of detail for sculpted prims in Second Life is a grid of 32x32 vertices (larger images are downsampled), and the lower level of detail uses 16x16 vertices. If you need more vertices, split your model up into multiple prims. For reference, a torus-shaped prim in SL has about 1000 vertices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. With image pixels defining the position of the prim&#039;s vertices, will jpeg compression artifacts not skew the vertex positions?&lt;br /&gt;
&lt;br /&gt;
:* This can be avoided using the &amp;quot;Lossless Compression&amp;quot; option when loading your sculptie texture. Support for 16bit textures might be added in the future to allow even greater precision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. After making a Sculpt Texture (Sculpt Map), it seems to be &#039;inside out&#039;, when applied on a prim. What can I do to fix that?&lt;br /&gt;
&lt;br /&gt;
:* This means the &#039;U&#039; of the UV map needs to be reversed. Open the Sculpt Texture in any image editor and &#039;flip&#039; it horizontally. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. Can I make flexi sculpted prims?&lt;br /&gt;
&lt;br /&gt;
:* Not at present but it is planned for a future revision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. Can I make Sculpt Textures (Sculpt Maps) in Photoshop or other paint programs?&lt;br /&gt;
&lt;br /&gt;
:* Not easily, but with a technical understanding of sculpt textures it is possible to manipulate them. Check out the ongoing talk page discussions:&lt;br /&gt;
:** [[Talk:Sculpted_Prims#Sculpt_Texture|Sculpt texture]]&lt;br /&gt;
:** [[Talk:Sculpted_Prims#.22Annoying.22_Questions | &amp;quot;Annoying&amp;quot; questions]]&lt;br /&gt;
:** [[Sculpted_Prims:Clarification_Page | Clarification]]&lt;br /&gt;
&lt;br /&gt;
:* Also see [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. Can I preview Sculpt Maps in the Texture Upload window?&lt;br /&gt;
&lt;br /&gt;
:* Yes, the texture upload preview has a &amp;quot;sculpted prim&amp;quot; mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. Can I texture a Sculpted Prim just like a regular one?&lt;br /&gt;
&lt;br /&gt;
:* Yes. Each sculpted prim has one texture face. The texture space of a sculpted prim is defined by the sculpt texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. What about the UV mapping of the Sculpted Prim&#039;s single texture?&lt;br /&gt;
&lt;br /&gt;
:* You can use the texture scale/rotate/offset controls to position the texture on the sculpted prim. In terms of UV mapping, the sculpt map defines the texture space &amp;amp;mdash; the sculpted prim will have the same UV space as the object in your modeling program.&lt;br /&gt;
Users are discovering various ways to create UV-maps to aid in the creation of image textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. What happens if I use a normal texture instead of a sculpt map as the sculpt texture?&lt;br /&gt;
&lt;br /&gt;
:* The result is affectionately called &amp;quot;vertex vomit&amp;quot; &amp;amp;mdash; ... and no, it&#039;s not pretty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. What will be the associated LSL functions and PrimitiveParams arguments?&lt;br /&gt;
&lt;br /&gt;
:* Sculpted prims can be defined via LSL using &amp;lt;span style=&amp;quot;font-weight:bold; color:#560&amp;quot;&amp;gt;[[LlSetPrimitiveParams|llSetPrimitiveParams()]]&amp;lt;/span&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;font-size:1.2em; font-weight:bold; color:#560&amp;quot;&amp;gt;&amp;lt;tt&amp;gt;llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, &amp;quot;uuid&amp;quot;, PRIM_SCULPT_TYPE_SPHERE]);&amp;lt;/tt&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;font-size:1.2em; font-weight:bold; color:#560&amp;quot;&amp;gt;&amp;lt;tt&amp;gt;llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, &amp;quot;uuid&amp;quot;, PRIM_SCULPT_TYPE_TORUS]);&amp;lt;/tt&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;font-size:1.2em; font-weight:bold; color:#560&amp;quot;&amp;gt;&amp;lt;tt&amp;gt;llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, &amp;quot;uuid&amp;quot;, PRIM_SCULPT_TYPE_PLANE]);&amp;lt;/tt&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;font-size:1.2em; font-weight:bold; color:#560&amp;quot;&amp;gt;&amp;lt;tt&amp;gt;llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, &amp;quot;uuid&amp;quot;, PRIM_SCULPT_TYPE_CYLINDER]);&amp;lt;/tt&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. How do sculpted prims work in the physics engine?&lt;br /&gt;
&lt;br /&gt;
:* At present, sculpted prims are approximated by a lopsided sphere that is roughly the same size as the sculpted prim. &lt;br /&gt;
If you stand or sit on one, you might sink in, or you might levitate.&lt;br /&gt;
In the future, a more exact representation to the physics engine may be provided, thereby offering more realistic movement/collisions for sculpted prims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. This sounds like it might take some extra processing power &amp;amp;mdash; will there be limits or can I have 15,000 sculpted prims per sim?&lt;br /&gt;
&lt;br /&gt;
:* At a maximum of approximately 1000 vertices, sculpted prims have about the same &amp;quot;rendering weight&amp;quot; as a hollow torus prim. So no, they aren&#039;t more &amp;quot;expensive&amp;quot; to render, and you&#039;ll be able to fill your sim if you like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q. When I edit a sculpted prim, the sculpt map is perfectly visible in the editor window.  Someone can easily steal it with a screen capture.&lt;br /&gt;
&lt;br /&gt;
:* Just like regular prims, when you have &#039;&#039;modify&#039;&#039; permission to a sculpted prim, you may view/edit all of the shape parameters of that prim.  So if you do not wish for others to see the sculpt map, you&#039;ll want to set the permissions of the prim to &#039;&#039;no modify&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:* BUT - there is a cute trick which can be used to prevent others from seeing your sculpt map even when they have full permissions to the prim:  use the alpha channel of the sculpt map to obscure it from view.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Q.  Sculpted prims are limited to 32x32 vertices at their highest resolution.  If I&#039;ve uploaded a 256x256 sculpt map, how can I get the sculpted prim to show that detail?&lt;br /&gt;
&lt;br /&gt;
:* You cannot.  Currently in Second Life, we use the &amp;quot;prim economy&amp;quot; to prevent builders from &amp;quot;stealing&amp;quot; rendering resources from each other.  Each region is allowed 15,000 prims, each of which may have 1024 vertices.  These resources are divided proportionally amongst the region&#039;s landowners.  This balance works well with the current state of rendering hardware.  There are no plans to increase these numbers in the near future.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation]]&lt;br /&gt;
* [[Sculpted_Prims:_3d_Software_Guide|Sculpted Prims: 3D Software Guide]]&lt;br /&gt;
* [[Sculpted_Prims_Textures|Sculpted Prims: Textures]]&lt;br /&gt;
* [[Sharing sculpt maps and textures|Sharing Sculpt Maps and textures]] &lt;br /&gt;
* [[Sculpted Prims Creators Guide]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://blog.secondlife.com/2007/04/27/the-advent-of-an-illustrious-age-of-sculpted-prims/ Sculpted Prims Announcement] on the SL blog&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Modeling_Glossary&amp;diff=66652</id>
		<title>Sculpted Prims: 3d Modeling Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Modeling_Glossary&amp;diff=66652"/>
		<updated>2008-05-08T18:54:17Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(This is work in progress)&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;AmbientOcclusion&amp;quot;&amp;gt;&lt;br /&gt;
;Ambient Occlusion &amp;lt;/span&amp;gt;&lt;br /&gt;
:A methood of calculating light and shadow on a 3d model with simulated ambient (non-directional) light.  Some programs refer to this as &amp;quot;sky light&amp;quot;.  This is a fairly easy way to bake pre-rendered shadows onto a model.&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
: Objects in 3D graphics are usually represented by a web or mesh of polygons, each with various properties such as color and texture.  When the camera is very close to an object, you need a lot of polygons to represent the detail.  When the camera is far away, you only need a few larger polygons.  This improves efficiency (i.e., reduces lag).  Why bother to compute all the details of objects that are far away?  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;TextureMaps&amp;quot;&amp;gt;&lt;br /&gt;
;Texture Maps&amp;lt;/span&amp;gt;&lt;br /&gt;
:In SL, [[Textures|textures]] are usually used to store pictures of something.&lt;br /&gt;
A &#039;&#039;Texture Map&#039;&#039; is 3D graphics lingo for an image that uses the colors to represent some data.  In the case of sculpties, it is the &amp;lt;x,y,z&amp;gt; coordinate of the surface of the object.&lt;br /&gt;
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;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Unwrap&amp;quot;&amp;gt;&lt;br /&gt;
;Unwrap &amp;lt;/span&amp;gt;&lt;br /&gt;
:Unwrapping is the process of manually 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  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;
&lt;br /&gt;
&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 automatically, via an unwrapping process or using a preset projection such as planar mapping, face mapping, box mapping, spherical mapping, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Vertex&amp;quot;&amp;gt;&lt;br /&gt;
;Vertex &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. The plural is &#039;&#039;vertices&#039;&#039; or &#039;&#039;vertexes&#039;&#039;. &lt;br /&gt;
Two verticies joined create an &#039;&#039;edge&#039;&#039;, three or more create a &#039;&#039;face&#039;&#039;.  Faces are sometimes called &#039;&#039;polygons&#039;&#039; or &#039;&#039;polys&#039;&#039;.&lt;br /&gt;
&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 Prims: Technical Explaination]]&lt;br /&gt;
:* [[Talk:Sculpted_Prims|Sculpted Prims Talk Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=66518</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=66518"/>
		<updated>2008-05-07T20:57:39Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
This page offers a list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the license.&lt;br /&gt;
&lt;br /&gt;
Note: Resident-made sculpt map tools and offline previewers [[Sculpted Prims: Resident-made Tools|now have their own page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating sculpt maps. Although support for these features isn&#039;t necessary in order to create sculpt maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of sculpt maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colors, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weaknesses.  They include:&lt;br /&gt;
** Polygon modeling: The most mature method and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and vertices of an object.&lt;br /&gt;
** NURBS: NURBS modeling uses series of curved splines to define the shape of an object and are excellent for smooth organic shapes. The methodology behind sculpted prims are very largely based on them.&lt;br /&gt;
** Subdivision Surface: Subdivision modeling shares some of the advantages of both NURBS and polygon modeling: the shape is manipulated using sets of control points that allow for both smooth surfaces and precise details.&lt;br /&gt;
** Brush Sculpting:  With this method, you use your mouse or pen tablet and a series of adjustable brushes to literally sculpt on the 3d surface like clay. Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this method as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will ultimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs. Some programs will run fine on something as old as a Pentium III. A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup. Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What program(s) are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question. It will depend on a number of factors:&lt;br /&gt;
* &#039;&#039;&#039;How much money are you willing to spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars. Programs like Maya and 3ds Max are powerful but if you&#039;re not already seriously into 3d modeling, they&#039;re probably overkill. Lightwave, zBrush and programs in their price range are powerful professional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill as most of the features you pay for go beyond the general tools to create sculpt maps for Second Life. Programs like Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists but not all of them are going to have the full 3D studio capabilities of some more expensive programs. Free programs run the gamut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best. If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like or will have an easier time picking up a new and/or more complicated program. If you&#039;re a brand newbie to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya with their steep learning curves. The availability of general modeling tutorials and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m a newbie to all this.  What should I start with?&lt;br /&gt;
Probably not with anything expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources. If you&#039;re very serious about learning the tools the pros use you might also seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive in to making sculpties then there are a couple front runners for your attention.  (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necessarily friendly but it&#039;s loads easier than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt making tools. You&#039;ll be limited in the shapes you can produce but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes. The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under $100), AC3D is a good place to start. The interface is nicer than that of Wings and Zora Spoonhamer&#039;s exporter allows you to take good advantage of program features that the Wings exporter doesn&#039;t; full subdivision capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide what program you should use is to start downloading their demos and trying them to find what you like.&lt;br /&gt;
&lt;br /&gt;
= Adding Programs to This List =&lt;br /&gt;
The hobby market for 3d software is currently growing rapidly: as a result there are dozens of software packages in the wild, many undiscovered or not well known.  If a new program is discovered and proven by means of it being listed here, great, but it&#039;s not within the scope of this list to name them all, else the most useful ones would get buried and the page would become a confusing mess.&lt;br /&gt;
&lt;br /&gt;
A couple things to consider:&lt;br /&gt;
* Popularity: This may seem contrary to the &amp;quot;discovering new programs&amp;quot; bit above, but it&#039;s impossible to ignore the impact popularity has on a program: it means there&#039;s a community of users that can offer support to newbies and it increases the likelihood that someone will develop sculpt map support for it.&lt;br /&gt;
* Features: If it doesn&#039;t already have sculpt map support, does it have the features that will make it likely able to support sculpt maps?  Certain well known programs like Sketchup and Milkshape have been put in the &amp;quot;Other&amp;quot; category because people will ask about them but the chance of sculpt map support being developed for them seems slim because of their feature sets.  If that turns out to be an incorrect assumption then they&#039;ll certainly be moved up.  A file converter like 3dm2sculpt or one of various object to sculpty programs is better than nothing but as such programs are in varying stages of being beta and/or experimental (and often may not work), being able to save to a convertible file format shouldn&#039;t be the only thing to consider.  Other things to keep in mind: is the interface usable?  Does the program run without frequently crashing?&lt;br /&gt;
&lt;br /&gt;
With those in mind, if you&#039;re adding a program, follow the format used in the rest of the entries (they differ slightly between the free and commercial packages) and be sure to fill in as much information as you can; this will usually take a little research.  If you&#039;ve used the program, you&#039;re encouraged to include your insights and experiences in the short description blurb (you don&#039;t need more than a short paragraph).  Tutorials, documentation and the like should be linked separately under the Resources section.&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
&lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SnurbO&#039;Matic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, although it is possible to save as a .obj file and then convert it to a sculpt image.&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program. If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
[NOTE:  chances are it was either downloaded from a shady site or was a false positive. More details are needed!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], and [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=203571 Blender Sculptie Import &amp;amp; Export scripts]&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro Blender 3D: Noob to Pro] - on [http://en.wikibooks.org/wiki/Main_Page Wikibooks], It&#039;s a great step-by-step tutorial that contains substantial content, is well-formatted, and has screen shots. &lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
*[http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
*[http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
*[http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
*[http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html Another great tutorial] on using blender for sculpts&lt;br /&gt;
*[http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
*[http://www.treekyomoon.com/blenderInstrux.jpg Specifically making a flat/embossed type sculptie] one could use for floating terrains with giant prims, licence plates, nifty brass scene covered fireboxes...or whatever else might be handy! [http://www.treekyomoon.com/flattysculptie.blend Sample .blend file here]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plopp===&lt;br /&gt;
[[Image:Plopp example.jpg|thumb|250 px| A SLork sculpted in Plopp]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.secondplopp.com/ Plopp Second Life]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Donationware/Commercial&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039;Windows, Mac, Linux&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No (N/A)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; 2d painting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plopp&#039;&#039; is a cute 3D modeling tool designed for little kids.  The makers of Plopp have now put out a free version for SL users (the full program can be bought for US$19.50).  &lt;br /&gt;
&lt;br /&gt;
Imagine one of those new mylar balloons.  You paint the one side with an image, and then paint the other side with an image represetning the other side.  Plopp then blows up the balloon and shades it.  You can also import graphics from other tools (Photoshop, a scanned drawing, etc.), make a &amp;quot;cutout&amp;quot; with the eraser and inflate that.  You can play a little with the lighting and with rotations.  The Plopp drawing tools are very basic but keep in mind, this is for little children.  Then it bakes the texture and exports the texture and the sculpt map (128x128).&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t use this for Second Life, you might like to get it for your kids...or inner child.  It just looks like a lot of fun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.planet-plopp.com/biggerkids/tips.html Plopp Tips] - Video tutorials and neat tricks from the Plopp website&lt;br /&gt;
*[http://www.shiny-life.com/2007/10/06/tutorial-create-sculpted-prims-with-ploppsl/ Plopp SL Video Tutorial] at Shiny Life&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Get Started:&#039;&#039;&#039;[[Wings 3D|Second Life Wings 3D guide]]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  Detailed documentation is sparse, but there are several Second Life tutorials in this Wiki and on the Web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* See the [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.]&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.  It may seem an odd inclusion in this part of the list but merits mentioning up here instead of burried at the bottom with the &amp;quot;Other&amp;quot; section because it actualy can produce sculpt maps.  Some other programs like AC3D (below) can also call on POV-Ray for texture baking.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (understandably) expensive, anywhere from hundreds to many thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s within the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
=== Archipelis Designer (Archipelis)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.archipelis.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; around US$60&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; by drawing on photo&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes &lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
With Archipelis Designer you just draw an outline from a background image to make it a 3D textured model. Or you can use a blank view and just draw the shapes you want from scratch.&lt;br /&gt;
it&#039;s an intuitive approach to sketch the shapes out that can then be enhanced with textures and photographs and then exported to a set of sculted prims with SL Exporter.&lt;br /&gt;
&lt;br /&gt;
[[Image:Archipelis.jpg]]        [[Image:Peng.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.archipelis.com/slexporter/index.html]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux], [http://www.ccccybernetics.com/ developed by Zora Spoonhammer]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.  Invis recently gave their official blessing (as well as hosting) to the plugin, making them the first vendor of this kind of software to put their backing into sculpy development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
*[http://www.independentdeveloper.com/archive/2007/09/27/sculpted_prims_from_existing_3  Sculpted Prims from Existing 3D Models] in AC3D. A step-by-step guide using an existing 3-D model of a fish.&lt;br /&gt;
*[http://www.supercoldmilk.com/ac3dplug/index.html AC3D Plugins @ Super Cold Milk] - several invaluable free plugins can be found here, including the knife tool used in the pear tutorial&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$195&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.&lt;br /&gt;
Original text: MoI’s sleek intuitive UI blends a fluid easy workflow with powerful tools, making it the perfect choice for someone who has been frustrated with the complexity of existing CAD tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Silo (Nevercenter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.nevercenter.com/ Nevercenter - Silo]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$159, US$59 (upgrade), edu licensing on request&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000 or later, Mac OSX 10.3 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 30 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; -?-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://www.nevercenter.com/about/features/ Silo Features] and [http://www.nevercenter.com/about/videos/ how-to videos]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shade10 (e frontier) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://shade.e-frontier.co.jp/ 3DCG : Shade online]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$130/Yen12,800(Shade 10 Basic)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows　XP/ XP Professional x64 Edition/Vista /Vista 64bit, Mac OS X 10.4.11 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; [http://shade.e-frontier.co.jp/download/try.html Yes - 30 day trial]&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon Mesh, Boolean, Meta Mesh&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://shade.e-frontier.co.jp/10/features/plugin.html Shade10 Plugin&amp;amp;Script] and [http://www.youtube.com/watch?v=YT-dvuVEcTY Second Life Expoter video] and [http://www.youtube.com/watch?v=AO2bgwww4WQ How to make Sculpted Prims with Shade10 video]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 (V3.1)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes [http://www.pixologic.com/zbrush/trial/ (30 day trial)]&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab (but note to resident developers: this one is in high demand).&lt;br /&gt;
&lt;br /&gt;
Zbrush is a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
V3.1 adds many new features, such as Displacement Maps (and and Exporter) and the ZMapper. &lt;br /&gt;
&lt;br /&gt;
(I may be incorrect, but I believe that the Displacement Maps and Exporter may be Pixologic&#039;s rendition of sculpture maps. Some with more experience needs to check, please: [http://www.zbrush.info/docs/index.php/Displacement_Exporter Displacement Exporter]. -- just checked this, and is different from how sculpt maps work. Just a converter for displacement maps to normal maps. (pretty powerful in its own right, but not the same thing as sculpties) Sculpt maps are not using the normals in any way at all - they look similar in that they are RGB maps, but the similarity pretty much ends there. Rather sculpties use RGB gradients from the center of the prim to the edge of the prim&#039;s bounding box to define where the vertices are in xyz space. --[[User:Hypatia Callisto|Hypatia Callisto]] 14:47, 1 November 2007 (PDT))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/docs/index.php/Main_Page Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895, US$495 as a companion upgrade for Photoshop&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit, currently only available with a couple books&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]] (works with any version of Lightwave of at least version 6) or use the DStorm plugin provided [[http://www.dstorm.co.jp/english/plugin/secondlife.htm]] at DStorm (LW9+ only)&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Robin_Sojourner Robin Sojourner].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995 ($300 student)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues) OS X (beta, free)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://starling.us/rhino Using Rhino in SL] by Ĝan Ŭesli Starling, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Aplonis_Ember Aplonis Ember].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 for latest version (7), but legacy versions are sold for lower prices ($199 for TrueSpace 5)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, prior version of the program &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI (Avid) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$495 (&amp;quot;Foundation&amp;quot;) - US$6995 (&amp;quot;Advanced&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modo 301 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest7.lxo SLtest7.lxo]&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Skymatter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.mudbox3d.com/ Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$299 (&amp;quot;Basic&amp;quot;) - US$649 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 15 days trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2.5 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149 (sometimes found on sale for ~$75), &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.2 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes, it&#039;s buried: go [http://www.daz3d.com/i.x/support/downloads/-/ here] and select Hexagon from the list.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
Hexagon 2.5 rolls out official support for sculpted prims which shoots it from the &amp;quot;other&amp;quot; section into the main list.  By itself it appears to be a very capable program - the full range of expected modeling tools plus 3d painting, ambient occlusion baking - in short, all most sculpt makers will need for not too much money.  The program was originaly developed by eovia and was purchaced by Daz.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via Shader.&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Nice [http://www.ks-3d.de/KS-3D_SCULPTIES_(SCULPTED_PRIMS).htm tutorial] to create a Shader and modeling (by KS-3D Klaus Strifler - german only)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; &amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Available Here]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
* [http://www.sim-image.co.jp/sltk/en/index.php SIM Tools - Second Life ToolKit plugin] - Commercial Maya to prims plugin/building tool.  Costs ~US800 (depending on exchange rates).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; 3 methods in development:&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here], or [http://forums.secondlife.com/showpost.php?p=1695133&amp;amp;postcount=112 the updated Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
** Method 3 ([http://liferain.com/downloads/sculptgenmax/ SculptGenMax]) by Shack Dougall, Version 1.0 supports both importing and exporting of sculpties between 3ds Max and Second Life.  &lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs may be free or cheap, but they won&#039;t have nearly as expansive feature sets as those above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=63568</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=63568"/>
		<updated>2008-04-15T00:18:50Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* Maya (Autodesk/Wavefront) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
This page offers a list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the license.&lt;br /&gt;
&lt;br /&gt;
Note: Resident-made sculpt map tools and offline previewers [[Sculpted Prims: Resident-made Tools|now have their own page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating sculpt maps. Although support for these features isn&#039;t necessary in order to create sculpt maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of sculpt maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colors, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weaknesses.  They include:&lt;br /&gt;
** Polygon modeling: The most mature method and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and vertices of an object.&lt;br /&gt;
** NURBS: NURBS modeling uses series of curved splines to define the shape of an object and are excellent for smooth organic shapes. The methodology behind sculpted prims are very largely based on them.&lt;br /&gt;
** Subdivision Surface: Subdivision modeling shares some of the advantages of both NURBS and polygon modeling: the shape is manipulated using sets of control points that allow for both smooth surfaces and precise details.&lt;br /&gt;
** Brush Sculpting:  With this method, you use your mouse or pen tablet and a series of adjustable brushes to literally sculpt on the 3d surface like clay. Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this method as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will ultimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs. Some programs will run fine on something as old as a Pentium III. A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup. Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What program(s) are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question. It will depend on a number of factors:&lt;br /&gt;
* &#039;&#039;&#039;How much money are you willing to spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars. Programs like Maya and 3ds Max are powerful but if you&#039;re not already seriously into 3d modeling, they&#039;re probably overkill. Lightwave, zBrush and programs in their price range are powerful professional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill as most of the features you pay for go beyond the general tools to create sculpt maps for Second Life. Programs like Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists but not all of them are going to have the full 3D studio capabilities of some more expensive programs. Free programs run the gamut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best. If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like or will have an easier time picking up a new and/or more complicated program. If you&#039;re a brand newbie to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya with their steep learning curves. The availability of general modeling tutorials and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m a newbie to all this.  What should I start with?&lt;br /&gt;
Probably not with anything expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources. If you&#039;re very serious about learning the tools the pros use you might also seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive in to making sculpties then there are a couple front runners for your attention.  (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necessarily friendly but it&#039;s loads easier than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt making tools. You&#039;ll be limited in the shapes you can produce but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes. The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under $100), AC3D is a good place to start. The interface is nicer than that of Wings and Zora Spoonhamer&#039;s exporter allows you to take good advantage of program features that the Wings exporter doesn&#039;t; full subdivision capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide what program you should use is to start downloading their demos and trying them to find what you like.&lt;br /&gt;
&lt;br /&gt;
= Adding Programs to This List =&lt;br /&gt;
The hobby market for 3d software is currently growing rapidly: as a result there are dozens of software packages in the wild, many undiscovered or not well known.  If a new program is discovered and proven by means of it being listed here, great, but it&#039;s not within the scope of this list to name them all, else the most useful ones would get buried and the page would become a confusing mess.&lt;br /&gt;
&lt;br /&gt;
A couple things to consider:&lt;br /&gt;
* Popularity: This may seem contrary to the &amp;quot;discovering new programs&amp;quot; bit above, but it&#039;s impossible to ignore the impact popularity has on a program: it means there&#039;s a community of users that can offer support to newbies and it increases the likelihood that someone will develop sculpt map support for it.&lt;br /&gt;
* Features: If it doesn&#039;t already have sculpt map support, does it have the features that will make it likely able to support sculpt maps?  Certain well known programs like Sketchup and Milkshape have been put in the &amp;quot;Other&amp;quot; category because people will ask about them but the chance of sculpt map support being developed for them seems slim because of their feature sets.  If that turns out to be an incorrect assumption then they&#039;ll certainly be moved up.  A file converter like 3dm2sculpt or one of various object to sculpty programs is better than nothing but as such programs are in varying stages of being beta and/or experimental (and often may not work), being able to save to a convertible file format shouldn&#039;t be the only thing to consider.  Other things to keep in mind: is the interface usable?  Does the program run without frequently crashing?&lt;br /&gt;
&lt;br /&gt;
With those in mind, if you&#039;re adding a program, follow the format used in the rest of the entries (they differ slightly between the free and commercial packages) and be sure to fill in as much information as you can; this will usually take a little research.  If you&#039;ve used the program, you&#039;re encouraged to include your insights and experiences in the short description blurb (you don&#039;t need more than a short paragraph).  Tutorials, documentation and the like should be linked separately under the Resources section.&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
&lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SnurbO&#039;Matic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, although it is possible to save as a .obj file and then convert it to a sculpt image.&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program. If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
[NOTE:  chances are it was either downloaded from a shady site or was a false positive. More details are needed!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], and [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=203571 Blender Sculptie Import &amp;amp; Export scripts]&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro Blender 3D: Noob to Pro] - on [http://en.wikibooks.org/wiki/Main_Page Wikibooks], It&#039;s a great step-by-step tutorial that contains substantial content, is well-formatted, and has screen shots. &lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
*[http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
*[http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
*[http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
*[http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html Another great tutorial] on using blender for sculpts&lt;br /&gt;
*[http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
*[http://www.treekyomoon.com/blenderInstrux.jpg Specifically making a flat/embossed type sculptie] one could use for floating terrains with giant prims, licence plates, nifty brass scene covered fireboxes...or whatever else might be handy! [http://www.treekyomoon.com/flattysculptie.blend Sample .blend file here]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plopp===&lt;br /&gt;
[[Image:Plopp example.jpg|thumb|250 px| A SLork sculpted in Plopp]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.secondplopp.com/ Plopp Second Life]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Donationware/Commercial&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039;Windows, Mac, Linux&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No (N/A)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; 2d painting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plopp&#039;&#039; is a cute 3D modeling tool designed for little kids.  The makers of Plopp have now put out a free version for SL users (the full program can be bought for US$19.50).  &lt;br /&gt;
&lt;br /&gt;
Imagine one of those new mylar balloons.  You paint the one side with an image, and then paint the other side with an image represetning the other side.  Plopp then blows up the balloon and shades it.  You can also import graphics from other tools (Photoshop, a scanned drawing, etc.), make a &amp;quot;cutout&amp;quot; with the eraser and inflate that.  You can play a little with the lighting and with rotations.  The Plopp drawing tools are very basic but keep in mind, this is for little children.  Then it bakes the texture and exports the texture and the sculpt map (128x128).&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t use this for Second Life, you might like to get it for your kids...or inner child.  It just looks like a lot of fun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.planet-plopp.com/biggerkids/tips.html Plopp Tips] - Video tutorials and neat tricks from the Plopp website&lt;br /&gt;
*[http://www.shiny-life.com/2007/10/06/tutorial-create-sculpted-prims-with-ploppsl/ Plopp SL Video Tutorial] at Shiny Life&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Get Started:&#039;&#039;&#039;[[Wings 3D|Second Life Wings 3D guide]]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  Detailed documentation is sparse, but there are several Second Life tutorials in this Wiki and on the Web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* See the [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.]&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.  It may seem an odd inclusion in this part of the list but merits mentioning up here instead of burried at the bottom with the &amp;quot;Other&amp;quot; section because it actualy can produce sculpt maps.  Some other programs like AC3D (below) can also call on POV-Ray for texture baking.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (understandably) expensive, anywhere from hundreds to many thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s within the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
=== Archipelis Designer (Archipelis)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.archipelis.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; around US$60&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; by drawing on photo&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes &lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
With Archipelis Designer you just draw an outline from a background image to make it a 3D textured model. Or you can use a blank view and just draw the shapes you want from scratch.&lt;br /&gt;
it&#039;s an intuitive approach to sketch the shapes out that can then be enhanced with textures and photographs and then exported to a set of sculted prims with SL Exporter.&lt;br /&gt;
&lt;br /&gt;
[[Image:Archipelis.jpg]]        [[Image:Peng.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.archipelis.com/slexporter/index.html]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux], [http://www.ccccybernetics.com/ developed by Zora Spoonhammer]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.  Invis recently gave their official blessing (as well as hosting) to the plugin, making them the first vendor of this kind of software to put their backing into sculpy development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
*[http://www.independentdeveloper.com/archive/2007/09/27/sculpted_prims_from_existing_3  Sculpted Prims from Existing 3D Models] in AC3D. A step-by-step guide using an existing 3-D model of a fish.&lt;br /&gt;
*[http://www.supercoldmilk.com/ac3dplug/index.html AC3D Plugins @ Super Cold Milk] - several invaluable free plugins can be found here, including the knife tool used in the pear tutorial&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$195&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.&lt;br /&gt;
Original text: MoI’s sleek intuitive UI blends a fluid easy workflow with powerful tools, making it the perfect choice for someone who has been frustrated with the complexity of existing CAD tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Silo (Nevercenter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.nevercenter.com/ Nevercenter - Silo]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$159, US$59 (upgrade), edu licensing on request&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000 or later, Mac OSX 10.3 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 30 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; -?-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://www.nevercenter.com/about/features/ Silo Features] and [http://www.nevercenter.com/about/videos/ how-to videos]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shade10 (e frontier) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://shade.e-frontier.co.jp/ 3DCG : Shade online]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$130/Yen12,800(Shade 10 Basic)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows　XP/ XP Professional x64 Edition/Vista /Vista 64bit, Mac OS X 10.4.11 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; [http://shade.e-frontier.co.jp/download/try.html Yes - 30 day trial]&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon Mesh, Boolean, Meta Mesh&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://shade.e-frontier.co.jp/10/features/plugin.html Shade10 Plugin&amp;amp;Script] and [http://www.youtube.com/watch?v=YT-dvuVEcTY Second Life Expoter video] and [http://www.youtube.com/watch?v=AO2bgwww4WQ How to make Sculpted Prims with Shade10 video]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 (V3.1)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes [http://www.pixologic.com/zbrush/trial/ (30 day trial)]&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab (but note to resident developers: this one is in high demand).&lt;br /&gt;
&lt;br /&gt;
Zbrush is a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
V3.1 adds many new features, such as Displacement Maps (and and Exporter) and the ZMapper. &lt;br /&gt;
&lt;br /&gt;
(I may be incorrect, but I believe that the Displacement Maps and Exporter may be Pixologic&#039;s rendition of sculpture maps. Some with more experience needs to check, please: [http://www.zbrush.info/docs/index.php/Displacement_Exporter Displacement Exporter]. -- just checked this, and is different from how sculpt maps work. Just a converter for displacement maps to normal maps. (pretty powerful in its own right, but not the same thing as sculpties) Sculpt maps are not using the normals in any way at all - they look similar in that they are RGB maps, but the similarity pretty much ends there. Rather sculpties use RGB gradients from the center of the prim to the edge of the prim&#039;s bounding box to define where the vertices are in xyz space. --[[User:Hypatia Callisto|Hypatia Callisto]] 14:47, 1 November 2007 (PDT))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/docs/index.php/Main_Page Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895, US$495 as a companion upgrade for Photoshop&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit, currently only available with a couple books&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]] (works with any version of Lightwave of at least version 6) or use the DStorm plugin provided [[http://www.dstorm.co.jp/english/plugin/secondlife.htm]] at DStorm (LW9+ only)&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Robin_Sojourner Robin Sojourner].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://starling.us/rhino Using Rhino in SL] by Ĝan Ŭesli Starling, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Aplonis_Ember Aplonis Ember].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 for latest version (7), but legacy versions are sold for lower prices ($199 for TrueSpace 5)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, prior version of the program &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI (Avid) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$495 (&amp;quot;Foundation&amp;quot;) - US$6995 (&amp;quot;Advanced&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modo 301 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest7.lxo SLtest7.lxo]&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Skymatter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.mudbox3d.com/ Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$299 (&amp;quot;Basic&amp;quot;) - US$649 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 15 days trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via Shader.&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Nice [http://www.ks-3d.de/KS-3D_SCULPTIES_(SCULPTED_PRIMS).htm tutorial] to create a Shader and modeling (by KS-3D Klaus Strifler - german only)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; &amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Available Here]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
* [http://www.sim-image.co.jp/sltk/en/index.php SIM Tools - Second Life ToolKit plugin] - Commercial Maya to prims plugin/building tool.  Costs ~US800 (depending on exchange rates).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; 3 methods in development:&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here], or [http://forums.secondlife.com/showpost.php?p=1695133&amp;amp;postcount=112 the updated Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
** Method 3 ([http://liferain.com/downloads/sculptgenmax/ SculptGenMax]) by Shack Dougall, Version 1.0 supports both importing and exporting of sculpties between 3ds Max and Second Life.  &lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs may be free or cheap, but they won&#039;t have nearly as expansive feature sets as those above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149, &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.2 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes, it&#039;s buried: go [http://www.daz3d.com/i.x/support/downloads/-/ here] and select Hexagon from the list.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
Hexagon was originally developed by eovia until purchased by DAZ and while it appears to be a perfectly capable 3d program by itself with polygon modeling subdivision modeling, sculpting tools, and 3D painting, it does not include texture baking or any sort of user scripting or plugin interface. However, with version 2.5, released on 3/24/08, the addition of creating and exporting sculpties for Second Life has been added.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Skinning_HowTo/Basics&amp;diff=63536</id>
		<title>Skinning HowTo/Basics</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Skinning_HowTo/Basics&amp;diff=63536"/>
		<updated>2008-04-14T21:04:18Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{multi-lang}}&lt;br /&gt;
This page is a stub.  Improvements to this page are freely welcomed!  &lt;br /&gt;
&lt;br /&gt;
If you would like to add tutorials with more than Basic information, you might choose to name your page along similar lines:&lt;br /&gt;
* Skinning HowTo/Resize the toolbar&lt;br /&gt;
* Skinning HowTo/Changing a highlighting effect&lt;br /&gt;
* &#039;&#039;etc&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Intro =&lt;br /&gt;
The skinning capabilities of the Second Life viewer are currently limited, but will be continuously improved through the development of the [[Skinning]] Project.  This document sets out some basic information about the structure and loading of UI textures, colors, floaters as defined in XML.&lt;br /&gt;
&lt;br /&gt;
You will need an XML editor program for more easily making edits to an XML file.&lt;br /&gt;
* &#039;&#039;One such editor that is free and open source is [http://www.activestate.com/Products/komodo_ide/komodo_edit.mhtml Komodo Edit].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Most Windows versions do not provide a thumbnail view for tga files (an essential feature while editing the skin files). [http://greggman.com/pages/thumbplug_tga.htm Thumb Plug TGA] is a free open source tga thumbnail plugin that will provide this functionality. &lt;br /&gt;
&lt;br /&gt;
Caution is always warranted when making changes to Second Life&#039;s installed files.  In some cases the viewer will crash if an XML file is missing requisite node or element, or if such an element is malformed/misspelled.  Making a backup copy of the unaltered files is highly recommended.  If a malformed file prevents you from running the viewer without an immediate crash, you will need to restore the original file; or re-install Second Life from the [http://secondlife.com/support/downloads.php download page].&lt;br /&gt;
&lt;br /&gt;
This page describes the skinning capabilities of Viewer 1.20 and higher.&lt;br /&gt;
&lt;br /&gt;
= OpenSim =&lt;br /&gt;
OpenSim is a free and open source version of the SL Simulator that you can run yourself. Next to your xml editor and imaging program, this will be your most important tool while skinning the viewer. Linden grid logins can be slow, or disabled, and are inconvenient for testing things like a one line edit of an XML file. Logins on a simulator running on your local machine are significantly faster than logins sent over the Internet, thus providing a quick and easy testbed for edits you&#039;ve made to your viewer skin. &lt;br /&gt;
&lt;br /&gt;
[http://opensimulator.org Official OpenSim website]&lt;br /&gt;
* Read the &amp;quot;User Docs&amp;quot; page for instructions on how to download and setup your personal simulator.&lt;br /&gt;
* [http://opensimulator.org/wiki/Connecting How to connect to an Open Simulator with your viewer]&lt;br /&gt;
&lt;br /&gt;
Its usefulness cannot be stressed enough.&lt;br /&gt;
&lt;br /&gt;
= \SecondLife\app_settings folder =&lt;br /&gt;
(Note: In a Release Candidate version, the folder referenced here is instead &#039;&#039;&#039;\SecondLifeReleaseCandidate\&#039;&#039;&#039;app_settings)&lt;br /&gt;
== colors_base.xml ==&lt;br /&gt;
This file defines the basic colors of the UI as separately named nodes.&lt;br /&gt;
&lt;br /&gt;
* WARNING:  It is highly advisable that you do NOT MAKE CHANGES to this file.  Instead, copy &amp;amp; paste entries from this file to the next file (colors.xml) -- which overrides settings in colors_base.xml.  &amp;lt;b&amp;gt;The viewer will crash if any requisite entry is missing or malformed in colors_base.xml!&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== colors.xml ==&lt;br /&gt;
By default, this file has no entries.  However this file can contains entries which will override any identically-named entry in colors_base.xml.&lt;br /&gt;
&lt;br /&gt;
The format for specifying a color is &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;value=&amp;quot;[R],[G],[B],[OPACITY]&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...where &amp;lt;code&amp;gt;R,G,B,Opacity&amp;lt;/code&amp;gt; are in the range 0-255.  For opacity, 128 is half opacity (ergo, half transparent).&lt;br /&gt;
&lt;br /&gt;
(Note: Opacity is also sometimes called the Alpha value)&lt;br /&gt;
&lt;br /&gt;
* For example, you could copy the following entries &#039;&#039;from&#039;&#039; colors_base.xml and paste them &#039;&#039;into&#039;&#039; colors.xml, where you can make adjustments:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- CHAT AND IM HISTORY TEXTBOX COLORS --&amp;gt;&lt;br /&gt;
&amp;lt;ChatHistoryBgColor value=&amp;quot;0, 30, 80, 200&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;ChatHistoryTextColor value=&amp;quot;255, 255, 255, 255&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;IMHistoryBgColor value=&amp;quot;0, 30, 80, 128&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;IMHistoryTextColor value=&amp;quot;255, 255, 255, 255&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= \SecondLife\skins\textures\ folder =&lt;br /&gt;
(Note: In a Release Candidate version, the folder referenced here is instead &#039;&#039;&#039;\SecondLifeReleaseCandidate\&#039;&#039;&#039;skins\textures)&lt;br /&gt;
&lt;br /&gt;
2008-04-08: This is where the viewer&#039;s installed textures reside.&lt;br /&gt;
&lt;br /&gt;
== *.j2c, *.tga, *.jpg, *.png ==&lt;br /&gt;
&lt;br /&gt;
* Many of these textures have a filename by UUID &lt;br /&gt;
** most of these are installed textures used on Orientation Island.&lt;br /&gt;
* As part of the [[Dazzle]] project, every texture that is used in the UI now has a human-readable english filename... with the following EXCEPTIONS (&#039;&#039;these omissions will be converted in the [[Skinning]] Phase 1&#039;&#039;):&lt;br /&gt;
** 7a0b1bdb-b5d9-4df5-bac2-ba230da93b5b.tga (Create tool iconic button)&lt;br /&gt;
** 0098b015-3daf-4cfe-a72f-915369ea97c2.tga (Create tool iconic button, selected iconic button)&lt;br /&gt;
** 3c18c87e-5f50-14e2-e744-f44734aa365f.tga (Scroll-left-to-firstone |&amp;lt; icon)&lt;br /&gt;
** 7dabc040-ec13-2309-ddf7-4f161f6de2f4.tga (Scroll-right-to-lastone &amp;gt;|, highlighted icon)&lt;br /&gt;
** 9cad3e6d-2d6d-107d-f8ab-5ba272b5bfe1.tga (Scroll-left-to-firstone |&amp;lt;, highlighted icon)&lt;br /&gt;
** 89e9fc7c-0b16-457d-be4f-136270759c4d.tga (Volume &amp;quot;speaker&amp;quot; icon)&lt;br /&gt;
** 5748decc-f629-461c-9a36-a35a221fe21f.tga (blank icon)&lt;br /&gt;
 &lt;br /&gt;
* In a future phase of [[Skinning]] it is planned to move these UI textures to a separate folder so they can be found/manipulated together more easily.&lt;br /&gt;
&lt;br /&gt;
* In the past,icon graphics/textures had to have an image size that was a power of two (eg, 32x128, 64x128, etc),  but now they can be any size (eg. a 24x96 image).&lt;br /&gt;
&lt;br /&gt;
== textures.xml ==&lt;br /&gt;
&lt;br /&gt;
2008-04-08: Here is an example of some simple entries in textures.xml.  They have no stretch rectangle defined, not preloaded, are not referenced by UUID:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  &amp;lt;icon_auction.tga/&amp;gt;&lt;br /&gt;
  &amp;lt;icon_avatar_offline.tga/&amp;gt;&lt;br /&gt;
  &amp;lt;icon_avatar_online.tga/&amp;gt;&lt;br /&gt;
  &amp;lt;icon_day_cycle.tga/&amp;gt;&lt;br /&gt;
  &amp;lt;icon_diurnal.tga/&amp;gt;&lt;br /&gt;
  &amp;lt;icon_event.tga/&amp;gt;&lt;br /&gt;
  &amp;lt;icon_event_mature.tga/&amp;gt;&lt;br /&gt;
  &amp;lt;icon_for_sale.tga/&amp;gt;&lt;br /&gt;
  &amp;lt;icon_group.tga/&amp;gt;&lt;br /&gt;
  &amp;lt;icon_groupnotice.tga/&amp;gt;&lt;br /&gt;
  &amp;lt;icon_groupnoticeinventory.tga/&amp;gt;&lt;br /&gt;
  &amp;lt;icon_lock.tga/&amp;gt;&lt;br /&gt;
  &amp;lt;icon_place.tga/&amp;gt;&lt;br /&gt;
  &amp;lt;icon_popular.tga/&amp;gt;&lt;br /&gt;
  &amp;lt;icon_top_pick.tga/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== scaling rectangles (scale_rect) ====&lt;br /&gt;
&lt;br /&gt;
UI art textures are often stretched (scaled) in various resizing to accomodate different widths or heights of the same widget.  In order to preserve a crisp look of edges, part of the image is &#039;preserved&#039; or protected to not be scaled.  By default, the stretching will preserve 8 pixels on all sides of the image.&lt;br /&gt;
&lt;br /&gt;
* To change this default, you set a &amp;lt;b&amp;gt;&amp;lt;scale_rect /&amp;gt;&amp;lt;/b&amp;gt; element.&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;scale_rect left=&amp;quot;&#039;&#039;x1&#039;&#039;&amp;quot; top=&amp;quot;&#039;&#039;y1&#039;&#039;&amp;quot;  right=&amp;quot;&#039;&#039;x2&#039;&#039;&amp;quot; bottom=&amp;quot;&#039;&#039;y2&#039;&#039;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
* The pixel coordinates of the image here are counted from a (0,0) position that refers to the LEFT BOTTOM corner.  (Like a Cartesian coordinate system in quadrant I.)&lt;br /&gt;
&lt;br /&gt;
* For example, this image toolbar_btn_selected.tga has dimensions of 128 pixels width x 24 pixels height: [[Image:Toolbar btn selected.tga.jpg]]  &lt;br /&gt;
** The following &amp;lt;scale_rect /&amp;gt; code...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  &amp;lt;toolbar_btn_selected.tga&amp;gt;&lt;br /&gt;
        &amp;lt;scale_rect left=&amp;quot;26&amp;quot; top=&amp;quot;24&amp;quot; right=&amp;quot;102&amp;quot; bottom=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/toolbar_btn_selected.tga&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
:* ...defines a stretchable rectangle that &#039;&#039;preserves&#039;&#039; 26 pixels to its left &amp;amp; right:&lt;br /&gt;
:: [[Image:Toolbar btn selected rect example1.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== use_mips ====&lt;br /&gt;
(under construction)&lt;br /&gt;
&lt;br /&gt;
==== preload ====&lt;br /&gt;
Setting &amp;lt;code&amp;gt;preload=&amp;quot;true&amp;quot;&amp;lt;/code&amp;gt; means the texture is loaded at runtime, before the login screen appears.  In general it is best to preload as few textures as possible, since this affects memory usage of the viewer.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  &amp;lt;checkbox_disabled_false.tga preload=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= \SecondLife\skins\xui\ folder =&lt;br /&gt;
(Note: In a Release Candidate version, the folder referenced here is instead &#039;&#039;&#039;\SecondLifeReleaseCandidate\&#039;&#039;&#039;skins\xui)&lt;br /&gt;
&lt;br /&gt;
* XUI (pronounced zoo-e) stands for XML User Interface.  XUI consists of a custom XML data format for describing Second Life&#039;s user interface, and the code which processes that data and integrates it with the Second Life viewer. &lt;br /&gt;
&lt;br /&gt;
== ..\[lang] folders ==&lt;br /&gt;
&lt;br /&gt;
When another language is selected in the viewer (Preferences &amp;gt; General &amp;gt; Language), then the files in the appropriate [lang] folder are loaded hierarchically on top of the en-us version, starting the next time the viewer is run. &lt;br /&gt;
&lt;br /&gt;
If an element (or entire file) is missing in the [lang] version, then the viewer falls back to the value specified in the en-us version.&lt;br /&gt;
&lt;br /&gt;
2008-04-08: Existing languages included in the viewer include:&lt;br /&gt;
&lt;br /&gt;
*\ko  Korean&lt;br /&gt;
*\ja  Japanese&lt;br /&gt;
*\de  German&lt;br /&gt;
*\fr  French - &#039;&#039;not officially supported nor updated regularly&#039;&#039;&lt;br /&gt;
*\es  Spanish - &#039;&#039;not officially supported nor updated regularly&#039;&#039;&lt;br /&gt;
*\zh  Simplified Chinese - &#039;&#039;not officially supported nor updated regularly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The \[lang] version of floater or panel contains only the minimum values desired to override from the en-us version.  &lt;br /&gt;
* Generally this includes only a) the matching &amp;lt;code&amp;gt;name=&amp;lt;/code&amp;gt; property and b) the translated string/&amp;lt;code&amp;gt;label=&amp;lt;/code&amp;gt;.  &lt;br /&gt;
* However in some cases a separate per-language width may be specified, in order to adjust the size of a particular widget for that language only.&lt;br /&gt;
&lt;br /&gt;
== ..\en-us folder ==&lt;br /&gt;
&lt;br /&gt;
This folder is where the size of floaters, panels, and widgets are defined, as well the text strings in English used by the viewer. &lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTE:  Do not ever change any &amp;lt;code&amp;gt;name=&amp;lt;/code&amp;gt; parameters from the existing (English) name. The &amp;lt;code&amp;gt;name=&amp;lt;/code&amp;gt; parameter is used to identify each node as expected when called in the viewer code, and to match it to other translations of the same node.&lt;br /&gt;
&lt;br /&gt;
=== Related to localizations ===&lt;br /&gt;
A further discussion of the English text strings and how these are manipulated to make translations can be found at [[How to Localize Your World]]&lt;br /&gt;
&lt;br /&gt;
=== Related to colors ===&lt;br /&gt;
2008-04-08: For purposes of skinning, it is important to note that there are still 2 XML files at this time which specify a color from within the \en-us folder:&lt;br /&gt;
===== 1. \skins\xui\en-us\floater_instant_message_ad_hoc.xml=====&lt;br /&gt;
* contains a &amp;lt;text_editor /&amp;gt; widget with a &amp;lt;code&amp;gt;bg_readonly_color, bg_writeable_color, text_color,&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;text_readonly_color&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
:A. Widget named &amp;quot;im_history&amp;quot;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;text_editor type=&amp;quot;string&amp;quot; length=&amp;quot;1&amp;quot; bg_readonly_color=&amp;quot;ChatHistoryBgColor&amp;quot; &lt;br /&gt;
	bg_writeable_color=&amp;quot;ChatHistoryBgColor&amp;quot;&lt;br /&gt;
	bottom=&amp;quot;-265&amp;quot; embedded_items=&amp;quot;false&amp;quot; enabled=&amp;quot;false&amp;quot;&lt;br /&gt;
	follows=&amp;quot;left|top|right|bottom&amp;quot; font=&amp;quot;SansSerif&amp;quot; height=&amp;quot;239&amp;quot; left=&amp;quot;5&amp;quot;&lt;br /&gt;
	max_length=&amp;quot;2147483647&amp;quot; mouse_opaque=&amp;quot;true&amp;quot; name=&amp;quot;im_history&amp;quot;&lt;br /&gt;
	text_color=&amp;quot;ChatHistoryTextColor&amp;quot;&lt;br /&gt;
	text_readonly_color=&amp;quot;ChatHistoryTextColor&amp;quot; width=&amp;quot;490&amp;quot; word_wrap=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* These 4 values could be set as either a named entry in colors.xml (&amp;lt;code&amp;gt;bg_readonly_color=&amp;quot;ChatHistoryBgColor&amp;quot;&amp;lt;/code&amp;gt;) or directly as an R,G,B,O value (&amp;lt;code&amp;gt;bg_readonly_color=&amp;quot;50, 115, 185, 150&amp;quot;&amp;lt;/code&amp;gt;)&lt;br /&gt;
** &#039;&#039;Note:  you can set a text color to any such&#039;&#039; &amp;lt;text_editor /&amp;gt; &#039;&#039;widget in the XML using the &amp;lt;code&amp;gt;text_color=&amp;lt;/code&amp;gt; parameter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== 2. \skins\xui\en-us\floater_chat_history.xml=====&lt;br /&gt;
* contains a couple &amp;lt;text_editor /&amp;gt; widget with a &amp;lt;code&amp;gt;bg_readonly_color, bg_writeable_color, text_color,&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;text_readonly_color&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
:A. Widget named &amp;quot;Chat History Editor&amp;quot;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;text_editor type=&amp;quot;string&amp;quot; length=&amp;quot;1&amp;quot; bottom=&amp;quot;28&amp;quot; embedded_items=&amp;quot;false&amp;quot; enabled=&amp;quot;false&amp;quot;&lt;br /&gt;
	follows=&amp;quot;left|top|right|bottom&amp;quot; font=&amp;quot;SansSerif&amp;quot; height=&amp;quot;74&amp;quot; left=&amp;quot;5&amp;quot;&lt;br /&gt;
	max_length=&amp;quot;2147483647&amp;quot; mouse_opaque=&amp;quot;true&amp;quot; name=&amp;quot;Chat History Editor&amp;quot;&lt;br /&gt;
	text_color=&amp;quot;ChatHistoryTextColor&amp;quot; text_readonly_color=&amp;quot;ChatHistoryTextColor&amp;quot; width=&amp;quot;299&amp;quot;&lt;br /&gt;
	bg_readonly_color=&amp;quot;ChatHistoryBgColor&amp;quot;&lt;br /&gt;
	bg_writeable_color=&amp;quot;ChatHistoryBgColor&amp;quot;&lt;br /&gt;
	word_wrap=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:B. Widget named &amp;quot;Chat History Editor with mute&amp;quot;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;text_editor type=&amp;quot;string&amp;quot; length=&amp;quot;1&amp;quot; bottom=&amp;quot;28&amp;quot; embedded_items=&amp;quot;false&amp;quot; enabled=&amp;quot;false&amp;quot;&lt;br /&gt;
	follows=&amp;quot;left|top|right|bottom&amp;quot; font=&amp;quot;SansSerif&amp;quot; height=&amp;quot;74&amp;quot; left=&amp;quot;5&amp;quot;&lt;br /&gt;
	max_length=&amp;quot;2147483647&amp;quot; mouse_opaque=&amp;quot;true&amp;quot;&lt;br /&gt;
	name=&amp;quot;Chat History Editor with mute&amp;quot; text_color=&amp;quot;ChatHistoryTextColor&amp;quot;&lt;br /&gt;
	text_readonly_color=&amp;quot;ChatHistoryTextColor&amp;quot; width=&amp;quot;300&amp;quot; word_wrap=&amp;quot;true&amp;quot; &lt;br /&gt;
	bg_readonly_color=&amp;quot;ChatHistoryBgColor&amp;quot;&lt;br /&gt;
	bg_writeable_color=&amp;quot;ChatHistoryBgColor&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Related to sizing ===&lt;br /&gt;
The XML files in this folder are also where you set the size (width=, height=) of UI widgets per floater, panel, etc.&lt;br /&gt;
&lt;br /&gt;
The most comment parameters are listed here (under construction):&lt;br /&gt;
&lt;br /&gt;
==== Common parameters ====&lt;br /&gt;
===== name =====&lt;br /&gt;
&#039;&#039;Required.&#039;&#039; The XML name of this element. The name must be unique to the floater you are editing. &lt;br /&gt;
&lt;br /&gt;
* IMPORTANT: As noted above, do not re-name XML elements, even for localization. Many of the element names are looked up by the viewer. If the viewer cannot find an element name it expects, it will crash.&lt;br /&gt;
&lt;br /&gt;
String: &amp;lt;code&amp;gt;name=&amp;quot;input_first_name&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
===== width =====&lt;br /&gt;
&#039;&#039;Required.&#039;&#039; The width of the element, in pixels. &lt;br /&gt;
&lt;br /&gt;
For text, this defines the visible text as well as the clickable area. If the width of a text element is not sufficient to hold the text, the text will be truncated. This is most likely what you will widen when localizing the viewer.&lt;br /&gt;
&lt;br /&gt;
For most other elements, this describes the dimensions of an element, such as a button, icon, panel, text_area, etc.&lt;br /&gt;
&lt;br /&gt;
* Tip: See the bounding boxes of all XML elements in the viewer: &#039;&#039;Advanced&#039;&#039; menu &amp;gt; UI &amp;gt; Debug Views.&lt;br /&gt;
&lt;br /&gt;
Integer: &amp;lt;code&amp;gt;width=&amp;quot;140&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
===== height =====&lt;br /&gt;
&#039;&#039;Required.&#039;&#039; The height of the element, in pixels. &lt;br /&gt;
&lt;br /&gt;
For text, this defines the visible text as well as the clickable area. If the height of a text element is not sufficient to hold the text, the text will be truncated. This is most likely what you will lengthen when localizing the viewer.&lt;br /&gt;
&lt;br /&gt;
For most other elements, this describes the dimensions of an element, such as a button, icon, panel, text_area, etc.&lt;br /&gt;
&lt;br /&gt;
Integer: &amp;lt;code&amp;gt;height=&amp;quot;24&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
===== left =====&lt;br /&gt;
&#039;&#039;Optional.&#039;&#039; Sets the position in the x dimension of the element&#039;s left edge relative to the container. Positive and negative values are accepted.&lt;br /&gt;
&lt;br /&gt;
Integer: &amp;lt;code&amp;gt; left=&amp;quot;6&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== right =====&lt;br /&gt;
&#039;&#039;Optional.&#039;&#039; Sets the position in the x dimension of the element&#039;s right edge relative to the container. Positive and negative values are accepted. Best used to align something to the right. For example, given a floater with a width of 500 and a button we wish to right align in the floater, we can set the &amp;lt;code&amp;gt;right&amp;lt;/code&amp;gt; to 490 -- putting the right edge of the button 10 pixels away from the right border of the floater. &lt;br /&gt;
&lt;br /&gt;
Integer: &amp;lt;code&amp;gt; right=&amp;quot;6&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== left_delta =====&lt;br /&gt;
&#039;&#039;Optional.&#039;&#039; Sets the position in the x dimension of the element&#039;s left edge relative to the previous element. Positive and negative values are accepted. Best used to left-align the current element with the previous element. For example, given Button B with a width of 100, a previous Button A with a width of 50 and a distance between elements of 6, we would set the &amp;lt;code&amp;gt;left_delta&amp;lt;/code&amp;gt; to -106, putting the left edge of Button B 106 pixels to the left of Button A. We use a negative number to move left, and a positive number to move right.&lt;br /&gt;
&lt;br /&gt;
Integer: &amp;lt;code&amp;gt; left_delta=&amp;quot;-106&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== right_delta =====&lt;br /&gt;
&#039;&#039;Optional.&#039;&#039; Sets the position in the x dimension of the element&#039;s right edge relative to the previous element. Positive and negative values are accepted. Best used to right-align the current element with the previous element. For example, given Button B with a width of 100, a previous Button A with a width of 50 and a distance between elements of 6, we would set the &amp;lt;code&amp;gt;right_delta&amp;lt;/code&amp;gt; to 106, putting the left edge of Button B 106 pixels to the left of Button A.&lt;br /&gt;
&lt;br /&gt;
Integer: &amp;lt;code&amp;gt; left_delta=&amp;quot;106&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===== bottom =====&lt;br /&gt;
&#039;&#039;Optional.&#039;&#039; Sets the position in the y dimension of the element&#039;s bottom edge relative to the container. Positive and negative values are accepted. For example, given a floater with a height of 300 and a title 20 pixels tall and we want , we can set the &amp;lt;code&amp;gt;bottom&amp;lt;/code&amp;gt; to (NEED TO DO MATH, LOL) -- putting the bottom edge of the title 40 pixels away from the top border of the floater. &lt;br /&gt;
&lt;br /&gt;
Integer: &amp;lt;code&amp;gt; bottom=&amp;quot;(NEED TO DO MATH, LOL)&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== bottom_delta =====&lt;br /&gt;
&lt;br /&gt;
===== follows =====&lt;br /&gt;
&#039;&#039;Optional.&#039;&#039; Sets which edge(s) an element follows when the containing element is resized. Specifying all edges results in an element that can dynamically resize itself with its container.&lt;br /&gt;
&lt;br /&gt;
Values: left, top, right, bottom. String multiple values together using pipes.&lt;br /&gt;
&lt;br /&gt;
The following example sets an element to follow both the left and the top, such as a floater&#039;s title may be designed:&lt;br /&gt;
String: &amp;lt;code&amp;gt;follows=&amp;quot;left|top&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== button parameters ====&lt;br /&gt;
===== scale_image =====&lt;br /&gt;
&#039;&#039;Optional.&#039;&#039; Specifies whether to scale the button art as its container/floater is resized. As of 1.18.x, all button art has this property set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; where the button size is not equal to 32x128. &lt;br /&gt;
&lt;br /&gt;
Boolean: &amp;lt;code&amp;gt;scale_image=&amp;quot;true&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== label =====&lt;br /&gt;
&#039;&#039;Optional.&#039;&#039; Label is the text on the button&#039;s face. Without a specified label (and no &amp;lt;code&amp;gt;image_overlay&amp;lt;/code&amp;gt; declared), your button will be labeled &amp;quot;Button&amp;quot;.&lt;br /&gt;
String: &amp;lt;code&amp;gt;label=&amp;quot;Click Me!&amp;quot; &amp;lt;/code&amp;gt;&lt;br /&gt;
===== label_selected =====&lt;br /&gt;
&#039;&#039;Optional.&#039;&#039; Label is the text on the button&#039;s face when pressed into an &#039;on&#039; state. Your button will inherit the &amp;lt;code&amp;gt; label&amp;lt;/code&amp;gt; if you omit this property.&lt;br /&gt;
String: &amp;lt;code&amp;gt;label_selected=&amp;quot;I&#039;ve been clicked.&amp;quot; &amp;lt;/code&amp;gt;&lt;br /&gt;
===== font =====&lt;br /&gt;
(under construction)&lt;br /&gt;
===== font_style =====&lt;br /&gt;
&#039;&#039;Optional.&#039;&#039; Styles the text. Allows multiple style selections. As of 1.18.x, the style options are:&lt;br /&gt;
&lt;br /&gt;
* normal: Apply the default styles of the selected font. (For example, SansSerifBold has a default bold style applied to it.)&lt;br /&gt;
* bold: Bolds the text.&lt;br /&gt;
* italic: Italicizes the text.&lt;br /&gt;
* underline: Underlines the text.&lt;br /&gt;
* drop_shadow: Old-style 1px offset of black under the text.&lt;br /&gt;
* drop_shadow_soft: New-style 3px offset of blurred shadow under the text.&lt;br /&gt;
&lt;br /&gt;
String: &amp;lt;code&amp;gt;font_style=&amp;quot;bold|underline|drop_shadow_soft&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== halign =====&lt;br /&gt;
(under construction)&lt;br /&gt;
&lt;br /&gt;
===== image_unselected =====&lt;br /&gt;
&#039;&#039;Optional.&#039;&#039; Overrides the default button art for the unselected/up and enabled button state. Art must be located in the &amp;lt;code&amp;gt;..\skins\textures&amp;lt;/code&amp;gt; directory within the Second Life application folder (on a Mac, this is inside the package at &amp;lt;code&amp;gt;Contents/MacOS/Resources/skins/textures&amp;lt;/code&amp;gt;). Art must also be named in &amp;lt;code&amp;gt;textures.xml&amp;lt;/code&amp;gt; with an assigned UUID. By default, the button art is stretched to fit the specified button size. &lt;br /&gt;
&lt;br /&gt;
String: &amp;lt;code&amp;gt;image_unselected=&amp;quot;btn_square_32x128.tga&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== image_selected =====&lt;br /&gt;
&#039;&#039;Optional.&#039;&#039; Overrides the default button art for the selected/down button state. Art must be located in the &amp;lt;code&amp;gt;..\skins\textures&amp;lt;/code&amp;gt; directory within the Second Life application folder (on a Mac, this is inside the package at &amp;lt;code&amp;gt;Contents/MacOS/Resources/skins/textures&amp;lt;/code&amp;gt;). By default, the button art is stretched to fit the specified button size. &lt;br /&gt;
&lt;br /&gt;
String: &amp;lt;code&amp;gt;image_selected=&amp;quot;btn_square-down_32x128.tga&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== image_hover_selected =====&lt;br /&gt;
&#039;&#039;Optional.&#039;&#039; Overrides the default button art for the selected/down and mouseover/hover button state. Art must be located in the &amp;lt;code&amp;gt;..\skins\textures&amp;lt;/code&amp;gt; directory within the Second Life application folder (on a Mac, this is inside the package at &amp;lt;code&amp;gt;Contents/MacOS/Resources/skins/textures&amp;lt;/code&amp;gt;). Art must also be named in &amp;lt;code&amp;gt;textures.xml&amp;lt;/code&amp;gt; with an assigned UUID. By default, the button art is stretched to fit the specified button size. &lt;br /&gt;
&lt;br /&gt;
String: &amp;lt;code&amp;gt;image_unselected=&amp;quot;btn_square-down-hover_32x128.tga&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== image_hover_unselected =====&lt;br /&gt;
&#039;&#039;Optional.&#039;&#039; Overrides the default button art for the unselected/up and mouseover/hover button state. Art must be located in the &amp;lt;code&amp;gt;..\skins\textures&amp;lt;/code&amp;gt; directory within the Second Life application folder (on a Mac, this is inside the package at &amp;lt;code&amp;gt;Contents/MacOS/Resources/skins/textures&amp;lt;/code&amp;gt;). Art must also be named in &amp;lt;code&amp;gt;textures.xml&amp;lt;/code&amp;gt; with an assigned UUID. By default, the button art is stretched to fit the specified button size.&lt;br /&gt;
&lt;br /&gt;
String: &amp;lt;code&amp;gt;image_unselected=&amp;quot;btn_square-up-hover_32x128.tga&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== image_disabled =====&lt;br /&gt;
&#039;&#039;Optional.&#039;&#039; Overrides the default button art for the disabled button state. Art must be located in the &amp;lt;code&amp;gt;..\skins\textures&amp;lt;/code&amp;gt; directory within the Second Life application folder (on a Mac, this is inside the package at &amp;lt;code&amp;gt;Contents/MacOS/Resources/skins/textures&amp;lt;/code&amp;gt;). Art must also be named in &amp;lt;code&amp;gt;textures.xml&amp;lt;/code&amp;gt; with an assigned UUID. By default, the button art is stretched to fit the specified button size. &lt;br /&gt;
&lt;br /&gt;
String: &amp;lt;code&amp;gt;image_unselected=&amp;quot;btn_square-disabled_32x128.tga&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== image_disabled_selected =====&lt;br /&gt;
&#039;&#039;Optional.&#039;&#039; Overrides the default button art for the disabled and selected/down button state. Art must be located in the &amp;lt;code&amp;gt;..\skins\textures&amp;lt;/code&amp;gt; directory within the Second Life application folder (on a Mac, this is inside the package at &amp;lt;code&amp;gt;Contents/MacOS/Resources/skins/textures&amp;lt;/code&amp;gt;). Art must also be named in &amp;lt;code&amp;gt;textures.xml&amp;lt;/code&amp;gt; with an assigned UUID. By default, the button art is stretched to fit the specified button size. &lt;br /&gt;
&lt;br /&gt;
String: &amp;lt;code&amp;gt;image_unselected=&amp;quot;btn_square-down-disabled_32x128.tga&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== image_overlay =====&lt;br /&gt;
&#039;&#039;Optional.&#039;&#039; Applies an overlay image to the button. The button art will be sized to fit. As of 1.18.x, these icons should be 16 pixels high at maximum on a standard height 24px button to minimize scaling artifacts. Can be used with or without text. Art must be located in the &amp;lt;code&amp;gt;..\skins\textures&amp;lt;/code&amp;gt; directory within the Second Life application folder (on a Mac, this is inside the package at &amp;lt;code&amp;gt;Contents/MacOS/Resources/skins/textures&amp;lt;/code&amp;gt;). Art must also be named in &amp;lt;code&amp;gt;textures.xml&amp;lt;/code&amp;gt; with an assigned UUID. See [[#image_overlay_alignment|image_overlay_alignment]] for alignment options. &lt;br /&gt;
&lt;br /&gt;
String: &amp;lt;code&amp;gt;image_overlay=&amp;quot;icn_media-play_16.tga&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== image_overlay_alignment =====&lt;br /&gt;
&#039;&#039;Optional.&#039;&#039; Sets the alignment of the &amp;lt;code&amp;gt;image_overlay&amp;lt;/code&amp;gt; icon. &lt;br /&gt;
&lt;br /&gt;
Values: &lt;br /&gt;
* left: left-aligns the art on the button. This standard is used for new button art with text in the Dazzle branch.&lt;br /&gt;
* right: right-aligns the the art on the button.&lt;br /&gt;
* center: centers the art on the button. This standard is used for new button art without text in the Dazzle branch.&lt;br /&gt;
&lt;br /&gt;
String: &amp;lt;code&amp;gt;image_overlay_alignment=&amp;quot;left&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== text_editor parameters ====&lt;br /&gt;
===== max_length =====&lt;br /&gt;
===== embedded_items =====&lt;br /&gt;
===== font =====&lt;br /&gt;
===== word_wrap =====&lt;br /&gt;
===== hide_scrollbar =====&lt;br /&gt;
===== cursor_color =====&lt;br /&gt;
===== text_color =====&lt;br /&gt;
===== text_readonly_color =====&lt;br /&gt;
===== bg_readonly_color =====&lt;br /&gt;
===== bg_writeable_color =====&lt;br /&gt;
===== bg_focus_color =====&lt;br /&gt;
&lt;br /&gt;
==== line_editor parameters ====&lt;br /&gt;
===== label =====&lt;br /&gt;
===== max_length =====&lt;br /&gt;
===== font =====&lt;br /&gt;
===== bevel_style =====&lt;br /&gt;
* none&lt;br /&gt;
* in &lt;br /&gt;
* out &lt;br /&gt;
* bright &lt;br /&gt;
* line &lt;br /&gt;
* texture &lt;br /&gt;
===== border_thickness =====&lt;br /&gt;
===== select_on_focus =====&lt;br /&gt;
===== select_all_focus_received =====&lt;br /&gt;
===== handle_edit_keys_directly =====&lt;br /&gt;
===== cursor_color =====&lt;br /&gt;
===== text_color =====&lt;br /&gt;
===== text_readonly_color =====&lt;br /&gt;
===== bg_readonly_color =====&lt;br /&gt;
===== bg_writeable_color =====&lt;br /&gt;
===== bg_focus_color =====&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[Skinning_-_Post_Your_Skins_Here | Skinning - Post Your Skins Here]]&lt;br /&gt;
* [http://yukikoomegamu.blip.tv/file/810017 Dazzle Tutorial Part 1] by Yukiko Omegamu&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=242483?lang=en 1.20 &amp;quot;Retro&amp;quot; skin sneak-preview] by Thraxis Epsilon&lt;br /&gt;
** Extract the zip file of your choice; there will be two folders &amp;quot;app_settings&amp;quot; and &amp;quot;skins&amp;quot;. Copy those two folders into your SecondLifeReleaseCandidate program folder (on windows this is C:\Program Files\SecondLifeReleaseCandidate\ by default):&lt;br /&gt;
*** [http://www.rpgstats.com/SL/Dazzle-Retro.zip  &amp;quot;Retro&amp;quot; skin download] - This zip file contains the custom colors.xml file and darker image textures that will override the defaults in the &amp;quot;Dazzle&amp;quot; look of 1.20&lt;br /&gt;
*** [http://www.rpgstats.com/SL/Dazzle.zip Skin to revert back to Dazzle Skin] - This zip file contains a blank colors.xml file, and the &amp;quot;Dazzle look&amp;quot; image textures, for those who wish to revert to the 1.20 default without a re-install of 1.20&lt;br /&gt;
* [[Skinning HowTo/Revert 1.20 to a Classic_look]] by McCabe Maxsted&lt;br /&gt;
** [http://www.mediafire.com/?ugncstd3jgu Classic skin download]&lt;br /&gt;
* [[Skinning HowTo/Increase the transparency of unfocused Chat windows]]&lt;br /&gt;
[[Category:Skinning]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Viewer_Skins/Dazzle_Glass&amp;diff=63474</id>
		<title>Viewer Skins/Dazzle Glass</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Viewer_Skins/Dazzle_Glass&amp;diff=63474"/>
		<updated>2008-04-14T17:18:03Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: New page: A light-on-dark Dazzle skin with lots of transparency  &amp;#039;&amp;#039;&amp;#039;Instructions&amp;#039;&amp;#039;&amp;#039; Right click and &amp;quot;Save As&amp;quot; this link: [http://www.themindstream.net/sandbox/dazzle_glass...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Dazzle glass.png|A light-on-dark Dazzle skin with lots of transparency]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instructions&#039;&#039;&#039;&lt;br /&gt;
Right click and &amp;quot;Save As&amp;quot; this link: [http://www.themindstream.net/sandbox/dazzle_glass_colors.xml dazzle_glass_colors.xml]&lt;br /&gt;
Change the name to &amp;quot;colors.xml&amp;quot;, save it to your SecondLife/app_settings folder.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the source of the colors.xml file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot; standalone=&amp;quot;yes&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;settings version = &amp;quot;101&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- WINDOWS --&amp;gt;&lt;br /&gt;
&amp;lt;TitleBarFocusColor value=&amp;quot;88, 143, 219, 128&amp;quot; /&amp;gt;	&amp;lt;!-- Focused window title bar highlight, no equivalent for unfocused windows --&amp;gt;&lt;br /&gt;
&amp;lt;FocusBackgroundColor value=&amp;quot;60, 70, 82, 128&amp;quot; /&amp;gt;	&amp;lt;!-- Background color of focused floaters --&amp;gt;&lt;br /&gt;
&amp;lt;DefaultBackgroundColor value=&amp;quot;165, 180, 200, 30&amp;quot; /&amp;gt;	&amp;lt;!-- Background color for unfocused floaters --&amp;gt;&lt;br /&gt;
&amp;lt;!-- LABELS --&amp;gt;&lt;br /&gt;
&amp;lt;LabelTextColor value=&amp;quot;255, 255, 255, 255&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- BUTTONS --&amp;gt;&lt;br /&gt;
&amp;lt;ButtonSelectedBgColor value=&amp;quot;62, 62, 62, 255&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;ButtonSelectedColor value=&amp;quot;255, 255, 255, 255&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;ButtonUnselectedBgColor value=&amp;quot;62, 62, 62, 255&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;ButtonUnselectedFgColor value=&amp;quot;255, 255, 255, 255&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;ButtonBorderColor value=&amp;quot;239, 156, 0, 255&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;ButtonColor value=&amp;quot;255, 255, 255, 255&amp;quot; /&amp;gt; 		&amp;lt;!-- Blended with button art, usually left as opaque white --&amp;gt;&lt;br /&gt;
&amp;lt;ButtonImageColor value=&amp;quot;255, 255, 255, 255&amp;quot; /&amp;gt; 	&amp;lt;!-- Blended with button art, usually left as opaque white --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text fields --&amp;gt;&lt;br /&gt;
&amp;lt;TextFgReadOnlyColor value=&amp;quot;0, 0, 0, 200&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;TextDefaultColor value=&amp;quot;0, 20, 0, 255&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;TextEmbeddedItemColor value=&amp;quot;255, 255, 255, 255&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;TextFgReadOnlyColor value=&amp;quot;0, 0, 0, 200&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;TextFgTentativeColor value=&amp;quot;210, 210, 210, 128&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- LISTBOXES --&amp;gt;&lt;br /&gt;
&amp;lt;ScrollBgReadOnlyColor value=&amp;quot;255, 255, 255, 140&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;ScrollBgWriteableColor value=&amp;quot;255, 255, 255, 140&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;ScrollBGStripeColor value=&amp;quot;145, 180, 220, 60&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;ScrollDisabledColor value=&amp;quot;128, 128, 128, 204&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;ScrollSelectedBGColor value=&amp;quot;50, 115, 185, 180&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;ScrollSelectedFGColor value=&amp;quot;0, 30, 60, 255&amp;quot; /&amp;gt;	&amp;lt;!-- Text color --&amp;gt;&lt;br /&gt;
&amp;lt;ScrollUnselectedColor value=&amp;quot;0, 30, 60, 255&amp;quot; /&amp;gt;	&amp;lt;!-- Text color --&amp;gt;&lt;br /&gt;
&amp;lt;ScrollHighlightedColor value=&amp;quot;145, 180, 220, 128&amp;quot; /&amp;gt;	&amp;lt;!-- Hover color --&amp;gt;&lt;br /&gt;
&amp;lt;ScrollbarThumbColor value=&amp;quot;120, 160, 200, 255&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;ScrollbarTrackColor value=&amp;quot;183, 202, 220, 255&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- MENUS --&amp;gt;&lt;br /&gt;
&amp;lt;MenuBarBgColor value=&amp;quot;50, 64, 76, 230&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;MenuDefaultBgColor value=&amp;quot;77, 89, 99, 230&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;MenuItemDisabledColor value=&amp;quot;150, 150, 150, 150&amp;quot; /&amp;gt;	&amp;lt;!-- Menu text color; also text color for pie menus and treeviews (like Inventory) --&amp;gt;&lt;br /&gt;
&amp;lt;MenuItemEnabledColor value=&amp;quot;225, 225, 225, 255&amp;quot; /&amp;gt;		&amp;lt;!-- Menu text color; also text color for pie menus and treeviews (like Inventory) --&amp;gt;&lt;br /&gt;
&amp;lt;MenuItemHighlightBgColor value=&amp;quot;209, 221, 240, 180&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;MenuItemHighlightFgColor value=&amp;quot;0, 30, 60, 255&amp;quot; /&amp;gt;	&amp;lt;!-- Highlighted menu text color; also treeview node selection highlight --&amp;gt;&lt;br /&gt;
&amp;lt;MenuPopupBgColor value=&amp;quot;77, 89, 99, 240&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--  PIE MENUS --&amp;gt;&lt;br /&gt;
&amp;lt;PieMenuBgColor value=&amp;quot;118, 156, 201, 0&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;PieMenuLineColor value=&amp;quot;255, 255, 255, 200&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;PieMenuSelectedColor value=&amp;quot;185, 200, 220, 120&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- CHAT AND IM HISTORY TEXTBOX COLORS --&amp;gt;&lt;br /&gt;
&amp;lt;ChatHistoryBgColor value=&amp;quot;94, 94, 94, 10&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;ChatHistoryTextColor value=&amp;quot;255, 255, 255, 255&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;IMHistoryBgColor value=&amp;quot;94, 94, 94, 10&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;IMHistoryTextColor value=&amp;quot;255, 255, 255, 255&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- MINI-MAP --&amp;gt;&lt;br /&gt;
&amp;lt;NetMapBackgroundColor value=&amp;quot;0, 0, 0, 0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- MISC --&amp;gt;&lt;br /&gt;
&amp;lt;AvatarNameColor value=&amp;quot;251, 175, 93, 255&amp;quot; /&amp;gt; 		&amp;lt;!-- Text color of avatar nametags --&amp;gt;&lt;br /&gt;
&amp;lt;FocusColor value=&amp;quot;239, 156, 0, 255&amp;quot; /&amp;gt; 		&amp;lt;!-- Color of the glow around UI controls with keyboard focus --&amp;gt;&lt;br /&gt;
&amp;lt;FloaterButtonImageColor value=&amp;quot;255, 255, 255, 255&amp;quot; /&amp;gt; 	&amp;lt;!-- The floater buttons (like the close box) are white images that receive this color. --&amp;gt;&lt;br /&gt;
&amp;lt;ButtonCautionImageColor value=&amp;quot;255, 255,  255, 255&amp;quot; /&amp;gt;	&amp;lt;!-- Match the caution dialog buttons to the default --&amp;gt;&lt;br /&gt;
&amp;lt;HealthTextColor value=&amp;quot;255, 255, 255, 255&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;MapAutopilotColor value=&amp;quot;255, 128, 0, 255&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;ContextSilhouetteColor value=&amp;quot;239, 156, 0, 255&amp;quot; /&amp;gt;	&amp;lt;!-- For &amp;quot;context&amp;quot; highlighting, i.e. pie menu --&amp;gt;&lt;br /&gt;
&amp;lt;ScriptBgReadOnlyColor value=&amp;quot;180, 180, 180, 128&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;ParcelTextColor value=&amp;quot;230, 230, 230, 255&amp;quot; /&amp;gt;		&amp;lt;!-- Parcel name on menu bar, normal state --&amp;gt;&lt;br /&gt;
&amp;lt;ParcelHoverColor value=&amp;quot;255, 255, 255, 255&amp;quot; /&amp;gt;		&amp;lt;!-- Parcel name on menu bar, hover state --&amp;gt;&lt;br /&gt;
&amp;lt;TimeTextColor value=&amp;quot;210, 255, 210, 255&amp;quot; /&amp;gt;		&amp;lt;!-- SL Time on menu bar --&amp;gt;&lt;br /&gt;
&amp;lt;BalanceTextColor value=&amp;quot;143, 255, 190, 255&amp;quot; /&amp;gt;		&amp;lt;!-- Linden dollar balance on menu bar --&amp;gt;&lt;br /&gt;
&amp;lt;HealthTextColor value=&amp;quot;230, 115, 115, 255&amp;quot; /&amp;gt;		&amp;lt;!-- Damage meter text on menu bar --&amp;gt;&lt;br /&gt;
&amp;lt;GroupOverTierColor value=&amp;quot;110, 15, 15, 255&amp;quot; /&amp;gt;		&amp;lt;!-- Warning text in Group Info window --&amp;gt;&lt;br /&gt;
&amp;lt;FilterBackgroundColor value=&amp;quot;75, 75, 150, 180&amp;quot; /&amp;gt; &amp;lt;!-- Matching region of Inventory search text --&amp;gt;&lt;br /&gt;
&amp;lt;FilterTextColor value=&amp;quot;255, 200, 110, 255&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;InventoryItemSuffixColor value=&amp;quot;78, 64, 60, 255&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;InventorySearchStatusColor value=&amp;quot;0, 0, 0, 255&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;ConsoleBackground value=&amp;quot;0, 0, 0, 255&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;FolderViewLoadingMessageTextColor value=&amp;quot;240, 165, 90, 255&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/settings&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:Dazzle_glass.png&amp;diff=63471</id>
		<title>File:Dazzle glass.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:Dazzle_glass.png&amp;diff=63471"/>
		<updated>2008-04-14T17:05:36Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: Screenshot of my recolored Dazzle skin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot of my recolored Dazzle skin&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Skinning_-_Post_Your_Skins_Here&amp;diff=63470</id>
		<title>Skinning - Post Your Skins Here</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Skinning_-_Post_Your_Skins_Here&amp;diff=63470"/>
		<updated>2008-04-14T17:02:48Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* Recolored Skins (colors.xml only) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Complete Skins=&lt;br /&gt;
&lt;br /&gt;
=Recolored Skins (colors.xml only)=&lt;br /&gt;
*&#039;&#039;&#039;Dazzle Glass&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
By: Elle Pollack&amp;lt;br /&amp;gt;&lt;br /&gt;
Download Link: [[Skin/_Dazzle Glass]]&lt;br /&gt;
&lt;br /&gt;
This color sceme still has the &amp;quot;Dazzle&amp;quot; look but returns to a lot of the white-on-dark-background mode of the classic for most floating windows.  In the process I discovered the wonders of transparency settings - having a big window blocking my view has always been one of my deep seated peves, appearently.  Active windows are semitransparent, inactive windows almost completely so.  Some people might have a problem with that but it makes Dazzle much more useable for me.&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Skinning_-_Post_Your_Skins_Here&amp;diff=63466</id>
		<title>Skinning - Post Your Skins Here</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Skinning_-_Post_Your_Skins_Here&amp;diff=63466"/>
		<updated>2008-04-14T16:25:57Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: New page: =Complete Skins=  =Recolored Skins (colors.xml only)=&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Complete Skins=&lt;br /&gt;
&lt;br /&gt;
=Recolored Skins (colors.xml only)=&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=History/WindLight&amp;diff=50405</id>
		<title>History/WindLight</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=History/WindLight&amp;diff=50405"/>
		<updated>2008-01-21T16:35:21Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* Installation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;First Look: WindLight Information Hub&amp;lt;/font&amp;gt;&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[Image:Windlight_suns.jpg|512px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WindLight is a revolutionary atmospheric lighting and rendering system.  What does that all mean?  Gorgeous new Second Life visuals!!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page provides information on the project, as well as useful information that will help us all make sure that WindLight is well tested in First Look before it&#039;s integrated into the main Second Life viewer.&lt;br /&gt;
&lt;br /&gt;
Please read the Release Notes for the latest features and bug fixes in the WindLight releases.&lt;br /&gt;
&lt;br /&gt;
== Using the WindLight-powered viewer ==&lt;br /&gt;
For starters, make sure you read the [http://secondlife.com/community/support.php?folderID=161 WindLight Documentation] - a lot has changed in this new viewer, and you want to make sure you&#039;re up to speed on WindLight&#039;s usage, as well as that of the other new components- like high-end water, glow, and the new Graphics Preferences tab.&lt;br /&gt;
&lt;br /&gt;
== How can I participate in WindLight testing? ==&lt;br /&gt;
You can participate in WindLight testing with a few easy steps:&lt;br /&gt;
# &amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;[http://secondlife.com/community/firstlook.php Download the newest First Look: WindLight viewer]&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
# Read the &#039;&#039;&#039;[http://secondlife.com/community/support.php?folderID=161 Documentation]&#039;&#039;&#039; to get started — you&#039;ll need to login with your Second Life account info before you can read it.&lt;br /&gt;
# Play around with all the new features! Check out your land, other Residents&#039; land, your favorite places — and see what&#039;s now possible. Once you find settings you like, take some screenshots and [http://youtube.com/watch?v=iFzbvZc1BX4 send them to your friends!]&lt;br /&gt;
# If you find any issues, login to the [https://wiki.secondlife.com/wiki/Issue_tracker public Issue Tracker] to tell us about problems you find.&lt;br /&gt;
&lt;br /&gt;
== A note on features ==&lt;br /&gt;
Many of the new features can really benefit (and some can only be used!) with newer graphics hardware. Not unlike popular games on the market, &#039;&#039;&#039;WindLight&#039;s advanced effects require a graphics card with [http://en.wikipedia.org/wiki/Shader_model Shader Model 2.0 (DirectX9 shader)] support.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We strongly suggest looking at our [http://secondlife.com/corporate/sysreqs.php System Recommendations] to ensure you&#039;re up-to-date!&lt;br /&gt;
&lt;br /&gt;
== What to test? ==&lt;br /&gt;
Make sure that all of your content, creation creation, and experiences work with this new viewer.  Bear in mind that WindLight is client-side only for now- that means nothing is changing on the servers or in any of the data- just what&#039;s being shown on your screen.  You will notice some aesthetic differences, especially in some of the material properties and lighting.  Some of these are intentional (like more dramatic sunsets) and some are still being worked on (like the desaturation of some textures).  Have a go at it, and tell us what you think either through the Public Issue Tracker or at our office hours (see below).&lt;br /&gt;
&lt;br /&gt;
== Frequently Asked Questions ==&lt;br /&gt;
Hot stuff we keep getting asked — &#039;&#039;we&#039;re here to help!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Is WindLight more laggy than the main viewer? ===&lt;br /&gt;
Let&#039;s be more specific to have a worthwhile answer here, since &amp;quot;lag&amp;quot; can refer to many things. In this case, since WindLight is viewer-side, we&#039;re focusing on viewer — also called &amp;quot;client&amp;quot; or &amp;quot;local&amp;quot; because it&#039;s on &#039;&#039;your&#039;&#039; side, and not our servers — performance.&lt;br /&gt;
&lt;br /&gt;
Long story short, &#039;&#039;&#039;our goal is for the WindLight viewer to have equal or better performance than the main &amp;quot;release&amp;quot; viewer at equivalent settings&#039;&#039;&#039;. There&#039;s a lot of code cleanup (which we&#039;ve wanted to do for ages and finally found an opportunity to!), various optimizations, &#039;&#039;and&#039;&#039; some new features to boost speed which made it into this viewer. For example, Avatar Impostors renders distant avatars more &amp;quot;cheaply&amp;quot;, increasing your viewer frames-per-second (FPS) in crowd scenes — which translates to &amp;quot;less viewer-side lag&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
That being said, we &#039;&#039;are&#039;&#039; aware of specific performance slowdown bugs limited to certain hardware, some of which are in [http://jira.secondlife.com/secure/IssueNavigator.jspa?mode=hide&amp;amp;requestId=10970 our Issue Tracker list] — we &#039;&#039;highly&#039;&#039; recommend checking that list and reporting new issues not already on there.&lt;br /&gt;
&lt;br /&gt;
Also, keep in mind some of the new graphical beauty, especially water reflections, may incur a significant performance hit depending on your hardware, and this is expected.&lt;br /&gt;
&lt;br /&gt;
Of related interest and featuring WindLight and the Lag Meter, watch the &amp;quot;&#039;&#039;&#039;[http://blog.secondlife.com/2007/11/22/tip-of-the-week-12-how-to-easily-boost-viewer-performance/ How to easily boost viewer performance]&#039;&#039;&#039;&amp;quot; video tutorial.&lt;br /&gt;
&lt;br /&gt;
=== Will WindLight make the System Requirements higher? ===&lt;br /&gt;
At the time of this writing (2007-12-04), no. &#039;&#039;&#039;We&#039;re working to support existing supported systems as much as possible while providing extra visual beauty for higher-end systems which meet our System Recommendations.&#039;&#039;&#039; [http://secondlife.com/corporate/sysreqs.php See the System Requirements/Recommendations page] for further details. &#039;&#039;Do&#039;&#039; note that we &#039;&#039;did&#039;&#039; update that page to list an expanded range of supported cards, as well as [[Windows Vista]] compatibility.&lt;br /&gt;
&lt;br /&gt;
If you have a lower-end system, you can set WindLight&#039;s Edit menu &amp;gt; Preferences &amp;gt; Graphics tab to &amp;quot;Low&amp;quot; or &amp;quot;Mid&amp;quot; and as emphasized above, your performance shouldn&#039;t be less, and may even be better.&lt;br /&gt;
&lt;br /&gt;
=== What are you doing about WindLight looking &amp;quot;wrong&amp;quot;? ===&lt;br /&gt;
First, it&#039;s important to understand that aesthetic concerns fall into several categories, so any discussion involving them should be specific. We&#039;ve also started {{jira|VWR-3463}} to track your valuable feedback.&lt;br /&gt;
&lt;br /&gt;
Second, &#039;&#039;education is essential!&#039;&#039; Many concerns &amp;amp; complaints we get are a result of not knowing how to change WindLight settings to make things look the way &#039;&#039;you&#039;&#039; want! There&#039;ve already been some [[Windlight#What.27s_our_community_doing_with_WindLight.3F|great Resident tips about this]], so please be sure to familiarize yourself with the powerful-yet-easy-to-use Environmental Editor (found under World menu &amp;gt; Environment Settings), and [http://secondlife.com/community/support.php?folderID=161 read our documentation].&lt;br /&gt;
&lt;br /&gt;
The following isn&#039;t all-inclusive, but we&#039;re aware that:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[UPDATE @ 2008-01-10] We still aren&#039;t happy with the &amp;quot;washed-out/too bright textures at noon&amp;quot; and similar situations. We understand your concerns, and we&#039;re going to keep grinding on this so things are expectedly brighter, but not harshly (e.g., obliterated detail on snowy regions) so.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[UPDATE @ 2008-01-03] These have been substantially improved. &#039;&#039;&#039;[http://blog.secondlife.com/2007/12/21/the-new-windlight-viewer-pondering-aesthetics-76116/ See this]&#039;&#039;&#039; for an indepth explanation. WindLight is nearing Release Candidate status; we welcome continued issue discussion at [[Windlight#Visit_our_inworld_Office_Hours|our Office Hours]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;WindLight in general may be too bright&#039;&#039;&#039; - &#039;&#039;Yes!&#039;&#039; This is on our list of things-to-do. Specifically, WindLight Team Leader Pastrami Linden observes, &amp;quot;I believe the haze and/or direct light contributions can wash out colors, but am not 100% convinced this is a problem.&amp;quot; We&#039;ll investigate the causes further.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The default day cycle is too bright&#039;&#039;&#039; - We&#039;re definitely going to tweak settings like gamma so the end result is more balanced. Also, remember that when WindLight goes server-side, any region owner can customize WindLight to &#039;&#039;their&#039;&#039; tastes. In addition, every Resident can still override environments locally (World menu &amp;gt; Environment Settings). And unlike the current way things are, WindLight on the server-side with custom day cycles means there&#039;ll be a variety of &amp;quot;looks&amp;quot; which are extensively Resident-customizable, so any fears of a single generic day cycle spoiling everything are moot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avatars look like crap&#039;&#039;&#039; - Strongly arguable, and &#039;&#039;severely&#039;&#039; dependent on the specific sky settings. We&#039;ve seen a variety of Resident-taken snapshots featuring avatars that look awesome. Lighting is more realistic and has a higher dynamic range now, which &#039;&#039;we understand&#039;&#039; may take time to get used to, but it&#039;s ultimately more realistic, and if you want it to be, unrealistic too. We emphasize that you have a &#039;&#039;lot&#039;&#039; more control over how &#039;&#039;you&#039;&#039; see Second Life &#039;&#039;AND&#039;&#039; how you look — to yourself, and eventually, how others will see you — so if you&#039;re basing your judgment without delving into the Advanced Sky Editor, we recommend you give it a go, and give it time. It&#039;s kind of like seeing the naked sun after living in a cave all your life. &#039;&#039;Also&#039;&#039; consider that improving some of the other things on this list will hopefully have a positive effect on avatar lighting too.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;TIP:&#039;&#039;&#039; The primary difference between old and new lighting is the level of ambient lighting. Try going to World menu &amp;gt; Environment Settings &amp;gt; Environment Editor and click &amp;quot;Advanced Sky Editor&amp;quot; button. Then, in the Lighting tab, increase Ambient sliders uniformly towards &amp;quot;1.00&amp;quot;. You may also want to lower Scene Gamma (also found in the same tab) a touch. Also see Caliah Lyon&#039;s &amp;quot;[http://secondsoigne.wordpress.com/2007/11/25/optimising-windlight-for-avatars/ Optimising Windlight for Avatars]&amp;quot; guide.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Local lighting is too weak during the daytime ({{jira|VWR-3171}})&#039;&#039;&#039; - We deliberately toned this down because WindLight effectively has a &#039;&#039;new&#039;&#039;, bright light: THE SUN. Local lighting is now weakest at noon, and strongest at sunset — its brightness approaches &amp;quot;normal&amp;quot; strength as the sun gets lower to the horizon, with dusk being full local light brightness. More realistic solar modeling and increased dynamic range means that it&#039;d be too easy to wash out your surroundings, which is why we need a balance (see &amp;quot;The default day cycle is too bright&amp;quot; above). Also think of how much a flashlight would affect its surroundings in daylight. &#039;&#039;Remember&#039;&#039;, we&#039;re continuing to fine-tune light levels and gamma while optimizing the default day cycle, so local lighting is still subject to change.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tree lighting appears uneven and harsh during certain times ({{jira|VWR-3287}})&#039;&#039;&#039; - AKA &amp;quot;Linden trees look like 2D cardboard cutouts&amp;quot;. We thought we fixed this internally (as of 2007-11-29) so that trees have more even lighting overall but we&#039;re aware of the ugly transition between low-polygon and high-polygon trees... so this is still ongoing...&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shiny is too shiny (and other shiny stuff in {{jira|VWR-3133}})&#039;&#039;&#039; - The main issue was [http://blog.secondlife.com/2007/12/04/super-cool-new-windlight-first-look-viewer/ fixed in the 2007-12-04 update]. [[User:Torley_Linden/Project_updates/2007-08-20_to_2007-11-30#.5B2007-11-28.5D_Shiny_is_less_shiny|More context to our progress.]] The future holds possibilities for a more versatile &amp;quot;materials&amp;quot; system, which will retain backward compatibility yet offers a lot more options. (We might even say it&#039;ll do for object surfaces what WindLight does for skies &amp;amp; water!)&lt;br /&gt;
&lt;br /&gt;
For more of our direct responses, &#039;&#039;&#039;[[Windlight#Transcripts|read our office hours transcripts]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== What&#039;s already been fixed in WindLight? ===&lt;br /&gt;
&amp;lt;font size=4&amp;gt;&#039;&#039;&#039;[http://jira.secondlife.com/secure/IssueNavigator.jspa?mode=hide&amp;amp;requestId=10352 See this big list!]&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Why is my &amp;quot;Advanced Sky&amp;quot; button grayed out? ===&lt;br /&gt;
Because you don&#039;t have Atmospheric Shaders on.&lt;br /&gt;
&lt;br /&gt;
* Go to Edit menu &amp;gt; Preferences.&lt;br /&gt;
* Click Graphics tab.&lt;br /&gt;
* Check both &amp;quot;Basic Shaders&amp;quot; and &amp;quot;Atmospheric Shaders&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;Atmospheric Shaders&amp;quot; is grayed out, then you don&#039;t have supported hardware. Make sure your graphics card supports Shader Model 2.0 and that your computer meets our [http://secondlife.com/corporate/sysreqs.php System Recommendations].&lt;br /&gt;
&lt;br /&gt;
=== How do I turn off classic (old-skool) clouds? ===&lt;br /&gt;
* Go to World menu &amp;gt; Environment Settings.&lt;br /&gt;
* Click Advanced Sky button.&lt;br /&gt;
* In the Advanced Sky Editor, click Clouds tab.&lt;br /&gt;
* Uncheck &amp;quot;Draw Classic Clouds&amp;quot;. (This applies across &#039;&#039;all&#039;&#039; your sky settings, and isn&#039;t currently saved per-preset.)&lt;br /&gt;
&lt;br /&gt;
=== Why are avatars so blocky? ===&lt;br /&gt;
If you think avatars look like 16-bit Nintendo characters, that&#039;s because Avatar Impostors, which boosts performance by rendering distant avatars like sprites, is on. You can either:&lt;br /&gt;
&lt;br /&gt;
* Go to Preferences &amp;gt; Graphics tab and uncheck &amp;quot;Avatar Impostors&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
OR if you want to keep it on but increase the distance at which impostors takes effect, minimizing the blockyness, then:&lt;br /&gt;
&lt;br /&gt;
* In Preferences &amp;gt; Graphics tab, move the &amp;quot;Avatars Mesh Detail&amp;quot; slider towards the right to &amp;quot;High&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You can easily find a crowd, zoom your camera, and adjust this to taste.&lt;br /&gt;
&lt;br /&gt;
=== How do I take awesome snapshots with WindLight? ===&lt;br /&gt;
You may&#039;ve seen [http://flickr.com/search/?q=windlight&amp;amp;s=rec&amp;amp;ct=6&amp;amp;ss=2&amp;amp;z=t Flickr], [http://slpics.com/ Snapzilla], or another site where WindLight beauty abounds. Try leaving a gracious comment on snapshots you really enjoy in hopes of the photographer getting back to you!&lt;br /&gt;
&lt;br /&gt;
In addition, Torley Linden&#039;s created a [[User:Torley_Linden/Snapshot_tips|Guide to High-Quality Photography]] you&#039;ll enjoy, including a [[User:Torley_Linden/Snapshot_tips#WindLight-specific_Debug_Settings|WindLight-specific Debug Settings]] section.&lt;br /&gt;
&lt;br /&gt;
=== What&#039;s the future of WindLight? ===&lt;br /&gt;
WindLight is currently viewer-side only, which means, among other things, that when you change sky settings, &#039;&#039;only you&#039;&#039; will see those changes. Longer-term, WindLight will &#039;&#039;replace&#039;&#039; server-side functionality, meaning:&lt;br /&gt;
&lt;br /&gt;
* Estate owners can take advantage of WindLight to create custom skies &amp;amp; water their visitors will automatically see upon visiting their regions.&lt;br /&gt;
* You&#039;ll be able to use skies &amp;amp; water as tradeable assets (similar to how you can currently share objects, clothes, etc.).&lt;br /&gt;
* The current day cycle (and other environmental effects) will be replaced by WindLight. (Those who prefer to have a blander atmosphere more similar to the present look can disable shaders in Preferences &amp;gt; Graphics tab.)&lt;br /&gt;
&lt;br /&gt;
So, &#039;&#039;when&#039;&#039; will this happen? &#039;&#039;&#039;Tentatively, early 2008.&#039;&#039;&#039; We don&#039;t have a specific date yet, as it depends on successfully fixing the bugs in the current First Look: WindLight first and doing other work which preempts the server-side phase, but we promise to announce more news as it becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Are you ever going to add [INSERT COOL FEATURE HERE]? ===&lt;br /&gt;
&#039;&#039;Re: dynamic shadows (including objects &amp;quot;blocking&amp;quot; light), non-water reflections, materials, reworking Linden trees, etc...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We have a lot of exciting plans for a progressively better-looking and faster-performing Second Life that depends on our present work — the first phase of integrating WindLight into the main viewer — to be done. &#039;&#039;&#039;Some of the most popular feature requests we&#039;ve heard we hope to do &#039;&#039;eventually someday&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re anxious and think that sounds too vague, that&#039;s because we&#039;d rather not promise [http://en.wikipedia.org/wiki/Vaporware vaporware], and &#039;&#039;&#039;we&#039;ll give you specific details of implementation when work on each project is actually underway&#039;&#039;&#039; — until then, we welcome the inspiration that comes from your suggestions because it helps shape our future!&lt;br /&gt;
&lt;br /&gt;
In them meantime, we encourage you to put your feature requests on the [[Issue Tracker|public Issue Tracker]] so we can keep easier track of &#039;em.&lt;br /&gt;
&lt;br /&gt;
== How do I stay &amp;quot;In the loop&amp;quot; with WindLight? ==&lt;br /&gt;
=== Visit our inworld Office Hours ===&lt;br /&gt;
[[Image:WindLight_Office_Hour.jpg|512px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wanna meet Team WindLight, live &amp;amp; direct? Come to the Linden Stage @ [http://slurl.com/secondlife/Brampton/106/166/24/?img=http%3A//farm3.static.flickr.com/2073/2035893046_687f5fd29a_m.jpg&amp;amp;title=WindLight%Office%20Hours Brampton (106, 166, 25)]&#039;&#039;&#039; at these ongoing times:&lt;br /&gt;
&lt;br /&gt;
* Tuesdays @ 8-9 AM PST &lt;br /&gt;
* Thursdays @ 1-2 PM PST&lt;br /&gt;
&lt;br /&gt;
==== Transcripts ====&lt;br /&gt;
Check these out if you&#039;re curious or if you missed out!&lt;br /&gt;
&lt;br /&gt;
* 2007-11-&#039;&#039;&#039;[[WindLight/Office_Hours/2007-11-15|15]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2007-11-20|20]]&#039;&#039;&#039; / &#039;&#039;&#039;22&#039;&#039;&#039; was cancelled due to Turkey Day / &#039;&#039;&#039;[[WindLight/Office_Hours/2007-11-27|27]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2007-11-29|29]]&#039;&#039;&#039;&lt;br /&gt;
* 2007-12-&#039;&#039;&#039;[[WindLight/Office_Hours/2007-12-04|04]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2007-12-06|06]]&#039;&#039;&#039; / &#039;&#039;&#039;11&#039;&#039;&#039; was cancelled due to [http://blog.secondlife.com/2007/12/11/grid-service-outage-planned-for-11-december/ a service outage] / &#039;&#039;&#039;[[WindLight/Office_Hours/2007-12-13|13]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2007-12-18|18]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2007-12-20|20]]&#039;&#039;&#039; / &#039;&#039;&#039;25 &amp;amp; 27&#039;&#039;&#039; were cancelled due to holidays&lt;br /&gt;
* 2008-01-&#039;&#039;&#039;01&#039;&#039;&#039; was cancelled due to New Year&#039;s Day / &#039;&#039;&#039;[[WindLight/Office_Hours/2008-01-03|03]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2008-01-08|08]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2008-01-10|10]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2008-01-15|15]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2008-01-17|17]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2008-01-22|22]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2008-01-24|24]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2008-01-29|29]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2008-01-31|31]]&#039;&#039;&#039; /&lt;br /&gt;
&lt;br /&gt;
At these sessions, you can &#039;&#039;tell us&#039;&#039; about issues you find...&lt;br /&gt;
&lt;br /&gt;
=== [[Issue_tracker|Use the public Issue Tracker]] ===&lt;br /&gt;
Include step-by-step repros and your system info, and please make sure to set &amp;quot;Affects Version/s&amp;quot; to &amp;quot;First Look: WindLight&amp;quot;. {{jira|VWR-960}} is an example.&lt;br /&gt;
&lt;br /&gt;
You can also see:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://jira.secondlife.com/secure/IssueNavigator.jspa?mode=hide&amp;amp;requestId=10970 Open bugs by # of votes]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[http://jira.secondlife.com/secure/IssueNavigator.jspa?mode=hide&amp;amp;requestId=10352 Fixed issues]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [http://blog.secondlife.com Read the Official Linden Blog] ===&lt;br /&gt;
We&#039;ve made numerous WindLight-related blog posts (in reverse chronological order):&lt;br /&gt;
&lt;br /&gt;
* 2008-01-10 - &#039;&#039;&#039;[http://blog.secondlife.com/2008/01/10/new-windlight-viewer-76886/ New WindLight Viewer! (76886)]&#039;&#039;&#039;&lt;br /&gt;
* 2008-01-10 - &#039;&#039;&#039;[http://blog.secondlife.com/2008/01/10/windlight-survey-results-part-2/ WindLight Survey Results, Part 2!]&#039;&#039;&#039;&lt;br /&gt;
* 2008-01-08 - &#039;&#039;&#039;[http://blog.secondlife.com/2008/01/08/windlight-look-and-feel-survey-part-2/ WindLight Look-and-Feel Survey Part 2!]&#039;&#039;&#039;&lt;br /&gt;
* 2007-12-24 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/12/24/windlight-survey-preliminary-results/ WindLight survey preliminary results]&#039;&#039;&#039;&lt;br /&gt;
* 2007-12-23 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/12/23/windlight-look-and-feel-survey/ WindLight Look-and-Feel Survey!]&#039;&#039;&#039;&lt;br /&gt;
* 2007-12-21 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/12/21/the-new-windlight-viewer-pondering-aesthetics-76116/ The New WindLight Viewer… PONDERING AESTHETICS (76116)]&#039;&#039;&#039;&lt;br /&gt;
* 2007-12-17 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/12/17/new-windlight-viewer-extended-commentary-75762/ New WindLight Viewer + extended commentary! (75762)]&#039;&#039;&#039;&lt;br /&gt;
* 2007-12-04 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/12/04/super-cool-new-windlight-first-look-viewer/ Super cool new WindLight First Look Viewer!]&lt;br /&gt;
* 2007-11-29 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/11/29/new-windlight-first-look-viewer/ New WindLight First Look Viewer!]&#039;&#039;&#039;&lt;br /&gt;
* 2007-11-22 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/11/22/tip-of-the-week-12-how-to-easily-boost-viewer-performance/ Tip of the Week #12: How to easily boost viewer performance]&#039;&#039;&#039; (featuring the simplified Graphics Preferences and Avatar Impostors)&lt;br /&gt;
* 2007-11-20 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/11/20/windlight-update-2007-11-20/ WindLight Update]&#039;&#039;&#039;&lt;br /&gt;
* 2007-11-15 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/11/15/tip-of-the-week-11-welcome-to-windlight/ Tip of the Week #11: Welcome to WindLight!]&#039;&#039;&#039;&lt;br /&gt;
* 2007-11-14 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/11/14/knowledge-base-article-of-the-week-windlight-fever/ Knowledge Base Article of the Week: WindLight Fever!]&#039;&#039;&#039;&lt;br /&gt;
* 2007-11-14 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/11/14/windlight-first-look-is-back/ WindLight First Look is back!!!]&#039;&#039;&#039;&lt;br /&gt;
* 2007-06-14 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/06/14/windlight-update/ WindLight Update]&#039;&#039;&#039;&lt;br /&gt;
* 2007-06-01 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/06/01/first-look-windlight-update-beauty-bugs/ First Look: WindLight update - beauty &amp;amp; bugs!]&#039;&#039;&#039;&lt;br /&gt;
* 2007-05-29 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/05/29/windlight-first-look-viewer-released/ WindLight First Look viewer released!]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
and there&#039;ll be more to come! Some of them will touch on issues that come up during our office hours and Issue Tracker, so check the blog regularly, or you can [http://blog.secondlife.com/?s=windlight search for posts mentioning &amp;quot;WindLight&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
=== [[User:Torley_Linden/Project_updates#WindLight|See Torley&#039;s project updates]] ===&lt;br /&gt;
Torley Linden is Product Manager for WindLight... his project updates contain candid notes of recent progress, known issues, personal observations, handy tips, etc.&lt;br /&gt;
&lt;br /&gt;
== What&#039;s our community doing with WindLight? ==&lt;br /&gt;
&#039;&#039;Amazing things!&#039;&#039; Like:&lt;br /&gt;
&lt;br /&gt;
* WindLight snapshots on:&lt;br /&gt;
** &#039;&#039;&#039;[http://www.flickr.com/search/?q=windlight&amp;amp;s=rec&amp;amp;ct=6&amp;amp;ss=2&amp;amp;z=t Flickr]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[http://www.sluniverse.com/pics/ Snapzilla]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[:Category:WindLight Images|A category on this wiki]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[http://www.vintfalken.com/windlight-comparison-project/ &amp;quot;WindLight Comparison Project&amp;quot;]&#039;&#039;&#039; - Resi-initiated project to compare WL aesthetics across different systems.&lt;br /&gt;
* &#039;&#039;&#039;[http://www.vintfalken.com/windlight-how-to-controlling-avatar-impostors/ &amp;quot;WindLight How To - Avatar Impostors Settings&amp;quot;]&#039;&#039;&#039; - Vint Falken&#039;s helpful explanation that Avatars Mesh Detail affects the distance at which avatars become impostors.&lt;br /&gt;
* &#039;&#039;&#039;[http://secondsoigne.wordpress.com/2007/11/25/optimising-windlight-for-avatars/ &amp;quot;Optimising Windlight for Avatars&amp;quot;]&#039;&#039;&#039; - By Caliah Lyon, a great educational primer for &amp;quot;lighting is yucky&amp;quot; concerns.&lt;br /&gt;
* &#039;&#039;&#039;[http://technorati.com/search/windlight?authority=a4&amp;amp;language=en Misc. mentions of &amp;quot;WindLight&amp;quot; in the blogosphere.]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Torley&#039;s WindLight settings ==&lt;br /&gt;
[[Image:Many-skies.jpg|800px]]&lt;br /&gt;
&lt;br /&gt;
I ([[User:Torley_Linden|Torley Linden]]) have popularly been asked to share the very same settings I&#039;ve used in [http://www.flickr.com/photos/torley/sets/72157602395077667/ so many] [http://www.flickr.com/photos/torley/sets/72157600883123211/ WindLight-powered snapshots]. Awhile back, I already made the decision to release these to our community for sheer enjoyment. I don&#039;t have any use restrictions on &#039;em, so go wild and [[User:Torley_Linden#How_to_contact_me|let me know]] the beauty you build upon.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;» [http://torley-linden.s3.amazonaws.com/torleys-windlight-settings.exe Download Torley&#039;s WindLight Settings - Easy installer for Windows]&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
: &amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;» [http://torley-linden.s3.amazonaws.com/torleys-windlight-settings.zip Download Torley&#039;s WindLight Settings - &amp;quot;.zip&amp;quot; file]&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Close Second Life First Look: WindLight first.&lt;br /&gt;
&lt;br /&gt;
Then, depending on what you downloaded:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Easy installer for Windows&#039;&#039;&#039;&lt;br /&gt;
* Run &amp;quot;torleys-windlight-settings.exe&amp;quot;.&lt;br /&gt;
* Check that the install folder looks like the right one, then click &amp;quot;Install&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;.zip&amp;quot; file&#039;&#039;&#039;&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Unzip Unzip] &amp;quot;torley-windlight-settings.zip&amp;quot;.&lt;br /&gt;
* Open the &amp;quot;skies&amp;quot; and &amp;quot;water&amp;quot; folders, and drag their &amp;quot;.xml&amp;quot; file contents into the &amp;quot;sky&amp;quot; and &amp;quot;water&amp;quot; subdirectories within the right &amp;quot;app_settings/windlight&amp;quot;, depending on your operating system (see below).&lt;br /&gt;
&lt;br /&gt;
These are the usual install directories, yours may look different but similar:&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;Windows&#039;&#039;&#039; - C:\Program Files\SecondLifeWindLight\app_settings\windlight&#039;&#039;&lt;br /&gt;
: [[Image:App_settings-windlight-skies.png|128px]]&lt;br /&gt;
:: Note,  Vista users looking for presets they created should look in C:/Users/$username/AppData/Local/VirtualStore/Second Life Windlight/.  See {{jira|VWR-4297}} (JIRA) for more info. Do not save downloaded presets here!&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;Mac&#039;&#039;&#039; - In Applications folder, right-click &amp;quot;Second Life WindLight&amp;quot;, select &amp;quot;Show Package Contents&amp;quot;, then open Contents &amp;gt; Resources &amp;gt; app_settings &amp;gt; windlight&#039;&#039;&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;Linux&#039;&#039;&#039; - The folder that contains the &amp;quot;secondlife&amp;quot; boot script (example: ~/Desktop/SecondLife_i686_1_18_5_74061_WINDLIGHT/). Its exact location depends on where you extracted the viewer .bz2 archive after downloading it.&lt;br /&gt;
&lt;br /&gt;
* You shouldn&#039;t be asked to replace anything, because these settings have all-new names.&lt;br /&gt;
&lt;br /&gt;
=== How to use ===&lt;br /&gt;
* Start the WindLight viewer and login to Second Life.&lt;br /&gt;
* Go to World menu &amp;gt; Environmental Settings &amp;gt; Environment Editor.&lt;br /&gt;
* Click the &amp;quot;Advanced Sky&amp;quot; button. (If it&#039;s grayed out, [[WindLight#Why_is_my_.22Advanced_Sky.22_button_grayed_out.3F|see this]].)&lt;br /&gt;
* Click the dropdown menu next to &amp;quot;Sky Presets&amp;quot;. You should see the many new skies starting with &amp;quot;[TOR]&amp;quot; in the list. It should look like this (click to enlarge):&lt;br /&gt;
[[Image:Torleys-windlight-settings-3.jpg|256px]]&lt;br /&gt;
* The same steps apply for the water settings — in the Environment Editor, click &amp;quot;Advanced Water&amp;quot;, then the dropdown next to &amp;quot;Water Presets&amp;quot;.&lt;br /&gt;
* Select a preset and watch the sky and water change instantly.&lt;br /&gt;
* &#039;&#039;ENJOY!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Features]] [[Category:WindLight]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=History/WindLight&amp;diff=50384</id>
		<title>History/WindLight</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=History/WindLight&amp;diff=50384"/>
		<updated>2008-01-21T08:23:37Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* Installation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;First Look: WindLight Information Hub&amp;lt;/font&amp;gt;&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[Image:Windlight_suns.jpg|512px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WindLight is a revolutionary atmospheric lighting and rendering system.  What does that all mean?  Gorgeous new Second Life visuals!!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page provides information on the project, as well as useful information that will help us all make sure that WindLight is well tested in First Look before it&#039;s integrated into the main Second Life viewer.&lt;br /&gt;
&lt;br /&gt;
Please read the Release Notes for the latest features and bug fixes in the WindLight releases.&lt;br /&gt;
&lt;br /&gt;
== Using the WindLight-powered viewer ==&lt;br /&gt;
For starters, make sure you read the [http://secondlife.com/community/support.php?folderID=161 WindLight Documentation] - a lot has changed in this new viewer, and you want to make sure you&#039;re up to speed on WindLight&#039;s usage, as well as that of the other new components- like high-end water, glow, and the new Graphics Preferences tab.&lt;br /&gt;
&lt;br /&gt;
== How can I participate in WindLight testing? ==&lt;br /&gt;
You can participate in WindLight testing with a few easy steps:&lt;br /&gt;
# &amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;[http://secondlife.com/community/firstlook.php Download the newest First Look: WindLight viewer]&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
# Read the &#039;&#039;&#039;[http://secondlife.com/community/support.php?folderID=161 Documentation]&#039;&#039;&#039; to get started — you&#039;ll need to login with your Second Life account info before you can read it.&lt;br /&gt;
# Play around with all the new features! Check out your land, other Residents&#039; land, your favorite places — and see what&#039;s now possible. Once you find settings you like, take some screenshots and [http://youtube.com/watch?v=iFzbvZc1BX4 send them to your friends!]&lt;br /&gt;
# If you find any issues, login to the [https://wiki.secondlife.com/wiki/Issue_tracker public Issue Tracker] to tell us about problems you find.&lt;br /&gt;
&lt;br /&gt;
== A note on features ==&lt;br /&gt;
Many of the new features can really benefit (and some can only be used!) with newer graphics hardware. Not unlike popular games on the market, &#039;&#039;&#039;WindLight&#039;s advanced effects require a graphics card with [http://en.wikipedia.org/wiki/Shader_model Shader Model 2.0 (DirectX9 shader)] support.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We strongly suggest looking at our [http://secondlife.com/corporate/sysreqs.php System Recommendations] to ensure you&#039;re up-to-date!&lt;br /&gt;
&lt;br /&gt;
== What to test? ==&lt;br /&gt;
Make sure that all of your content, creation creation, and experiences work with this new viewer.  Bear in mind that WindLight is client-side only for now- that means nothing is changing on the servers or in any of the data- just what&#039;s being shown on your screen.  You will notice some aesthetic differences, especially in some of the material properties and lighting.  Some of these are intentional (like more dramatic sunsets) and some are still being worked on (like the desaturation of some textures).  Have a go at it, and tell us what you think either through the Public Issue Tracker or at our office hours (see below).&lt;br /&gt;
&lt;br /&gt;
== Frequently Asked Questions ==&lt;br /&gt;
Hot stuff we keep getting asked — &#039;&#039;we&#039;re here to help!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Is WindLight more laggy than the main viewer? ===&lt;br /&gt;
Let&#039;s be more specific to have a worthwhile answer here, since &amp;quot;lag&amp;quot; can refer to many things. In this case, since WindLight is viewer-side, we&#039;re focusing on viewer — also called &amp;quot;client&amp;quot; or &amp;quot;local&amp;quot; because it&#039;s on &#039;&#039;your&#039;&#039; side, and not our servers — performance.&lt;br /&gt;
&lt;br /&gt;
Long story short, &#039;&#039;&#039;our goal is for the WindLight viewer to have equal or better performance than the main &amp;quot;release&amp;quot; viewer at equivalent settings&#039;&#039;&#039;. There&#039;s a lot of code cleanup (which we&#039;ve wanted to do for ages and finally found an opportunity to!), various optimizations, &#039;&#039;and&#039;&#039; some new features to boost speed which made it into this viewer. For example, Avatar Impostors renders distant avatars more &amp;quot;cheaply&amp;quot;, increasing your viewer frames-per-second (FPS) in crowd scenes — which translates to &amp;quot;less viewer-side lag&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
That being said, we &#039;&#039;are&#039;&#039; aware of specific performance slowdown bugs limited to certain hardware, some of which are in [http://jira.secondlife.com/secure/IssueNavigator.jspa?mode=hide&amp;amp;requestId=10970 our Issue Tracker list] — we &#039;&#039;highly&#039;&#039; recommend checking that list and reporting new issues not already on there.&lt;br /&gt;
&lt;br /&gt;
Also, keep in mind some of the new graphical beauty, especially water reflections, may incur a significant performance hit depending on your hardware, and this is expected.&lt;br /&gt;
&lt;br /&gt;
Of related interest and featuring WindLight and the Lag Meter, watch the &amp;quot;&#039;&#039;&#039;[http://blog.secondlife.com/2007/11/22/tip-of-the-week-12-how-to-easily-boost-viewer-performance/ How to easily boost viewer performance]&#039;&#039;&#039;&amp;quot; video tutorial.&lt;br /&gt;
&lt;br /&gt;
=== Will WindLight make the System Requirements higher? ===&lt;br /&gt;
At the time of this writing (2007-12-04), no. &#039;&#039;&#039;We&#039;re working to support existing supported systems as much as possible while providing extra visual beauty for higher-end systems which meet our System Recommendations.&#039;&#039;&#039; [http://secondlife.com/corporate/sysreqs.php See the System Requirements/Recommendations page] for further details. &#039;&#039;Do&#039;&#039; note that we &#039;&#039;did&#039;&#039; update that page to list an expanded range of supported cards, as well as [[Windows Vista]] compatibility.&lt;br /&gt;
&lt;br /&gt;
If you have a lower-end system, you can set WindLight&#039;s Edit menu &amp;gt; Preferences &amp;gt; Graphics tab to &amp;quot;Low&amp;quot; or &amp;quot;Mid&amp;quot; and as emphasized above, your performance shouldn&#039;t be less, and may even be better.&lt;br /&gt;
&lt;br /&gt;
=== What are you doing about WindLight looking &amp;quot;wrong&amp;quot;? ===&lt;br /&gt;
First, it&#039;s important to understand that aesthetic concerns fall into several categories, so any discussion involving them should be specific. We&#039;ve also started {{jira|VWR-3463}} to track your valuable feedback.&lt;br /&gt;
&lt;br /&gt;
Second, &#039;&#039;education is essential!&#039;&#039; Many concerns &amp;amp; complaints we get are a result of not knowing how to change WindLight settings to make things look the way &#039;&#039;you&#039;&#039; want! There&#039;ve already been some [[Windlight#What.27s_our_community_doing_with_WindLight.3F|great Resident tips about this]], so please be sure to familiarize yourself with the powerful-yet-easy-to-use Environmental Editor (found under World menu &amp;gt; Environment Settings), and [http://secondlife.com/community/support.php?folderID=161 read our documentation].&lt;br /&gt;
&lt;br /&gt;
The following isn&#039;t all-inclusive, but we&#039;re aware that:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[UPDATE @ 2008-01-10] We still aren&#039;t happy with the &amp;quot;washed-out/too bright textures at noon&amp;quot; and similar situations. We understand your concerns, and we&#039;re going to keep grinding on this so things are expectedly brighter, but not harshly (e.g., obliterated detail on snowy regions) so.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[UPDATE @ 2008-01-03] These have been substantially improved. &#039;&#039;&#039;[http://blog.secondlife.com/2007/12/21/the-new-windlight-viewer-pondering-aesthetics-76116/ See this]&#039;&#039;&#039; for an indepth explanation. WindLight is nearing Release Candidate status; we welcome continued issue discussion at [[Windlight#Visit_our_inworld_Office_Hours|our Office Hours]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;WindLight in general may be too bright&#039;&#039;&#039; - &#039;&#039;Yes!&#039;&#039; This is on our list of things-to-do. Specifically, WindLight Team Leader Pastrami Linden observes, &amp;quot;I believe the haze and/or direct light contributions can wash out colors, but am not 100% convinced this is a problem.&amp;quot; We&#039;ll investigate the causes further.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The default day cycle is too bright&#039;&#039;&#039; - We&#039;re definitely going to tweak settings like gamma so the end result is more balanced. Also, remember that when WindLight goes server-side, any region owner can customize WindLight to &#039;&#039;their&#039;&#039; tastes. In addition, every Resident can still override environments locally (World menu &amp;gt; Environment Settings). And unlike the current way things are, WindLight on the server-side with custom day cycles means there&#039;ll be a variety of &amp;quot;looks&amp;quot; which are extensively Resident-customizable, so any fears of a single generic day cycle spoiling everything are moot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avatars look like crap&#039;&#039;&#039; - Strongly arguable, and &#039;&#039;severely&#039;&#039; dependent on the specific sky settings. We&#039;ve seen a variety of Resident-taken snapshots featuring avatars that look awesome. Lighting is more realistic and has a higher dynamic range now, which &#039;&#039;we understand&#039;&#039; may take time to get used to, but it&#039;s ultimately more realistic, and if you want it to be, unrealistic too. We emphasize that you have a &#039;&#039;lot&#039;&#039; more control over how &#039;&#039;you&#039;&#039; see Second Life &#039;&#039;AND&#039;&#039; how you look — to yourself, and eventually, how others will see you — so if you&#039;re basing your judgment without delving into the Advanced Sky Editor, we recommend you give it a go, and give it time. It&#039;s kind of like seeing the naked sun after living in a cave all your life. &#039;&#039;Also&#039;&#039; consider that improving some of the other things on this list will hopefully have a positive effect on avatar lighting too.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;TIP:&#039;&#039;&#039; The primary difference between old and new lighting is the level of ambient lighting. Try going to World menu &amp;gt; Environment Settings &amp;gt; Environment Editor and click &amp;quot;Advanced Sky Editor&amp;quot; button. Then, in the Lighting tab, increase Ambient sliders uniformly towards &amp;quot;1.00&amp;quot;. You may also want to lower Scene Gamma (also found in the same tab) a touch. Also see Caliah Lyon&#039;s &amp;quot;[http://secondsoigne.wordpress.com/2007/11/25/optimising-windlight-for-avatars/ Optimising Windlight for Avatars]&amp;quot; guide.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Local lighting is too weak during the daytime ({{jira|VWR-3171}})&#039;&#039;&#039; - We deliberately toned this down because WindLight effectively has a &#039;&#039;new&#039;&#039;, bright light: THE SUN. Local lighting is now weakest at noon, and strongest at sunset — its brightness approaches &amp;quot;normal&amp;quot; strength as the sun gets lower to the horizon, with dusk being full local light brightness. More realistic solar modeling and increased dynamic range means that it&#039;d be too easy to wash out your surroundings, which is why we need a balance (see &amp;quot;The default day cycle is too bright&amp;quot; above). Also think of how much a flashlight would affect its surroundings in daylight. &#039;&#039;Remember&#039;&#039;, we&#039;re continuing to fine-tune light levels and gamma while optimizing the default day cycle, so local lighting is still subject to change.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tree lighting appears uneven and harsh during certain times ({{jira|VWR-3287}})&#039;&#039;&#039; - AKA &amp;quot;Linden trees look like 2D cardboard cutouts&amp;quot;. We thought we fixed this internally (as of 2007-11-29) so that trees have more even lighting overall but we&#039;re aware of the ugly transition between low-polygon and high-polygon trees... so this is still ongoing...&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shiny is too shiny (and other shiny stuff in {{jira|VWR-3133}})&#039;&#039;&#039; - The main issue was [http://blog.secondlife.com/2007/12/04/super-cool-new-windlight-first-look-viewer/ fixed in the 2007-12-04 update]. [[User:Torley_Linden/Project_updates/2007-08-20_to_2007-11-30#.5B2007-11-28.5D_Shiny_is_less_shiny|More context to our progress.]] The future holds possibilities for a more versatile &amp;quot;materials&amp;quot; system, which will retain backward compatibility yet offers a lot more options. (We might even say it&#039;ll do for object surfaces what WindLight does for skies &amp;amp; water!)&lt;br /&gt;
&lt;br /&gt;
For more of our direct responses, &#039;&#039;&#039;[[Windlight#Transcripts|read our office hours transcripts]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== What&#039;s already been fixed in WindLight? ===&lt;br /&gt;
&amp;lt;font size=4&amp;gt;&#039;&#039;&#039;[http://jira.secondlife.com/secure/IssueNavigator.jspa?mode=hide&amp;amp;requestId=10352 See this big list!]&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Why is my &amp;quot;Advanced Sky&amp;quot; button grayed out? ===&lt;br /&gt;
Because you don&#039;t have Atmospheric Shaders on.&lt;br /&gt;
&lt;br /&gt;
* Go to Edit menu &amp;gt; Preferences.&lt;br /&gt;
* Click Graphics tab.&lt;br /&gt;
* Check both &amp;quot;Basic Shaders&amp;quot; and &amp;quot;Atmospheric Shaders&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;Atmospheric Shaders&amp;quot; is grayed out, then you don&#039;t have supported hardware. Make sure your graphics card supports Shader Model 2.0 and that your computer meets our [http://secondlife.com/corporate/sysreqs.php System Recommendations].&lt;br /&gt;
&lt;br /&gt;
=== How do I turn off classic (old-skool) clouds? ===&lt;br /&gt;
* Go to World menu &amp;gt; Environment Settings.&lt;br /&gt;
* Click Advanced Sky button.&lt;br /&gt;
* In the Advanced Sky Editor, click Clouds tab.&lt;br /&gt;
* Uncheck &amp;quot;Draw Classic Clouds&amp;quot;. (This applies across &#039;&#039;all&#039;&#039; your sky settings, and isn&#039;t currently saved per-preset.)&lt;br /&gt;
&lt;br /&gt;
=== Why are avatars so blocky? ===&lt;br /&gt;
If you think avatars look like 16-bit Nintendo characters, that&#039;s because Avatar Impostors, which boosts performance by rendering distant avatars like sprites, is on. You can either:&lt;br /&gt;
&lt;br /&gt;
* Go to Preferences &amp;gt; Graphics tab and uncheck &amp;quot;Avatar Impostors&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
OR if you want to keep it on but increase the distance at which impostors takes effect, minimizing the blockyness, then:&lt;br /&gt;
&lt;br /&gt;
* In Preferences &amp;gt; Graphics tab, move the &amp;quot;Avatars Mesh Detail&amp;quot; slider towards the right to &amp;quot;High&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You can easily find a crowd, zoom your camera, and adjust this to taste.&lt;br /&gt;
&lt;br /&gt;
=== How do I take awesome snapshots with WindLight? ===&lt;br /&gt;
You may&#039;ve seen [http://flickr.com/search/?q=windlight&amp;amp;s=rec&amp;amp;ct=6&amp;amp;ss=2&amp;amp;z=t Flickr], [http://slpics.com/ Snapzilla], or another site where WindLight beauty abounds. Try leaving a gracious comment on snapshots you really enjoy in hopes of the photographer getting back to you!&lt;br /&gt;
&lt;br /&gt;
In addition, Torley Linden&#039;s created a [[User:Torley_Linden/Snapshot_tips|Guide to High-Quality Photography]] you&#039;ll enjoy, including a [[User:Torley_Linden/Snapshot_tips#WindLight-specific_Debug_Settings|WindLight-specific Debug Settings]] section.&lt;br /&gt;
&lt;br /&gt;
=== What&#039;s the future of WindLight? ===&lt;br /&gt;
WindLight is currently viewer-side only, which means, among other things, that when you change sky settings, &#039;&#039;only you&#039;&#039; will see those changes. Longer-term, WindLight will &#039;&#039;replace&#039;&#039; server-side functionality, meaning:&lt;br /&gt;
&lt;br /&gt;
* Estate owners can take advantage of WindLight to create custom skies &amp;amp; water their visitors will automatically see upon visiting their regions.&lt;br /&gt;
* You&#039;ll be able to use skies &amp;amp; water as tradeable assets (similar to how you can currently share objects, clothes, etc.).&lt;br /&gt;
* The current day cycle (and other environmental effects) will be replaced by WindLight. (Those who prefer to have a blander atmosphere more similar to the present look can disable shaders in Preferences &amp;gt; Graphics tab.)&lt;br /&gt;
&lt;br /&gt;
So, &#039;&#039;when&#039;&#039; will this happen? &#039;&#039;&#039;Tentatively, early 2008.&#039;&#039;&#039; We don&#039;t have a specific date yet, as it depends on successfully fixing the bugs in the current First Look: WindLight first and doing other work which preempts the server-side phase, but we promise to announce more news as it becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Are you ever going to add [INSERT COOL FEATURE HERE]? ===&lt;br /&gt;
&#039;&#039;Re: dynamic shadows (including objects &amp;quot;blocking&amp;quot; light), non-water reflections, materials, reworking Linden trees, etc...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We have a lot of exciting plans for a progressively better-looking and faster-performing Second Life that depends on our present work — the first phase of integrating WindLight into the main viewer — to be done. &#039;&#039;&#039;Some of the most popular feature requests we&#039;ve heard we hope to do &#039;&#039;eventually someday&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re anxious and think that sounds too vague, that&#039;s because we&#039;d rather not promise [http://en.wikipedia.org/wiki/Vaporware vaporware], and &#039;&#039;&#039;we&#039;ll give you specific details of implementation when work on each project is actually underway&#039;&#039;&#039; — until then, we welcome the inspiration that comes from your suggestions because it helps shape our future!&lt;br /&gt;
&lt;br /&gt;
In them meantime, we encourage you to put your feature requests on the [[Issue Tracker|public Issue Tracker]] so we can keep easier track of &#039;em.&lt;br /&gt;
&lt;br /&gt;
== How do I stay &amp;quot;In the loop&amp;quot; with WindLight? ==&lt;br /&gt;
=== Visit our inworld Office Hours ===&lt;br /&gt;
[[Image:WindLight_Office_Hour.jpg|512px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wanna meet Team WindLight, live &amp;amp; direct? Come to the Linden Stage @ [http://slurl.com/secondlife/Brampton/106/166/24/?img=http%3A//farm3.static.flickr.com/2073/2035893046_687f5fd29a_m.jpg&amp;amp;title=WindLight%Office%20Hours Brampton (106, 166, 25)]&#039;&#039;&#039; at these ongoing times:&lt;br /&gt;
&lt;br /&gt;
* Tuesdays @ 8-9 AM PST &lt;br /&gt;
* Thursdays @ 1-2 PM PST&lt;br /&gt;
&lt;br /&gt;
==== Transcripts ====&lt;br /&gt;
Check these out if you&#039;re curious or if you missed out!&lt;br /&gt;
&lt;br /&gt;
* 2007-11-&#039;&#039;&#039;[[WindLight/Office_Hours/2007-11-15|15]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2007-11-20|20]]&#039;&#039;&#039; / &#039;&#039;&#039;22&#039;&#039;&#039; was cancelled due to Turkey Day / &#039;&#039;&#039;[[WindLight/Office_Hours/2007-11-27|27]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2007-11-29|29]]&#039;&#039;&#039;&lt;br /&gt;
* 2007-12-&#039;&#039;&#039;[[WindLight/Office_Hours/2007-12-04|04]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2007-12-06|06]]&#039;&#039;&#039; / &#039;&#039;&#039;11&#039;&#039;&#039; was cancelled due to [http://blog.secondlife.com/2007/12/11/grid-service-outage-planned-for-11-december/ a service outage] / &#039;&#039;&#039;[[WindLight/Office_Hours/2007-12-13|13]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2007-12-18|18]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2007-12-20|20]]&#039;&#039;&#039; / &#039;&#039;&#039;25 &amp;amp; 27&#039;&#039;&#039; were cancelled due to holidays&lt;br /&gt;
* 2008-01-&#039;&#039;&#039;01&#039;&#039;&#039; was cancelled due to New Year&#039;s Day / &#039;&#039;&#039;[[WindLight/Office_Hours/2008-01-03|03]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2008-01-08|08]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2008-01-10|10]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2008-01-15|15]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2008-01-17|17]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2008-01-22|22]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2008-01-24|24]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2008-01-29|29]]&#039;&#039;&#039; / &#039;&#039;&#039;[[WindLight/Office_Hours/2008-01-31|31]]&#039;&#039;&#039; /&lt;br /&gt;
&lt;br /&gt;
At these sessions, you can &#039;&#039;tell us&#039;&#039; about issues you find...&lt;br /&gt;
&lt;br /&gt;
=== [[Issue_tracker|Use the public Issue Tracker]] ===&lt;br /&gt;
Include step-by-step repros and your system info, and please make sure to set &amp;quot;Affects Version/s&amp;quot; to &amp;quot;First Look: WindLight&amp;quot;. {{jira|VWR-960}} is an example.&lt;br /&gt;
&lt;br /&gt;
You can also see:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://jira.secondlife.com/secure/IssueNavigator.jspa?mode=hide&amp;amp;requestId=10970 Open bugs by # of votes]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[http://jira.secondlife.com/secure/IssueNavigator.jspa?mode=hide&amp;amp;requestId=10352 Fixed issues]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [http://blog.secondlife.com Read the Official Linden Blog] ===&lt;br /&gt;
We&#039;ve made numerous WindLight-related blog posts (in reverse chronological order):&lt;br /&gt;
&lt;br /&gt;
* 2008-01-10 - &#039;&#039;&#039;[http://blog.secondlife.com/2008/01/10/new-windlight-viewer-76886/ New WindLight Viewer! (76886)]&#039;&#039;&#039;&lt;br /&gt;
* 2008-01-10 - &#039;&#039;&#039;[http://blog.secondlife.com/2008/01/10/windlight-survey-results-part-2/ WindLight Survey Results, Part 2!]&#039;&#039;&#039;&lt;br /&gt;
* 2008-01-08 - &#039;&#039;&#039;[http://blog.secondlife.com/2008/01/08/windlight-look-and-feel-survey-part-2/ WindLight Look-and-Feel Survey Part 2!]&#039;&#039;&#039;&lt;br /&gt;
* 2007-12-24 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/12/24/windlight-survey-preliminary-results/ WindLight survey preliminary results]&#039;&#039;&#039;&lt;br /&gt;
* 2007-12-23 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/12/23/windlight-look-and-feel-survey/ WindLight Look-and-Feel Survey!]&#039;&#039;&#039;&lt;br /&gt;
* 2007-12-21 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/12/21/the-new-windlight-viewer-pondering-aesthetics-76116/ The New WindLight Viewer… PONDERING AESTHETICS (76116)]&#039;&#039;&#039;&lt;br /&gt;
* 2007-12-17 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/12/17/new-windlight-viewer-extended-commentary-75762/ New WindLight Viewer + extended commentary! (75762)]&#039;&#039;&#039;&lt;br /&gt;
* 2007-12-04 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/12/04/super-cool-new-windlight-first-look-viewer/ Super cool new WindLight First Look Viewer!]&lt;br /&gt;
* 2007-11-29 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/11/29/new-windlight-first-look-viewer/ New WindLight First Look Viewer!]&#039;&#039;&#039;&lt;br /&gt;
* 2007-11-22 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/11/22/tip-of-the-week-12-how-to-easily-boost-viewer-performance/ Tip of the Week #12: How to easily boost viewer performance]&#039;&#039;&#039; (featuring the simplified Graphics Preferences and Avatar Impostors)&lt;br /&gt;
* 2007-11-20 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/11/20/windlight-update-2007-11-20/ WindLight Update]&#039;&#039;&#039;&lt;br /&gt;
* 2007-11-15 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/11/15/tip-of-the-week-11-welcome-to-windlight/ Tip of the Week #11: Welcome to WindLight!]&#039;&#039;&#039;&lt;br /&gt;
* 2007-11-14 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/11/14/knowledge-base-article-of-the-week-windlight-fever/ Knowledge Base Article of the Week: WindLight Fever!]&#039;&#039;&#039;&lt;br /&gt;
* 2007-11-14 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/11/14/windlight-first-look-is-back/ WindLight First Look is back!!!]&#039;&#039;&#039;&lt;br /&gt;
* 2007-06-14 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/06/14/windlight-update/ WindLight Update]&#039;&#039;&#039;&lt;br /&gt;
* 2007-06-01 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/06/01/first-look-windlight-update-beauty-bugs/ First Look: WindLight update - beauty &amp;amp; bugs!]&#039;&#039;&#039;&lt;br /&gt;
* 2007-05-29 - &#039;&#039;&#039;[http://blog.secondlife.com/2007/05/29/windlight-first-look-viewer-released/ WindLight First Look viewer released!]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
and there&#039;ll be more to come! Some of them will touch on issues that come up during our office hours and Issue Tracker, so check the blog regularly, or you can [http://blog.secondlife.com/?s=windlight search for posts mentioning &amp;quot;WindLight&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
=== [[User:Torley_Linden/Project_updates#WindLight|See Torley&#039;s project updates]] ===&lt;br /&gt;
Torley Linden is Product Manager for WindLight... his project updates contain candid notes of recent progress, known issues, personal observations, handy tips, etc.&lt;br /&gt;
&lt;br /&gt;
== What&#039;s our community doing with WindLight? ==&lt;br /&gt;
&#039;&#039;Amazing things!&#039;&#039; Like:&lt;br /&gt;
&lt;br /&gt;
* WindLight snapshots on:&lt;br /&gt;
** &#039;&#039;&#039;[http://www.flickr.com/search/?q=windlight&amp;amp;s=rec&amp;amp;ct=6&amp;amp;ss=2&amp;amp;z=t Flickr]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[http://www.sluniverse.com/pics/ Snapzilla]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[:Category:WindLight Images|A category on this wiki]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[http://www.vintfalken.com/windlight-comparison-project/ &amp;quot;WindLight Comparison Project&amp;quot;]&#039;&#039;&#039; - Resi-initiated project to compare WL aesthetics across different systems.&lt;br /&gt;
* &#039;&#039;&#039;[http://www.vintfalken.com/windlight-how-to-controlling-avatar-impostors/ &amp;quot;WindLight How To - Avatar Impostors Settings&amp;quot;]&#039;&#039;&#039; - Vint Falken&#039;s helpful explanation that Avatars Mesh Detail affects the distance at which avatars become impostors.&lt;br /&gt;
* &#039;&#039;&#039;[http://secondsoigne.wordpress.com/2007/11/25/optimising-windlight-for-avatars/ &amp;quot;Optimising Windlight for Avatars&amp;quot;]&#039;&#039;&#039; - By Caliah Lyon, a great educational primer for &amp;quot;lighting is yucky&amp;quot; concerns.&lt;br /&gt;
* &#039;&#039;&#039;[http://technorati.com/search/windlight?authority=a4&amp;amp;language=en Misc. mentions of &amp;quot;WindLight&amp;quot; in the blogosphere.]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Torley&#039;s WindLight settings ==&lt;br /&gt;
[[Image:Many-skies.jpg|800px]]&lt;br /&gt;
&lt;br /&gt;
I ([[User:Torley_Linden|Torley Linden]]) have popularly been asked to share the very same settings I&#039;ve used in [http://www.flickr.com/photos/torley/sets/72157602395077667/ so many] [http://www.flickr.com/photos/torley/sets/72157600883123211/ WindLight-powered snapshots]. Awhile back, I already made the decision to release these to our community for sheer enjoyment. I don&#039;t have any use restrictions on &#039;em, so go wild and [[User:Torley_Linden#How_to_contact_me|let me know]] the beauty you build upon.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;» [http://torley-linden.s3.amazonaws.com/torleys-windlight-settings.exe Download Torley&#039;s WindLight Settings - Easy installer for Windows]&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
: &amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;» [http://torley-linden.s3.amazonaws.com/torleys-windlight-settings.zip Download Torley&#039;s WindLight Settings - &amp;quot;.zip&amp;quot; file]&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Close Second Life First Look: WindLight first.&lt;br /&gt;
&lt;br /&gt;
Then, depending on what you downloaded:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Easy installer for Windows&#039;&#039;&#039;&lt;br /&gt;
* Run &amp;quot;torleys-windlight-settings.exe&amp;quot;.&lt;br /&gt;
* Check that the install folder looks like the right one, then click &amp;quot;Install&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;.zip&amp;quot; file&#039;&#039;&#039;&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Unzip Unzip] &amp;quot;torley-windlight-settings.zip&amp;quot;.&lt;br /&gt;
* Open the &amp;quot;skies&amp;quot; and &amp;quot;water&amp;quot; folders, and drag their &amp;quot;.xml&amp;quot; file contents into the &amp;quot;sky&amp;quot; and &amp;quot;water&amp;quot; subdirectories within the right &amp;quot;app_settings/windlight&amp;quot;, depending on your operating system (see below).&lt;br /&gt;
&lt;br /&gt;
These are the usual install directories, yours may look different but similar:&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;Windows&#039;&#039;&#039; - C:\Program Files\SecondLifeWindLight\app_settings\windlight&#039;&#039;&lt;br /&gt;
: [[Image:App_settings-windlight-skies.png|128px]]&lt;br /&gt;
:: Note,  Vista users looking for presets they created should look in C:/Users/$username/AppData/Local/VirtualStore/Second Life Windlight/.  See {jira:VWR-4297} for more info. Do not save downloaded presets here!&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;Mac&#039;&#039;&#039; - In Applications folder, right-click &amp;quot;Second Life WindLight&amp;quot;, select &amp;quot;Show Package Contents&amp;quot;, then open Contents &amp;gt; Resources &amp;gt; app_settings &amp;gt; windlight&#039;&#039;&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;Linux&#039;&#039;&#039; - The folder that contains the &amp;quot;secondlife&amp;quot; boot script (example: ~/Desktop/SecondLife_i686_1_18_5_74061_WINDLIGHT/). Its exact location depends on where you extracted the viewer .bz2 archive after downloading it.&lt;br /&gt;
&lt;br /&gt;
* You shouldn&#039;t be asked to replace anything, because these settings have all-new names.&lt;br /&gt;
&lt;br /&gt;
=== How to use ===&lt;br /&gt;
* Start the WindLight viewer and login to Second Life.&lt;br /&gt;
* Go to World menu &amp;gt; Environmental Settings &amp;gt; Environment Editor.&lt;br /&gt;
* Click the &amp;quot;Advanced Sky&amp;quot; button. (If it&#039;s grayed out, [[WindLight#Why_is_my_.22Advanced_Sky.22_button_grayed_out.3F|see this]].)&lt;br /&gt;
* Click the dropdown menu next to &amp;quot;Sky Presets&amp;quot;. You should see the many new skies starting with &amp;quot;[TOR]&amp;quot; in the list. It should look like this (click to enlarge):&lt;br /&gt;
[[Image:Torleys-windlight-settings-3.jpg|256px]]&lt;br /&gt;
* The same steps apply for the water settings — in the Environment Editor, click &amp;quot;Advanced Water&amp;quot;, then the dropdown next to &amp;quot;Water Presets&amp;quot;.&lt;br /&gt;
* Select a preset and watch the sky and water change instantly.&lt;br /&gt;
* &#039;&#039;ENJOY!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Features]] [[Category:WindLight]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=45302</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=45302"/>
		<updated>2007-12-20T19:18:58Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* Plopp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
This page offers a list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the license.&lt;br /&gt;
&lt;br /&gt;
Note: Resident-made sculpt map tools and offline previewers [[Sculpted Prims: Resident-made Tools|now have their own page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating sculpt maps. Although support for these features isn&#039;t necessary in order to create sculpt maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of sculpt maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colors, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weaknesses.  They include:&lt;br /&gt;
** Polygon modeling: The most mature method and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and vertices of an object.&lt;br /&gt;
** NURBS: NURBS modeling uses series of curved splines to define the shape of an object and are excellent for smooth organic shapes. The methodology behind sculpted prims are very largely based on them.&lt;br /&gt;
** Subdivision Surface: Subdivision modeling shares some of the advantages of both NURBS and polygon modeling: the shape is manipulated using sets of control points that allow for both smooth surfaces and precise details.&lt;br /&gt;
** Brush Sculpting:  With this method, you use your mouse or pen tablet and a series of adjustable brushes to literally sculpt on the 3d surface like clay. Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this method as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will ultimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs. Some programs will run fine on something as old as a Pentium III. A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup. Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What program(s) are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question. It will depend on a number of factors:&lt;br /&gt;
* &#039;&#039;&#039;How much money are you willing to spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars. Programs like Maya and 3ds Max are powerful but if you&#039;re not already seriously into 3d modeling, they&#039;re probably overkill. Lightwave, zBrush and programs in their price range are powerful professional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill as most of the features you pay for go beyond the general tools to create sculpt maps for Second Life. Programs like Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists but not all of them are going to have the full 3D studio capabilities of some more expensive programs. Free programs run the gamut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best. If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like or will have an easier time picking up a new and/or more complicated program. If you&#039;re a brand newbie to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya with their steep learning curves. The availability of general modeling tutorials and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m a newbie to all this.  What should I start with?&lt;br /&gt;
Probably not with anything expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources. If you&#039;re very serious about learning the tools the pros use you might also seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive in to making sculpties then there are a couple front runners for your attention.  (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necessarily friendly but it&#039;s loads easier than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt making tools. You&#039;ll be limited in the shapes you can produce but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes. The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under $100), AC3D is a good place to start. The interface is nicer than that of Wings and Zora Spoonhamer&#039;s exporter allows you to take good advantage of program features that the Wings exporter doesn&#039;t; full subdivision capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide what program you should use is to start downloading their demos and trying them to find what you like.&lt;br /&gt;
&lt;br /&gt;
= Adding Programs to This List =&lt;br /&gt;
The hobby market for 3d software is currently growing rapidly: as a result there are dozens of software packages in the wild, many undiscovered or not well known.  If a new program is discovered and proven by means of it being listed here, great, but it&#039;s not within the scope of this list to name them all, else the most useful ones would get buried and the page would become a confusing mess.&lt;br /&gt;
&lt;br /&gt;
A couple things to consider:&lt;br /&gt;
* Popularity: This may seem contrary to the &amp;quot;discovering new programs&amp;quot; bit above, but it&#039;s impossible to ignore the impact popularity has on a program: it means there&#039;s a community of users that can offer support to newbies and it increases the likelihood that someone will develop sculpt map support for it.&lt;br /&gt;
* Features: If it doesn&#039;t already have sculpt map support, does it have the features that will make it likely able to support sculpt maps?  Certain well known programs like Sketchup and Milkshape have been put in the &amp;quot;Other&amp;quot; category because people will ask about them but the chance of sculpt map support being developed for them seems slim because of their feature sets.  If that turns out to be an incorrect assumption then they&#039;ll certainly be moved up.  A file converter like 3dm2sculpt or one of various object to sculpty programs is better than nothing but as such programs are in varying stages of being beta and/or experimental (and often may not work), being able to save to a convertible file format shouldn&#039;t be the only thing to consider.  Other things to keep in mind: is the interface usable?  Does the program run without frequently crashing?&lt;br /&gt;
&lt;br /&gt;
With those in mind, if you&#039;re adding a program, follow the format used in the rest of the entries (they differ slightly between the free and commercial packages) and be sure to fill in as much information as you can; this will usually take a little research.  If you&#039;ve used the program, you&#039;re encouraged to include your insights and experiences in the short description blurb (you don&#039;t need more than a short paragraph).  Tutorials, documentation and the like should be linked separately under the Resources section.&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
&lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SnurbO&#039;Matic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, although it is possible to save as a .obj file and then convert it to a sculpt image.&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program. If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
[NOTE:  chances are it was either downloaded from a shady site or was a false positive. More details are needed!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], and [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=203571 Blender Sculptie Import &amp;amp; Export scripts]&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro Blender 3D: Noob to Pro] - on [http://en.wikibooks.org/wiki/Main_Page Wikibooks], It&#039;s a great step-by-step tutorial that contains substantial content, is well-formatted, and has screen shots. &lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
*[http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
*[http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
*[http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
*[http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html Another great tutorial] on using blender for sculpts&lt;br /&gt;
*[http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
*[http://www.treekyomoon.com/blenderInstrux.jpg Specifically making a flat/embossed type sculptie] one could use for floating terrains with giant prims, licence plates, nifty brass scene covered fireboxes...or whatever else might be handy! [http://www.treekyomoon.com/flattysculptie.blend Sample .blend file here]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Open beta testing/freeware&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.  Documentation on the website is sparse however and being in beta means there will be kinks.&lt;br /&gt;
&lt;br /&gt;
It should be noted that MoI will become a commercial product when it leaves beta testing (expected later this summer), but it will still be comparatively inexpensive; the estimated cost is between US$200-$100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plopp===&lt;br /&gt;
[[Image:Plopp example.jpg|thumb|250 px| A SLork sculpted in Plopp]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.secondplopp.com/ Plopp Second Life]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Donationware/Commercial&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039;Windows, Mac, Linux&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No (N/A)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; 2d painting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plopp&#039;&#039; is a cute 3D modeling tool designed for little kids.  The makers of Plopp have now put out a free version for SL users (the full program can be bought for US$19.50).  &lt;br /&gt;
&lt;br /&gt;
Imagine one of those new mylar balloons.  You paint the one side with an image, and then paint the other side with an image represetning the other side.  Plopp then blows up the balloon and shades it.  You can also import graphics from other tools (Photoshop, a scanned drawing, etc.), make a &amp;quot;cutout&amp;quot; with the eraser and inflate that.  You can play a little with the lighting and with rotations.  The Plopp drawing tools are very basic but keep in mind, this is for little children.  Then it bakes the texture and exports the texture and the sculpt map (128x128).&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t use this for Second Life, you might like to get it for your kids...or inner child.  It just looks like a lot of fun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.planet-plopp.com/biggerkids/tips.html Plopp Tips] - Video tutorials and neat tricks from the Plopp website&lt;br /&gt;
*[http://www.shiny-life.com/2007/10/06/tutorial-create-sculpted-prims-with-ploppsl/ Plopp SL Video Tutorial] at Shiny Life&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Get Started:&#039;&#039;&#039;[[Wings 3D|Second Life Wings 3D guide]]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  Detailed documentation is sparse, but there are several Second Life tutorials in this Wiki and on the Web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* See the [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.]&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.  It may seem an odd inclusion in this part of the list but merits mentioning up here instead of burried at the bottom with the &amp;quot;Other&amp;quot; section because it actualy can produce sculpt maps.  Some other programs like AC3D (below) can also call on POV-Ray for texture baking.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (understandably) expensive, anywhere from hundreds to many thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s within the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux], [http://www.ccccybernetics.com/ developed by Zora Spoonhammer]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.  Invis recently gave their official blessing (as well as hosting) to the plugin, making them the first vendor of this kind of software to put their backing into sculpy development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
*[http://www.independentdeveloper.com/archive/2007/09/27/sculpted_prims_from_existing_3  Sculpted Prims from Existing 3D Models] in AC3D. A step-by-step guide using an existing 3-D model of a fish.&lt;br /&gt;
*[http://www.supercoldmilk.com/ac3dplug/index.html AC3D Plugins @ Super Cold Milk] - several invaluable free plugins can be found here, including the knife tool used in the pear tutorial&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Silo (Nevercenter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.nevercenter.com/ Nevercenter - Silo]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$159, US$59 (upgrade), edu licensing on request&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000 or later, Mac OSX 10.3 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 30 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; -?-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://www.nevercenter.com/about/features/ Silo Features] and [http://www.nevercenter.com/about/videos/ how-to videos]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 (V3.1)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab (but note to resident developers: this one is in high demand).&lt;br /&gt;
&lt;br /&gt;
Zbrush is a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
V3.1 adds many new features, such as Displacement Maps (and and Exporter) and the ZMapper. &lt;br /&gt;
&lt;br /&gt;
(I may be incorrect, but I believe that the Displacement Maps and Exporter may be Pixologic&#039;s rendition of sculpture maps. Some with more experience needs to check, please: [http://www.zbrush.info/docs/index.php/Displacement_Exporter Displacement Exporter]. -- just checked this, and is different from how sculpt maps work. Just a converter for displacement maps to normal maps. (pretty powerful in its own right, but not the same thing as sculpties) Sculpt maps are not using the normals in any way at all - they look similar in that they are RGB maps, but the similarity pretty much ends there. Rather sculpties use RGB gradients from the center of the prim to the edge of the prim&#039;s bounding box to define where the vertices are in xyz space. --[[User:Hypatia Callisto|Hypatia Callisto]] 14:47, 1 November 2007 (PDT))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/docs/index.php/Main_Page Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895, US$495 as a companion upgrade for Photoshop&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit, currently only available with a couple books&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]] (works with any version of Lightwave of at least version 6) or use the DStorm plugin provided [[http://www.dstorm.co.jp/english/plugin/secondlife.htm]] at DStorm (LW9+ only)&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Robin_Sojourner Robin Sojourner].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 for latest version (7), but legacy versions are sold for lower prices ($199 for TrueSpace 5)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, prior version of the program &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI (Avid) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$495 (&amp;quot;Foundation&amp;quot;) - US$6995 (&amp;quot;Advanced&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modo 301 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest7.lxo SLtest7.lxo]&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Skymatter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.mudbox3d.com/ Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$299 (&amp;quot;Basic&amp;quot;) - US$649 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 15 days trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via Shader.&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Nice [http://www.ks-3d.de/KS-3D_SCULPTIES_(SCULPTED_PRIMS).htm tutorial] to create a Shader and modeling (by KS-3D Klaus Strifler - german only)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; &amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Available Here]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plugins:&#039;&#039;&#039; [http://www.sim-image.co.jp/sltk/en/index.php SIM Image SLTK (Second Life Toolkit)] (￥94,000/126,000, $800/1,100, €600/800) is a plugin for Maya that allows users to create and export objects for Second Life. See [http://www.sim-image.co.jp/sltk/en/function.php this page] for the complete feature set.&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
* [http://www.sim-image.co.jp/sltk/en/index.php SIM Tools - Second Life ToolKit plugin]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; 3 methods in development:&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here], or [http://forums.secondlife.com/showpost.php?p=1695133&amp;amp;postcount=112 the updated Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
** Method 3 ([http://liferain.com/downloads/sculptgenmax/ SculptGenMax]) by Shack Dougall, Version 1.0 supports both importing and exporting of sculpties between 3ds Max and Second Life.  &lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs may be free or cheap, but they won&#039;t have nearly as expansive feature sets as those above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149, &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.2 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes, it&#039;s buried: go [http://www.daz3d.com/i.x/support/downloads/-/ here] and select Hexagon from the list.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
SL animators may have heard about (and perhaps been disappointed with) [http://www.daz3d.com/i.x/software/studio/-/? DAZ Studio], a competitor to Poser.  Others may be familiar with [http://www.daz3d.com/i.x/software/bryce/-/? Bryce], a landscape creation tool with a much better reputation.  Hexagon was originally developed by eovia until purchased by DAZ and while it appears to be a perfectly capable 3d program by itself with polygon modeling subdivision modeling, sculpting tools, and is that 3d painting I see?, the absence in their feature list of either texture baking or any sort of user scripting or plugin interface could be a deal-breaker until something like a reliable .OBJ converter comes along.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Viewer_Visual_Update&amp;diff=37678</id>
		<title>Talk:Viewer Visual Update</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Viewer_Visual_Update&amp;diff=37678"/>
		<updated>2007-10-22T22:00:24Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* Additional suggestions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Feedback and Ideas ==&lt;br /&gt;
* In the Mac instructions, if you start with &#039;Make a copy of the Second Life application with &amp;quot;Duplicate&amp;quot; and rename it &amp;quot;Second Life Visual Update&amp;quot;...&#039; and move on from there then the &amp;quot;uninstall&amp;quot; step won&#039;t be needed, and people can more easily compare the two. -- [[User:Argent Stonecutter|Argent Stonecutter]] 06:14, 22 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Great work on the graphics! Definitely shows off the potential for what can be done.&lt;br /&gt;
&lt;br /&gt;
Well how novel: ripping off the Mac OS X metallic buttons and giving them an Aqua feel... Well, don&#039;t stop there. Read Apple&#039;s Human Interface Guidelines and implement them. Then we&#039;ll not only have the feel too, but then the whole thing may work as standard instead of being buggy, bloated, roll your own code. We would have international settings and keyboards that worked, standard window behaviour, one menu bar not two, and text editing handling that worked properly, and properly transposed keyboard shorcuts. Get that stuff sorted first then you can think of moving on to skinning.&lt;br /&gt;
: I would like to point out, that SecondLife client is Cross-Platform. If they stuck to the Mac guidelines, then it wouldn&#039;t fit windows or linux. To be honest, as SecondLife is effectively a game, the interface has to be a roll your own (Read Apples guidelines, it actually says that somewhere) --[[User:Nik Woodget|Nik Woodget]] 02:37, 22 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Feedback on the style itself ==&lt;br /&gt;
&lt;br /&gt;
*The problem I&#039;m having is with the fact that most of the text in search results is white on a bright blue/gray background, which makes it hard to read. Also, text in profiles and (non-editable) group descriptions is difficult to read for the same reason. I think that adding more contrast would definitely improve the usability (not to mention the accessibility) of this skin. -- ????&lt;br /&gt;
&lt;br /&gt;
=== Similarity to Mac/Aqua ===&lt;br /&gt;
Well how novel: ripping off the Mac OS X metallic buttons and giving them an Aqua feel... Well, don&#039;t stop there. Read Apple&#039;s Human Interface Guidelines and implement them. Then we&#039;ll not only have the feel too, but then the whole thing may work as standard instead of being buggy, bloated, roll your own code. We would have international settings and keyboards that worked, standard window behaviour, one menu bar not two, and text editing handling that worked properly, and properly transposed keyboard shorcuts. Get that stuff sorted first then you can think of moving on to skinning.&lt;br /&gt;
: I would like to point out, that SecondLife client is Cross-Platform. If they stuck to the Mac guidelines, then it wouldn&#039;t fit windows or linux. To be honest, as SecondLife is effectively a game, the interface has to be a roll your own (Read Apples guidelines, it actually says that somewhere) --[[User:Nik Woodget|Nik Woodget]] 02:37, 22 October 2007 (PDT)&lt;br /&gt;
::I don&#039;t think it looks Mac-like at all. In fact while Apple popularized the glossy look the &amp;quot;shiny metallic&amp;quot; look isn&#039;t really their schtick, and they have been moving away from the aggressive glossiness of the early OS X versions to a smoother and more professional look in Panther and Tiger. I would much rather see the glossiness eliminated and something less overpowering like Max Rudberg&#039;s &amp;quot;Milk&amp;quot; theme being used as inspiration.&lt;br /&gt;
::* With a light background ALL the text needs to be dark.&lt;br /&gt;
::* The window close and minimize buttons look smaller in this style, even if they aren&#039;t, and I keep slowing down to hit them more precisely.&lt;br /&gt;
::* The translucent menu bar is an improvement. It needs to extend under the menus themselves, of course. The backdrop for the button bars on the bottom should be translucent as well, for symmetry... and with the new style I don&#039;t think the little &amp;quot;loops&amp;quot; over the buttons above the chat bar are really useful.&lt;br /&gt;
::* The glossiness of the buttons is a problem, and they also look more like tabs than buttons. A flatter more &amp;quot;matte&amp;quot; style would work better.&lt;br /&gt;
::* The slight border around the chat and nametags is VERY nice.&lt;br /&gt;
::* The 3d look of hover text is not so good, I think because it&#039;s light. The light colored pie menu is &#039;&#039;really&#039;&#039; a problem.&lt;br /&gt;
::* The inventory and appearance editor seem significantly less professional.&lt;br /&gt;
::At the moment I think the original style is preferrable. I would say that the dark color scheme works better, particularly for translucent windows... if the ghosted windows could turn dark (but with light text) that would work, but that&#039;s probably more than XUI can handle. -- [[User:Argent Stonecutter|Argent Stonecutter]] 06:25, 22 October 2007 (PDT)&lt;br /&gt;
:::I&#039;m not a fan of square buttons.&lt;br /&gt;
:::Like Argent I struggle with some of the light backgrounds&lt;br /&gt;
:::Would it be possible to have an instruction page? This file does... for all the images. I know its possible to open them all, and I will, but pointers for how to tweak what be nice. I&#039;m going to try a nicer (for my eyes) skin with greens, similar to the theme I&#039;ve got on my mac menus, and hack some buttons, but it will take a while to get right because I&#039;m flying blind (particularly for .j2c&#039;s that don&#039;t automatically preview for me). --[[User:Eloise Pasteur|Eloise Pasteur]] 06:53, 22 October 2007 (PDT)&lt;br /&gt;
:::: Good print, J2Cs aren&#039;t well supported in bitmap editors yet. -- [[User:Argent Stonecutter|Argent Stonecutter]] 09:14, 22 October 2007 (PDT)&lt;br /&gt;
::::: In the textures folder is a textures.xml file.  This is the mapping {purpose}.tga -&amp;gt; UUID.{any extension} --[[User:Thraxis Epsilon|Thraxis Epsilon]] 11:51, 22 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
&lt;br /&gt;
The icons representing prims in the object builder are too small. It is quite difficult to distinguish between similar prims as, for example, the cone and the semicone.--[[User:Eadoin Welles|Eadoin Welles]] 10:22, 22 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m not loving it... Although I do like some of the icons but color wise and color balance theme are killing my eyes.  The whole &amp;quot;gloss jem&amp;quot; buttons from Window Vista and OS Mac got really really old so fast.  For me, I&#039;d like a dark theme.   Something more like this theme. [[http://www.wincustomize.com/zoom.aspx?skinid=4617&amp;amp;libid=1]] --[[User:Vincent Nacon|Vincent Nacon]] 12:32, 22 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Additional suggestions ==&lt;br /&gt;
This section should be kept for suggestions that are really beyond the scope of a theme change.&lt;br /&gt;
&lt;br /&gt;
=== Multiple Monitor Support ===&lt;br /&gt;
&lt;br /&gt;
Would like more than anything to see the UI windows capable of being moved onto a second monitor off the main viewer window. Now that would be very cool and make life a whole lot easier.&lt;br /&gt;
:This would also mean making that the second life viewer would have to use system controls. Again its a pain for cross-platform software. Though not impossible. --[[User:Nik Woodget|Nik Woodget]] 02:38, 22 October 2007 (PDT)&lt;br /&gt;
::Why would this require using system controls ?&lt;br /&gt;
::[[User:SignpostMarv Martin|SignpostMarv Martin]] 06:59, 22 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
=== Mac Support ===&lt;br /&gt;
&lt;br /&gt;
For the Mac port, at least, the way that command and control are reversed is really hard to deal with. It would be nice if there was an option to reverse the command and control keys &#039;&#039;for XUI only&#039;&#039;. -- [[User:Argent Stonecutter|Argent Stonecutter]] 06:07, 22 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
=== Widgets ===&lt;br /&gt;
&lt;br /&gt;
I like the new interface. It is surely better than the black one but, by the way, the real value would be to have a choice of skins which, in my understanding, is the main goal of this test. I think that another improvement might be to have the possibility to add gadgets. For example, I would like to have, close to the PDT time, also the local time, since most of events that I prepare are located in my country, and I prefer to use local time rather than useless PDT time. Rather than adding this feature, which may be of no interest to USA people and surely not at all to California people, you may give us the possibility to create gadgets, like in Google or Vista. So I could develop a small gadget to see time in various timezones, another one that automatically convert Linden dollars to various currencies, and so forth. By facilitating the development of user gadgets, you would dramatically improve the SL interface without having to develop them yourself. IMHO  Greetings from Rome, Italy --[[User:Eadoin Welles|Eadoin Welles]] 10:19, 22 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
==== Vector Graphics Widgets ====&lt;br /&gt;
&lt;br /&gt;
Would like to see a flash layer, where flash widgets could communicate to the UI via an API and either replace or partially replace bits and pieces of it.  This could be a big market for companies wishing to have customized clients but still take advantage of Linden Labs robust source.&lt;br /&gt;
:I would actively NOT want to see a layer that can only be programmed with a closed system like flash. -- [[User:Argent Stonecutter|Argent Stonecutter]] 06:07, 22 October 2007 (PDT)&lt;br /&gt;
::SVG + Javascript would work- uBrowser would be the place to start with that.&lt;br /&gt;
::[[User:SignpostMarv Martin|SignpostMarv Martin]] 06:59, 22 October 2007 (PDT)&lt;br /&gt;
:::That&#039;s one approach. Javascript based controls are used in a number of programs: Firefox (XUL), Mac OS (Dashboard), Yahoo Widgets (for that matter Adobe&#039;s Actionscript has converged on Javascript). I&#039;m not sure that SVG is the way to go, but that&#039;s not an objection... I just don&#039;t know wnough about SVG. Another possibility is to use Tk, since that has bindings for several scripting languages already. All this is somewhat out of the scope of a theme change. -- [[User:Argent Stonecutter|Argent Stonecutter]] 08:47, 22 October 2007 (PDT)&lt;br /&gt;
::::SVG would provide an &amp;quot;open&amp;quot; system for vector graphics where flash provides a &amp;quot;closed&amp;quot; system.&lt;br /&gt;
::::[[User:SignpostMarv Martin|SignpostMarv Martin]] 12:41, 22 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
=== Skin Support ===&lt;br /&gt;
I&#039;d like to suggest Hue changer for quick custom theme color for users.... However, for graphic artist like myself, I would like to able customize the skin with ease.   Just think more like WinAmp 5. --[[User:Vincent Nacon|Vincent Nacon]] 12:32, 22 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
===Too Little===&lt;br /&gt;
Just looking at the pic...except for the icons, which are probably needed, I&#039;m underwhelmed.  It&#039;s the same old interface except for being white and shinier (IMO, too shiny), and the consensus among people I know tends torward the opinion that the UI needs to be reinvented, not just polished, and I&#039;d rather see development time being taken on that.  Take as an example the work being done by e-Sheep with their new custom client.  I&#039;m not saying they&#039;ve done things that I necescarily want to see but they&#039;ve got their goals in the right place.  I could list a number of UI suggestions and pet peeves but this isn&#039;t the place for it...some day I wil actualy get around to putting them on the JIRA.  That said, I agree with the people who mentioned skins and even just being able to set UI color preferences from the preferences menu; that by itself would address a lot of issues. [[User:Elle Pollack|Elle Pollack]] 15:00, 22 October 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=34346</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=34346"/>
		<updated>2007-10-04T16:59:29Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* Plopp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
This page offers a list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the license.&lt;br /&gt;
&lt;br /&gt;
Note: Resident-made sculpt map tools and offline previewers [[Sculpted Prims: Resident-made Tools|now have their own page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating sculpt maps. Although support for these features isn&#039;t necessary in order to create sculpt maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of sculpt maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colors, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weaknesses.  They include:&lt;br /&gt;
** Polygon modeling: The most mature method and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and vertices of an object.&lt;br /&gt;
** NURBS: NURBS modeling uses series of curved splines to define the shape of an object and are excellent for smooth organic shapes. The methodology behind sculpted prims are very largely based on them.&lt;br /&gt;
** Subdivision Surface: Subdivision modeling shares some of the advantages of both NURBS and polygon modeling: the shape is manipulated using sets of control points that allow for both smooth surfaces and precise details.&lt;br /&gt;
** Brush Sculpting:  With this method, you use your mouse or pen tablet and a series of adjustable brushes to literally sculpt on the 3d surface like clay. Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this method as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will ultimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs. Some programs will run fine on something as old as a Pentium III. A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup. Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What program(s) are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question. It will depend on a number of factors:&lt;br /&gt;
* &#039;&#039;&#039;How much money are you willing to spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars. Programs like Maya and 3ds Max are powerful but if you&#039;re not already seriously into 3d modeling, they&#039;re probably overkill. Lightwave, zBrush and programs in their price range are powerful professional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill as most of the features you pay for gone beyond the general tools to create sculpt maps for Second Life. Programs like Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists but not all of them are going to have the full 3D studio capabilities of some more expensive programs. Free programs run the gamut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best. If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like or will have an easier time picking up a new and/or more complicated program. If you&#039;re a brand newbie to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya with their steep learning curves. The availability of general modeling tutorials and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m a newbie to all this.  What should I start with?&lt;br /&gt;
Probably not with anything expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources. If you&#039;re very serious about learning the tools the pros use you might also seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive in to making sculpties then there are a couple front runners for your attention.  (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necessarily friendly but it&#039;s loads easier than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt making tools. You&#039;ll be limited in the shapes you can produce but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes. The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under $100), AC3D is a good place to start. The interface is nicer than that of Wings and Zora Spoonhamer&#039;s exporter allows you to take good advantage of program features that the Wings exporter doesn&#039;t; full subdivision capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide what program you should use is to start downloading their demos and trying them to find what you like.&lt;br /&gt;
&lt;br /&gt;
= Adding Programs to This List =&lt;br /&gt;
The hobby market for 3d software is currently growing rapidly: as a result there are dozens of software packages in the wild, many undiscovered or not well known.  If a new program is discovered and proven by means of it being listed here, great, but it&#039;s not within the scope of this list to name them all, else the most usefull ones would get burried and the page would become a confusing mess.&lt;br /&gt;
&lt;br /&gt;
A couple things to consider:&lt;br /&gt;
* Popularity: This may seem contrary to the &amp;quot;discovering new programs&amp;quot; bit above, but it&#039;s impossible to ignore the impact popularity has on a program: it means there&#039;s a community of users that can offer support to newbies and it increases the liklyhood that someone will develop sculpt map support for it.&lt;br /&gt;
* Features: If it doesn&#039;t allready have sculpt map support, does it have the features that will make it likely able to support sculpt maps?  Certian well known programs like Sketchup and Milkshape have been put in the &amp;quot;Other&amp;quot; category because people will ask about them but the chance of sculpt map support being developed for them seems slim because of their feature sets.  If that turns out to be an incorrect assumption then they&#039;ll certianly be moved up.  A file converter like 3dm2sculpt or one of various object to sculpty programs is better than nothing but as such programs are in varrying stages of being beta and/or experimental (and often may not work), being able to save to a convertable file format shouldn&#039;t be the only thing to consider.  Other things to keep in mind: is the interface useable?  Does the program run without frequently crashing?&lt;br /&gt;
&lt;br /&gt;
With those in mind, if you&#039;re adding a program, follow the format used in the rest of the entries (they differ slightly between the free and commercial packages) and be sure to fill in as much information as you can; this will usualy take a little research.  If you&#039;ve used the program, you&#039;re encouraged to include your insights and experiences in the short decription blurb (you don&#039;t need more than a short paragraph).  Tutorials, documentation and the like should be linked seperately under the Resources section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
&lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SnurbO&#039;Matic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, although it is possible to save as a .obj file and than convert it to a sculpt image&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program; If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
[NOTE:  chances are it was either downloaded from a shady site or was a false positive. More details are needed]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], and [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=203571 Blender Sculptie Import &amp;amp; Export scripts]&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro Blender 3D: Noob to Pro] - on [http://en.wikibooks.org/wiki/Main_Page Wikibooks], It&#039;s a great step-by-step tutorial that contains substantial content, is well-formatted, and has screen shots. &lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
*[http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
*[http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
*[http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
*[http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html Another great tutorial] on using blender for sculpts&lt;br /&gt;
*[http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Open beta testing/freeware&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.  Documentation on the website is sparse however and being in beta means there will be kinks.&lt;br /&gt;
&lt;br /&gt;
It should be noted that MoI will become a commercial product when it leaves beta testing (expected later this summer), but it will still be comparatively inexpensive; the estimated cost is between US$200-$100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plopp===&lt;br /&gt;
[[Image:Plopp example.jpg|thumb|250 px| A SLork sculpted in Plopp]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.secondplopp.com/ Plopp Second Life]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Donationware/Commercial&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039;Windows, Mac, Linux&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No (N/A)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; 2d painting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plopp&#039;&#039; is a cute 3D modeling tool designed for little kids.  The makers of Plopp have now put out a free version for SL users (the full program can be bought for US$19.50).  &lt;br /&gt;
&lt;br /&gt;
Imagine one of those new mylar balloons.  You paint the one side with an image, and then paint the other side with an image represetning the other side.  Plopp then blows up the balloon and shades it.  You can also import graphics from other tools (Photoshop, a scanned drawing, etc.), make a &amp;quot;cutout&amp;quot; with the eraser and inflate that.  You can play a little with the lighting and with rotations.  The Plopp drawing tools are very basic but keep in mind, this is for little children.  Then it bakes the texture and exports the texture and the sculpt map (128x128).&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t use this for Second Life, you might like to get it for your kids...or inner child.  It just looks like a lot of fun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.planet-plopp.com/biggerkids/tips.html Plopp Tips] - Video tutorials and neat tricks from the Plopp website&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Get Started:&#039;&#039;&#039;[[Wings 3D|Second Life Wings 3D guide]]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  Detailed documentation is sparse, but there are several Second Life tutorials in this Wiki and on the Web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* See the [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.]&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.  It may seem an odd inclusion in this part of the list but merits mentioning up here instead of burried at the bottom with the &amp;quot;Other&amp;quot; section because it actualy can produce sculpt maps.  Some other programs like AC3D (below) can also call on POV-Ray for texture baking.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (understandably) expensive, anywhere from hundreds to many thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s within the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux], [http://www.ccccybernetics.com/ developed by Zora Spoonhammer]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.  Invis recently gave their official blessing (as well as hosting) to the plugin, making them the first vendor of this kind of software to put their backing into sculpy development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
*[http://www.supercoldmilk.com/ac3dplug/index.html AC3D Plugins @ Super Cold Milk] - several invaluble free plugins can be found here, including the knife tool used in the pear tutorial&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Silo (Nevercenter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.nevercenter.com/ Nevercenter - Silo]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$159, US$59 (upgrade), edu licensing on request&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000 or later, Mac OSX 10.3 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 30 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; -?-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://www.nevercenter.com/about/features/ Silo Features] and [http://www.nevercenter.com/about/videos/ how-to videos]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$489&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab (but note to resident developers: this one is in high demand).&lt;br /&gt;
&lt;br /&gt;
Zbrush pretty new and a bit unique.  It&#039;s a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/zbrush/education/documentation/guides.php Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895, US$495 as a companion upgrade for Photoshop&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit, currently only available with a couple books&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]] (works with any version of Lightwave of at least version 6) or use the DStorm plugin provided [[http://www.dstorm.co.jp/english/plugin/secondlife.htm]] at DStorm (LW9+ only)&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Robin_Sojourner Robin Sojourner].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 for latest version (7), but legacy versions are sold for lower prices ($199 for TrueSpace 5)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, prior version of the program &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI (Avid) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$495 (&amp;quot;Foundation&amp;quot;) - US$6995 (&amp;quot;Advanced&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modo 203 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest4.lxo SLtest4.lxo]&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Skymatter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.mudbox3d.com/ Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$299 (&amp;quot;Basic&amp;quot;) - US$649 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 15 days trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via Shader.&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Nice [http://www.ks-3d.de/KS-3D_SCULPTIES_(SCULPTED_PRIMS).htm tutorial] to create a Shader and modeling (by KS-3D Klaus Strifler - german only)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; &amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Available Here]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plugins:&#039;&#039;&#039; [http://www.sim-image.co.jp/sltk/en/index.php SIM Image SLTK (Second Life Toolkit)] (￥94,000/126,000, $800/1,100, €600/800) is a plugin for Maya that allows users to create and export objects for Second Life. See [http://www.sim-image.co.jp/sltk/en/function.php this page] for the complete feature set.&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
* [http://www.sim-image.co.jp/sltk/en/index.php SIM Tools - Second Life ToolKit plugin]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; 3 methods in development:&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
** Method 3 ([http://forums.secondlife.com/showthread.php?t=185426 thread]) ([http://wiki.secondlife.com/wiki/SculptGenMax wiki]) by Shack Dougall, is a vertex-based method using MAXScript and preset geometry as a starting point. Tested on 3dsMax 9.  &lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AutoCAD (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/autocad Autodesk AutoCAD]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$4,000  Educational License: US$400 AutoCAD LT: US$900&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; -&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; -&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; -&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; -&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[http://ai-designstudio.net/ Henshin III]&#039;&#039;&#039; by AI Design Studio is a tool that allows the export of AutoCAD files into Second Life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ai-designstudio.net/ AI Design Studio]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs may be free or cheap, but they won&#039;t have nearly as expansive feature sets as those above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149, &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.2 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes, it&#039;s buried: go [http://www.daz3d.com/i.x/support/downloads/-/ here] and select Hexagon from the list.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
SL animators may have heard about (and perhaps been disappointed with) [http://www.daz3d.com/i.x/software/studio/-/? DAZ Studio], a competitor to Poser.  Others may be familiar with [http://www.daz3d.com/i.x/software/bryce/-/? Bryce], a landscape creation tool with a much better reputation.  Hexagon was originally developed by eovia until purchased by DAZ and while it appears to be a perfectly capable 3d program by itself with polygon modeling subdivision modeling, sculpting tools, and is that 3d painting I see?, the absence in their feature list of either texture baking or any sort of user scripting or plugin interface could be a deal-breaker until something like a reliable .OBJ converter comes along.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=34345</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=34345"/>
		<updated>2007-10-04T16:58:48Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* Plopp */ Resource link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
This page offers a list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the license.&lt;br /&gt;
&lt;br /&gt;
Note: Resident-made sculpt map tools and offline previewers [[Sculpted Prims: Resident-made Tools|now have their own page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating sculpt maps. Although support for these features isn&#039;t necessary in order to create sculpt maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of sculpt maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colors, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weaknesses.  They include:&lt;br /&gt;
** Polygon modeling: The most mature method and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and vertices of an object.&lt;br /&gt;
** NURBS: NURBS modeling uses series of curved splines to define the shape of an object and are excellent for smooth organic shapes. The methodology behind sculpted prims are very largely based on them.&lt;br /&gt;
** Subdivision Surface: Subdivision modeling shares some of the advantages of both NURBS and polygon modeling: the shape is manipulated using sets of control points that allow for both smooth surfaces and precise details.&lt;br /&gt;
** Brush Sculpting:  With this method, you use your mouse or pen tablet and a series of adjustable brushes to literally sculpt on the 3d surface like clay. Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this method as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will ultimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs. Some programs will run fine on something as old as a Pentium III. A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup. Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What program(s) are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question. It will depend on a number of factors:&lt;br /&gt;
* &#039;&#039;&#039;How much money are you willing to spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars. Programs like Maya and 3ds Max are powerful but if you&#039;re not already seriously into 3d modeling, they&#039;re probably overkill. Lightwave, zBrush and programs in their price range are powerful professional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill as most of the features you pay for gone beyond the general tools to create sculpt maps for Second Life. Programs like Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists but not all of them are going to have the full 3D studio capabilities of some more expensive programs. Free programs run the gamut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best. If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like or will have an easier time picking up a new and/or more complicated program. If you&#039;re a brand newbie to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya with their steep learning curves. The availability of general modeling tutorials and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m a newbie to all this.  What should I start with?&lt;br /&gt;
Probably not with anything expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources. If you&#039;re very serious about learning the tools the pros use you might also seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive in to making sculpties then there are a couple front runners for your attention.  (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necessarily friendly but it&#039;s loads easier than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt making tools. You&#039;ll be limited in the shapes you can produce but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes. The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under $100), AC3D is a good place to start. The interface is nicer than that of Wings and Zora Spoonhamer&#039;s exporter allows you to take good advantage of program features that the Wings exporter doesn&#039;t; full subdivision capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide what program you should use is to start downloading their demos and trying them to find what you like.&lt;br /&gt;
&lt;br /&gt;
= Adding Programs to This List =&lt;br /&gt;
The hobby market for 3d software is currently growing rapidly: as a result there are dozens of software packages in the wild, many undiscovered or not well known.  If a new program is discovered and proven by means of it being listed here, great, but it&#039;s not within the scope of this list to name them all, else the most usefull ones would get burried and the page would become a confusing mess.&lt;br /&gt;
&lt;br /&gt;
A couple things to consider:&lt;br /&gt;
* Popularity: This may seem contrary to the &amp;quot;discovering new programs&amp;quot; bit above, but it&#039;s impossible to ignore the impact popularity has on a program: it means there&#039;s a community of users that can offer support to newbies and it increases the liklyhood that someone will develop sculpt map support for it.&lt;br /&gt;
* Features: If it doesn&#039;t allready have sculpt map support, does it have the features that will make it likely able to support sculpt maps?  Certian well known programs like Sketchup and Milkshape have been put in the &amp;quot;Other&amp;quot; category because people will ask about them but the chance of sculpt map support being developed for them seems slim because of their feature sets.  If that turns out to be an incorrect assumption then they&#039;ll certianly be moved up.  A file converter like 3dm2sculpt or one of various object to sculpty programs is better than nothing but as such programs are in varrying stages of being beta and/or experimental (and often may not work), being able to save to a convertable file format shouldn&#039;t be the only thing to consider.  Other things to keep in mind: is the interface useable?  Does the program run without frequently crashing?&lt;br /&gt;
&lt;br /&gt;
With those in mind, if you&#039;re adding a program, follow the format used in the rest of the entries (they differ slightly between the free and commercial packages) and be sure to fill in as much information as you can; this will usualy take a little research.  If you&#039;ve used the program, you&#039;re encouraged to include your insights and experiences in the short decription blurb (you don&#039;t need more than a short paragraph).  Tutorials, documentation and the like should be linked seperately under the Resources section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
&lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SnurbO&#039;Matic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, although it is possible to save as a .obj file and than convert it to a sculpt image&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program; If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
[NOTE:  chances are it was either downloaded from a shady site or was a false positive. More details are needed]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], and [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=203571 Blender Sculptie Import &amp;amp; Export scripts]&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro Blender 3D: Noob to Pro] - on [http://en.wikibooks.org/wiki/Main_Page Wikibooks], It&#039;s a great step-by-step tutorial that contains substantial content, is well-formatted, and has screen shots. &lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
*[http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
*[http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
*[http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
*[http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html Another great tutorial] on using blender for sculpts&lt;br /&gt;
*[http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Open beta testing/freeware&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.  Documentation on the website is sparse however and being in beta means there will be kinks.&lt;br /&gt;
&lt;br /&gt;
It should be noted that MoI will become a commercial product when it leaves beta testing (expected later this summer), but it will still be comparatively inexpensive; the estimated cost is between US$200-$100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plopp===&lt;br /&gt;
[[Image:Plopp example.jpg|thumb|250 px| A SLork sculpted in Plopp]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.secondplopp.com/ Plopp Second Life]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Donationware/Commercial&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039;Windows, Mac, Linux&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No (N/A)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; 2d painting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
* [http://www.secondplopp.com/ Plopp Second Life]&lt;br /&gt;
* Windows, Mac, Linux&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plopp&#039;&#039; is a cute 3D modeling tool designed for little kids.  The makers of Plopp have now put out a free version for SL users (the full program can be bought for US$19.50).  &lt;br /&gt;
&lt;br /&gt;
Imagine one of those new mylar balloons.  You paint the one side with an image, and then paint the other side with an image represetning the other side.  Plopp then blows up the balloon and shades it.  You can also import graphics from other tools (Photoshop, a scanned drawing, etc.), make a &amp;quot;cutout&amp;quot; with the eraser and inflate that.  You can play a little with the lighting and with rotations.  The Plopp drawing tools are very basic but keep in mind, this is for little children.  Then it bakes the texture and exports the texture and the sculpt map (128x128).&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t use this for Second Life, you might like to get it for your kids...or inner child.  It just looks like a lot of fun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.planet-plopp.com/biggerkids/tips.html Plopp Tips] - Video tutorials and neat tricks from the Plopp website&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Get Started:&#039;&#039;&#039;[[Wings 3D|Second Life Wings 3D guide]]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  Detailed documentation is sparse, but there are several Second Life tutorials in this Wiki and on the Web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* See the [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.]&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.  It may seem an odd inclusion in this part of the list but merits mentioning up here instead of burried at the bottom with the &amp;quot;Other&amp;quot; section because it actualy can produce sculpt maps.  Some other programs like AC3D (below) can also call on POV-Ray for texture baking.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (understandably) expensive, anywhere from hundreds to many thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s within the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux], [http://www.ccccybernetics.com/ developed by Zora Spoonhammer]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.  Invis recently gave their official blessing (as well as hosting) to the plugin, making them the first vendor of this kind of software to put their backing into sculpy development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
*[http://www.supercoldmilk.com/ac3dplug/index.html AC3D Plugins @ Super Cold Milk] - several invaluble free plugins can be found here, including the knife tool used in the pear tutorial&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Silo (Nevercenter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.nevercenter.com/ Nevercenter - Silo]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$159, US$59 (upgrade), edu licensing on request&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000 or later, Mac OSX 10.3 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 30 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; -?-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://www.nevercenter.com/about/features/ Silo Features] and [http://www.nevercenter.com/about/videos/ how-to videos]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$489&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab (but note to resident developers: this one is in high demand).&lt;br /&gt;
&lt;br /&gt;
Zbrush pretty new and a bit unique.  It&#039;s a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/zbrush/education/documentation/guides.php Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895, US$495 as a companion upgrade for Photoshop&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit, currently only available with a couple books&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]] (works with any version of Lightwave of at least version 6) or use the DStorm plugin provided [[http://www.dstorm.co.jp/english/plugin/secondlife.htm]] at DStorm (LW9+ only)&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Robin_Sojourner Robin Sojourner].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 for latest version (7), but legacy versions are sold for lower prices ($199 for TrueSpace 5)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, prior version of the program &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI (Avid) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$495 (&amp;quot;Foundation&amp;quot;) - US$6995 (&amp;quot;Advanced&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modo 203 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest4.lxo SLtest4.lxo]&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Skymatter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.mudbox3d.com/ Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$299 (&amp;quot;Basic&amp;quot;) - US$649 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 15 days trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via Shader.&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Nice [http://www.ks-3d.de/KS-3D_SCULPTIES_(SCULPTED_PRIMS).htm tutorial] to create a Shader and modeling (by KS-3D Klaus Strifler - german only)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; &amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Available Here]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plugins:&#039;&#039;&#039; [http://www.sim-image.co.jp/sltk/en/index.php SIM Image SLTK (Second Life Toolkit)] (￥94,000/126,000, $800/1,100, €600/800) is a plugin for Maya that allows users to create and export objects for Second Life. See [http://www.sim-image.co.jp/sltk/en/function.php this page] for the complete feature set.&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
* [http://www.sim-image.co.jp/sltk/en/index.php SIM Tools - Second Life ToolKit plugin]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; 3 methods in development:&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
** Method 3 ([http://forums.secondlife.com/showthread.php?t=185426 thread]) ([http://wiki.secondlife.com/wiki/SculptGenMax wiki]) by Shack Dougall, is a vertex-based method using MAXScript and preset geometry as a starting point. Tested on 3dsMax 9.  &lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AutoCAD (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/autocad Autodesk AutoCAD]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$4,000  Educational License: US$400 AutoCAD LT: US$900&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; -&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; -&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; -&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; -&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[http://ai-designstudio.net/ Henshin III]&#039;&#039;&#039; by AI Design Studio is a tool that allows the export of AutoCAD files into Second Life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ai-designstudio.net/ AI Design Studio]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs may be free or cheap, but they won&#039;t have nearly as expansive feature sets as those above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149, &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.2 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes, it&#039;s buried: go [http://www.daz3d.com/i.x/support/downloads/-/ here] and select Hexagon from the list.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
SL animators may have heard about (and perhaps been disappointed with) [http://www.daz3d.com/i.x/software/studio/-/? DAZ Studio], a competitor to Poser.  Others may be familiar with [http://www.daz3d.com/i.x/software/bryce/-/? Bryce], a landscape creation tool with a much better reputation.  Hexagon was originally developed by eovia until purchased by DAZ and while it appears to be a perfectly capable 3d program by itself with polygon modeling subdivision modeling, sculpting tools, and is that 3d painting I see?, the absence in their feature list of either texture baking or any sort of user scripting or plugin interface could be a deal-breaker until something like a reliable .OBJ converter comes along.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=34343</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=34343"/>
		<updated>2007-10-04T16:56:14Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* Plopp */ - Added standard info template, gentle copyediting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
This page offers a list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the license.&lt;br /&gt;
&lt;br /&gt;
Note: Resident-made sculpt map tools and offline previewers [[Sculpted Prims: Resident-made Tools|now have their own page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating sculpt maps. Although support for these features isn&#039;t necessary in order to create sculpt maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of sculpt maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colors, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weaknesses.  They include:&lt;br /&gt;
** Polygon modeling: The most mature method and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and vertices of an object.&lt;br /&gt;
** NURBS: NURBS modeling uses series of curved splines to define the shape of an object and are excellent for smooth organic shapes. The methodology behind sculpted prims are very largely based on them.&lt;br /&gt;
** Subdivision Surface: Subdivision modeling shares some of the advantages of both NURBS and polygon modeling: the shape is manipulated using sets of control points that allow for both smooth surfaces and precise details.&lt;br /&gt;
** Brush Sculpting:  With this method, you use your mouse or pen tablet and a series of adjustable brushes to literally sculpt on the 3d surface like clay. Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this method as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will ultimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs. Some programs will run fine on something as old as a Pentium III. A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup. Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What program(s) are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question. It will depend on a number of factors:&lt;br /&gt;
* &#039;&#039;&#039;How much money are you willing to spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars. Programs like Maya and 3ds Max are powerful but if you&#039;re not already seriously into 3d modeling, they&#039;re probably overkill. Lightwave, zBrush and programs in their price range are powerful professional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill as most of the features you pay for gone beyond the general tools to create sculpt maps for Second Life. Programs like Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists but not all of them are going to have the full 3D studio capabilities of some more expensive programs. Free programs run the gamut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best. If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like or will have an easier time picking up a new and/or more complicated program. If you&#039;re a brand newbie to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya with their steep learning curves. The availability of general modeling tutorials and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m a newbie to all this.  What should I start with?&lt;br /&gt;
Probably not with anything expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources. If you&#039;re very serious about learning the tools the pros use you might also seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive in to making sculpties then there are a couple front runners for your attention.  (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necessarily friendly but it&#039;s loads easier than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt making tools. You&#039;ll be limited in the shapes you can produce but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes. The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under $100), AC3D is a good place to start. The interface is nicer than that of Wings and Zora Spoonhamer&#039;s exporter allows you to take good advantage of program features that the Wings exporter doesn&#039;t; full subdivision capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide what program you should use is to start downloading their demos and trying them to find what you like.&lt;br /&gt;
&lt;br /&gt;
= Adding Programs to This List =&lt;br /&gt;
The hobby market for 3d software is currently growing rapidly: as a result there are dozens of software packages in the wild, many undiscovered or not well known.  If a new program is discovered and proven by means of it being listed here, great, but it&#039;s not within the scope of this list to name them all, else the most usefull ones would get burried and the page would become a confusing mess.&lt;br /&gt;
&lt;br /&gt;
A couple things to consider:&lt;br /&gt;
* Popularity: This may seem contrary to the &amp;quot;discovering new programs&amp;quot; bit above, but it&#039;s impossible to ignore the impact popularity has on a program: it means there&#039;s a community of users that can offer support to newbies and it increases the liklyhood that someone will develop sculpt map support for it.&lt;br /&gt;
* Features: If it doesn&#039;t allready have sculpt map support, does it have the features that will make it likely able to support sculpt maps?  Certian well known programs like Sketchup and Milkshape have been put in the &amp;quot;Other&amp;quot; category because people will ask about them but the chance of sculpt map support being developed for them seems slim because of their feature sets.  If that turns out to be an incorrect assumption then they&#039;ll certianly be moved up.  A file converter like 3dm2sculpt or one of various object to sculpty programs is better than nothing but as such programs are in varrying stages of being beta and/or experimental (and often may not work), being able to save to a convertable file format shouldn&#039;t be the only thing to consider.  Other things to keep in mind: is the interface useable?  Does the program run without frequently crashing?&lt;br /&gt;
&lt;br /&gt;
With those in mind, if you&#039;re adding a program, follow the format used in the rest of the entries (they differ slightly between the free and commercial packages) and be sure to fill in as much information as you can; this will usualy take a little research.  If you&#039;ve used the program, you&#039;re encouraged to include your insights and experiences in the short decription blurb (you don&#039;t need more than a short paragraph).  Tutorials, documentation and the like should be linked seperately under the Resources section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
&lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SnurbO&#039;Matic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, although it is possible to save as a .obj file and than convert it to a sculpt image&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program; If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
[NOTE:  chances are it was either downloaded from a shady site or was a false positive. More details are needed]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], and [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=203571 Blender Sculptie Import &amp;amp; Export scripts]&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro Blender 3D: Noob to Pro] - on [http://en.wikibooks.org/wiki/Main_Page Wikibooks], It&#039;s a great step-by-step tutorial that contains substantial content, is well-formatted, and has screen shots. &lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
*[http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
*[http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
*[http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
*[http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html Another great tutorial] on using blender for sculpts&lt;br /&gt;
*[http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Open beta testing/freeware&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.  Documentation on the website is sparse however and being in beta means there will be kinks.&lt;br /&gt;
&lt;br /&gt;
It should be noted that MoI will become a commercial product when it leaves beta testing (expected later this summer), but it will still be comparatively inexpensive; the estimated cost is between US$200-$100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plopp===&lt;br /&gt;
[[Image:Plopp example.jpg|thumb|250 px| A SLork sculpted in Plopp]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.secondplopp.com/ Plopp Second Life]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Donationware/Commercial&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039;Windows, Mac, Linux&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No (N/A)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; 2d painting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Tes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
* [http://www.secondplopp.com/ Plopp Second Life]&lt;br /&gt;
* Windows, Mac, Linux&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plopp&#039;&#039; is a cute 3D modeling tool designed for little kids.  The makers of Plopp have now put out a free version for SL users (the full program can be bought for US$19.50).  &lt;br /&gt;
&lt;br /&gt;
Imagine one of those new mylar balloons.  You paint the one side with an image, and then paint the other side with an image represetning the other side.  Plopp then blows up the balloon and shades it.  You can also import graphics from other tools (Photoshop, a scanned drawing, etc.), make a &amp;quot;cutout&amp;quot; with the eraser and inflate that.  You can play a little with the lighting and with rotations.  The Plopp drawing tools are very basic but keep in mind, this is for little children.  Then it bakes the texture and exports the texture and the sculpt map (128x128).&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t use this for Second Life, you might like to get it for your kids...or inner child.  It just looks like a lot of fun.&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Get Started:&#039;&#039;&#039;[[Wings 3D|Second Life Wings 3D guide]]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  Detailed documentation is sparse, but there are several Second Life tutorials in this Wiki and on the Web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* See the [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.]&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.  It may seem an odd inclusion in this part of the list but merits mentioning up here instead of burried at the bottom with the &amp;quot;Other&amp;quot; section because it actualy can produce sculpt maps.  Some other programs like AC3D (below) can also call on POV-Ray for texture baking.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (understandably) expensive, anywhere from hundreds to many thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s within the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux], [http://www.ccccybernetics.com/ developed by Zora Spoonhammer]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.  Invis recently gave their official blessing (as well as hosting) to the plugin, making them the first vendor of this kind of software to put their backing into sculpy development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
*[http://www.supercoldmilk.com/ac3dplug/index.html AC3D Plugins @ Super Cold Milk] - several invaluble free plugins can be found here, including the knife tool used in the pear tutorial&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Silo (Nevercenter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.nevercenter.com/ Nevercenter - Silo]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$159, US$59 (upgrade), edu licensing on request&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000 or later, Mac OSX 10.3 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 30 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; -?-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://www.nevercenter.com/about/features/ Silo Features] and [http://www.nevercenter.com/about/videos/ how-to videos]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$489&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab (but note to resident developers: this one is in high demand).&lt;br /&gt;
&lt;br /&gt;
Zbrush pretty new and a bit unique.  It&#039;s a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/zbrush/education/documentation/guides.php Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895, US$495 as a companion upgrade for Photoshop&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit, currently only available with a couple books&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]] (works with any version of Lightwave of at least version 6) or use the DStorm plugin provided [[http://www.dstorm.co.jp/english/plugin/secondlife.htm]] at DStorm (LW9+ only)&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Robin_Sojourner Robin Sojourner].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 for latest version (7), but legacy versions are sold for lower prices ($199 for TrueSpace 5)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, prior version of the program &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI (Avid) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$495 (&amp;quot;Foundation&amp;quot;) - US$6995 (&amp;quot;Advanced&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modo 203 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest4.lxo SLtest4.lxo]&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Skymatter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.mudbox3d.com/ Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$299 (&amp;quot;Basic&amp;quot;) - US$649 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 15 days trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via Shader.&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Nice [http://www.ks-3d.de/KS-3D_SCULPTIES_(SCULPTED_PRIMS).htm tutorial] to create a Shader and modeling (by KS-3D Klaus Strifler - german only)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; &amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Available Here]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plugins:&#039;&#039;&#039; [http://www.sim-image.co.jp/sltk/en/index.php SIM Image SLTK (Second Life Toolkit)] (￥94,000/126,000, $800/1,100, €600/800) is a plugin for Maya that allows users to create and export objects for Second Life. See [http://www.sim-image.co.jp/sltk/en/function.php this page] for the complete feature set.&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
* [http://www.sim-image.co.jp/sltk/en/index.php SIM Tools - Second Life ToolKit plugin]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; 3 methods in development:&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
** Method 3 ([http://forums.secondlife.com/showthread.php?t=185426 thread]) ([http://wiki.secondlife.com/wiki/SculptGenMax wiki]) by Shack Dougall, is a vertex-based method using MAXScript and preset geometry as a starting point. Tested on 3dsMax 9.  &lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AutoCAD (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/autocad Autodesk AutoCAD]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$4,000  Educational License: US$400 AutoCAD LT: US$900&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; -&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; -&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; -&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; -&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[http://ai-designstudio.net/ Henshin III]&#039;&#039;&#039; by AI Design Studio is a tool that allows the export of AutoCAD files into Second Life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ai-designstudio.net/ AI Design Studio]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs may be free or cheap, but they won&#039;t have nearly as expansive feature sets as those above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149, &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.2 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes, it&#039;s buried: go [http://www.daz3d.com/i.x/support/downloads/-/ here] and select Hexagon from the list.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
SL animators may have heard about (and perhaps been disappointed with) [http://www.daz3d.com/i.x/software/studio/-/? DAZ Studio], a competitor to Poser.  Others may be familiar with [http://www.daz3d.com/i.x/software/bryce/-/? Bryce], a landscape creation tool with a much better reputation.  Hexagon was originally developed by eovia until purchased by DAZ and while it appears to be a perfectly capable 3d program by itself with polygon modeling subdivision modeling, sculpting tools, and is that 3d painting I see?, the absence in their feature list of either texture baking or any sort of user scripting or plugin interface could be a deal-breaker until something like a reliable .OBJ converter comes along.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=34344</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=34344"/>
		<updated>2007-10-04T16:54:24Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* Plopp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
This page offers a list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the license.&lt;br /&gt;
&lt;br /&gt;
Note: Resident-made sculpt map tools and offline previewers [[Sculpted Prims: Resident-made Tools|now have their own page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating sculpt maps. Although support for these features isn&#039;t necessary in order to create sculpt maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of sculpt maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colors, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weaknesses.  They include:&lt;br /&gt;
** Polygon modeling: The most mature method and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and vertices of an object.&lt;br /&gt;
** NURBS: NURBS modeling uses series of curved splines to define the shape of an object and are excellent for smooth organic shapes. The methodology behind sculpted prims are very largely based on them.&lt;br /&gt;
** Subdivision Surface: Subdivision modeling shares some of the advantages of both NURBS and polygon modeling: the shape is manipulated using sets of control points that allow for both smooth surfaces and precise details.&lt;br /&gt;
** Brush Sculpting:  With this method, you use your mouse or pen tablet and a series of adjustable brushes to literally sculpt on the 3d surface like clay. Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this method as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will ultimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs. Some programs will run fine on something as old as a Pentium III. A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup. Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What program(s) are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question. It will depend on a number of factors:&lt;br /&gt;
* &#039;&#039;&#039;How much money are you willing to spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars. Programs like Maya and 3ds Max are powerful but if you&#039;re not already seriously into 3d modeling, they&#039;re probably overkill. Lightwave, zBrush and programs in their price range are powerful professional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill as most of the features you pay for gone beyond the general tools to create sculpt maps for Second Life. Programs like Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists but not all of them are going to have the full 3D studio capabilities of some more expensive programs. Free programs run the gamut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best. If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like or will have an easier time picking up a new and/or more complicated program. If you&#039;re a brand newbie to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya with their steep learning curves. The availability of general modeling tutorials and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m a newbie to all this.  What should I start with?&lt;br /&gt;
Probably not with anything expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources. If you&#039;re very serious about learning the tools the pros use you might also seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive in to making sculpties then there are a couple front runners for your attention.  (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necessarily friendly but it&#039;s loads easier than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt making tools. You&#039;ll be limited in the shapes you can produce but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes. The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under $100), AC3D is a good place to start. The interface is nicer than that of Wings and Zora Spoonhamer&#039;s exporter allows you to take good advantage of program features that the Wings exporter doesn&#039;t; full subdivision capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide what program you should use is to start downloading their demos and trying them to find what you like.&lt;br /&gt;
&lt;br /&gt;
= Adding Programs to This List =&lt;br /&gt;
The hobby market for 3d software is currently growing rapidly: as a result there are dozens of software packages in the wild, many undiscovered or not well known.  If a new program is discovered and proven by means of it being listed here, great, but it&#039;s not within the scope of this list to name them all, else the most usefull ones would get burried and the page would become a confusing mess.&lt;br /&gt;
&lt;br /&gt;
A couple things to consider:&lt;br /&gt;
* Popularity: This may seem contrary to the &amp;quot;discovering new programs&amp;quot; bit above, but it&#039;s impossible to ignore the impact popularity has on a program: it means there&#039;s a community of users that can offer support to newbies and it increases the liklyhood that someone will develop sculpt map support for it.&lt;br /&gt;
* Features: If it doesn&#039;t allready have sculpt map support, does it have the features that will make it likely able to support sculpt maps?  Certian well known programs like Sketchup and Milkshape have been put in the &amp;quot;Other&amp;quot; category because people will ask about them but the chance of sculpt map support being developed for them seems slim because of their feature sets.  If that turns out to be an incorrect assumption then they&#039;ll certianly be moved up.  A file converter like 3dm2sculpt or one of various object to sculpty programs is better than nothing but as such programs are in varrying stages of being beta and/or experimental (and often may not work), being able to save to a convertable file format shouldn&#039;t be the only thing to consider.  Other things to keep in mind: is the interface useable?  Does the program run without frequently crashing?&lt;br /&gt;
&lt;br /&gt;
With those in mind, if you&#039;re adding a program, follow the format used in the rest of the entries (they differ slightly between the free and commercial packages) and be sure to fill in as much information as you can; this will usualy take a little research.  If you&#039;ve used the program, you&#039;re encouraged to include your insights and experiences in the short decription blurb (you don&#039;t need more than a short paragraph).  Tutorials, documentation and the like should be linked seperately under the Resources section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
&lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SnurbO&#039;Matic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, although it is possible to save as a .obj file and than convert it to a sculpt image&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program; If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
[NOTE:  chances are it was either downloaded from a shady site or was a false positive. More details are needed]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], and [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=203571 Blender Sculptie Import &amp;amp; Export scripts]&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro Blender 3D: Noob to Pro] - on [http://en.wikibooks.org/wiki/Main_Page Wikibooks], It&#039;s a great step-by-step tutorial that contains substantial content, is well-formatted, and has screen shots. &lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
*[http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
*[http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
*[http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
*[http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html Another great tutorial] on using blender for sculpts&lt;br /&gt;
*[http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Open beta testing/freeware&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.  Documentation on the website is sparse however and being in beta means there will be kinks.&lt;br /&gt;
&lt;br /&gt;
It should be noted that MoI will become a commercial product when it leaves beta testing (expected later this summer), but it will still be comparatively inexpensive; the estimated cost is between US$200-$100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plopp===&lt;br /&gt;
[[Image:Plopp example.jpg|thumb|250 px| A SLork sculpted in Plopp]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.secondplopp.com/ Plopp Second Life]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Donationware/Commercial&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039;Windows, Mac, Linux&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No (N/A)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; 2d painting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes&lt;br /&gt;
* [http://www.secondplopp.com/ Plopp Second Life]&lt;br /&gt;
* Windows, Mac, Linux&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plopp&#039;&#039; is a cute 3D modeling tool designed for little kids.  The makers of Plopp have now put out a free version for SL users (the full program can be bought for US$19.50).  &lt;br /&gt;
&lt;br /&gt;
Imagine one of those new mylar balloons.  You paint the one side with an image, and then paint the other side with an image represetning the other side.  Plopp then blows up the balloon and shades it.  You can also import graphics from other tools (Photoshop, a scanned drawing, etc.), make a &amp;quot;cutout&amp;quot; with the eraser and inflate that.  You can play a little with the lighting and with rotations.  The Plopp drawing tools are very basic but keep in mind, this is for little children.  Then it bakes the texture and exports the texture and the sculpt map (128x128).&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t use this for Second Life, you might like to get it for your kids...or inner child.  It just looks like a lot of fun.&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Get Started:&#039;&#039;&#039;[[Wings 3D|Second Life Wings 3D guide]]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  Detailed documentation is sparse, but there are several Second Life tutorials in this Wiki and on the Web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* See the [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.]&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.  It may seem an odd inclusion in this part of the list but merits mentioning up here instead of burried at the bottom with the &amp;quot;Other&amp;quot; section because it actualy can produce sculpt maps.  Some other programs like AC3D (below) can also call on POV-Ray for texture baking.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (understandably) expensive, anywhere from hundreds to many thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s within the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux], [http://www.ccccybernetics.com/ developed by Zora Spoonhammer]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.  Invis recently gave their official blessing (as well as hosting) to the plugin, making them the first vendor of this kind of software to put their backing into sculpy development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
*[http://www.supercoldmilk.com/ac3dplug/index.html AC3D Plugins @ Super Cold Milk] - several invaluble free plugins can be found here, including the knife tool used in the pear tutorial&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Silo (Nevercenter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.nevercenter.com/ Nevercenter - Silo]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$159, US$59 (upgrade), edu licensing on request&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000 or later, Mac OSX 10.3 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 30 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; -?-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://www.nevercenter.com/about/features/ Silo Features] and [http://www.nevercenter.com/about/videos/ how-to videos]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$489&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab (but note to resident developers: this one is in high demand).&lt;br /&gt;
&lt;br /&gt;
Zbrush pretty new and a bit unique.  It&#039;s a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/zbrush/education/documentation/guides.php Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895, US$495 as a companion upgrade for Photoshop&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit, currently only available with a couple books&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]] (works with any version of Lightwave of at least version 6) or use the DStorm plugin provided [[http://www.dstorm.co.jp/english/plugin/secondlife.htm]] at DStorm (LW9+ only)&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s [https://wiki.secondlife.com/wiki/User:Robin_Sojourner Robin Sojourner].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 for latest version (7), but legacy versions are sold for lower prices ($199 for TrueSpace 5)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, prior version of the program &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI (Avid) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$495 (&amp;quot;Foundation&amp;quot;) - US$6995 (&amp;quot;Advanced&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modo 203 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest4.lxo SLtest4.lxo]&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Skymatter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.mudbox3d.com/ Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$299 (&amp;quot;Basic&amp;quot;) - US$649 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 15 days trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via Shader.&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Nice [http://www.ks-3d.de/KS-3D_SCULPTIES_(SCULPTED_PRIMS).htm tutorial] to create a Shader and modeling (by KS-3D Klaus Strifler - german only)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; &amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Available Here]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plugins:&#039;&#039;&#039; [http://www.sim-image.co.jp/sltk/en/index.php SIM Image SLTK (Second Life Toolkit)] (￥94,000/126,000, $800/1,100, €600/800) is a plugin for Maya that allows users to create and export objects for Second Life. See [http://www.sim-image.co.jp/sltk/en/function.php this page] for the complete feature set.&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
* [http://www.sim-image.co.jp/sltk/en/index.php SIM Tools - Second Life ToolKit plugin]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; 3 methods in development:&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
** Method 3 ([http://forums.secondlife.com/showthread.php?t=185426 thread]) ([http://wiki.secondlife.com/wiki/SculptGenMax wiki]) by Shack Dougall, is a vertex-based method using MAXScript and preset geometry as a starting point. Tested on 3dsMax 9.  &lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AutoCAD (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/autocad Autodesk AutoCAD]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$4,000  Educational License: US$400 AutoCAD LT: US$900&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; -&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; -&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; -&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; -&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[http://ai-designstudio.net/ Henshin III]&#039;&#039;&#039; by AI Design Studio is a tool that allows the export of AutoCAD files into Second Life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ai-designstudio.net/ AI Design Studio]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs may be free or cheap, but they won&#039;t have nearly as expansive feature sets as those above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149, &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.2 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes, it&#039;s buried: go [http://www.daz3d.com/i.x/support/downloads/-/ here] and select Hexagon from the list.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
SL animators may have heard about (and perhaps been disappointed with) [http://www.daz3d.com/i.x/software/studio/-/? DAZ Studio], a competitor to Poser.  Others may be familiar with [http://www.daz3d.com/i.x/software/bryce/-/? Bryce], a landscape creation tool with a much better reputation.  Hexagon was originally developed by eovia until purchased by DAZ and while it appears to be a perfectly capable 3d program by itself with polygon modeling subdivision modeling, sculpting tools, and is that 3d painting I see?, the absence in their feature list of either texture baking or any sort of user scripting or plugin interface could be a deal-breaker until something like a reliable .OBJ converter comes along.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpt_Textures_in_Paint_Programs&amp;diff=33857</id>
		<title>Sculpt Textures in Paint Programs</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpt_Textures_in_Paint_Programs&amp;diff=33857"/>
		<updated>2007-09-30T17:49:00Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* Manipulating Existing Sculpt Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to add more tricks to these pages!&lt;br /&gt;
&lt;br /&gt;
For a better understanding of the processes described in this article,  read [[Sculpted Prims: Technical Explaination]].&lt;br /&gt;
&lt;br /&gt;
Paint programs like Photoshop or Paint Shop Pro or The GIMP are no substitute for a 3D modeling program Still, there are some pretty cool things you can do with those tools.  The processes themselves are not terribly difficult but an understanding of how sculpt textures work can help quite a bit.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Existing Sculpt Textures ==&lt;br /&gt;
&lt;br /&gt;
* If your sculpt looks inside out when you render it in SL (a condition known as flipped normals), horizontaly flipping your texture over is the quickest way to fix it.&lt;br /&gt;
&lt;br /&gt;
Credit goes to [[User:Deanna Trollop | Deanna Trollop]] for these tricks.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;To scale along a given axis, keeping the positive/negative end of that axis fixed:&lt;br /&gt;
** Using Levels, increase shadow/decrease hilight value of the desired channel (red for x, green for y, blue for z), respectively.&lt;br /&gt;
** If your program has an &amp;quot;auto&amp;quot; Levels button (Photoshop and GIMP both do, PSP likely does also), using it on all three channels can help fix a sculpty that doesn&#039;t fit its bounding box (Rokuro/Tokoroten often produce such).  ~[[User:Elle Pollack|&#039;&#039;EP&#039;&#039;]]&lt;br /&gt;
* To shift the entire model along a given axis:&lt;br /&gt;
** Increase or decrease brightness of the desired channel. (Note, values that get &amp;quot;clipped&amp;quot; to pure black or pure white will cause the associated verts to &amp;quot;squish&amp;quot; against the side of the bounding box.)&lt;br /&gt;
* To mirror-flip the model on a given axis:&lt;br /&gt;
** Invert the desired channel (transposing the verts on the + side to the - side, and vice versa) AND mirror-flip the image horizontally or vertically. (Skipping the second step would end up with a model mirrored &#039;&#039;and&#039;&#039; turned inside-out, because the vertex order of the polys would be reversed, similar to a 180 twist on a prim sphere)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[User:Vinnie Baxter | Vinnie Baxter]] adds the following to the above instructions to make symmetrical objects:&lt;br /&gt;
* Think of a symmetrical axis in the texture around which it should be symmetrical&lt;br /&gt;
* manipulate the different RGB channels:&lt;br /&gt;
** for two channels just the good half should be copied, flipped and put at the opposite side&lt;br /&gt;
** for one channel the good half should be copied, flipped, inverted and put at the opposite side - failing to do so gives a half/hollow object.. which could also be useful in some cases.. &lt;br /&gt;
The only difficult part is to figure out which rules apply to which channel. Reasoning along these lines of thought it&#039;s easy to flip orientation by interchanging the R/G/B channels.&lt;br /&gt;
&lt;br /&gt;
[[User:Argent Stonecutter | Argent Stonecutter]] suggests this methood of creating &amp;quot;bumpmaps&amp;quot; on a sculpted object like a sphere.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The following scheme came to mind, as a way to create a bump on a sphere in any direction. I don&#039;t think it would work exactly as I&#039;ve laid it out, but soem such scheme where you use the math-like operations in adjustment layers on maps should be useful... any thoughts?&lt;br /&gt;
* Create a layer containing the &amp;quot;unit sphere&amp;quot; map.&lt;br /&gt;
* Duplicate it&lt;br /&gt;
* Create a mask containing a fairly blurred greyscale blob.&lt;br /&gt;
* Create a multiply adjustment layer using this mask.&lt;br /&gt;
* Apply the multiply layer to the duplicate sphere layer.&lt;br /&gt;
* Add the layers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Painting &amp;quot;Heightmaps&amp;quot; using RGB Channels ==&lt;br /&gt;
&lt;br /&gt;
[[User:Pamagester Darracq|Pamagester Darracq]] figured out how to do this using Paint Shop Pro, but the same process should apply to any similar program.&lt;br /&gt;
&lt;br /&gt;
* First you have to create a plane.&lt;br /&gt;
** Go to the Channels pallate and select just the Red channel.  Select white as a foreground color and black as the background color and create a horizontaly mirrored gradient, [http://www.geocities.com/pamagester/Red1.jpg like so].&lt;br /&gt;
** Now select the Blue channel and create a linear gradient [http://www.geocities.com/pamagester/Blue1.jpg like this].&lt;br /&gt;
* Now the pattern.&lt;br /&gt;
** Select the green channel and the paintbrush tool, load the brush with a shade of grey and paint the pattern...the darker the color, the higher the bump.&lt;br /&gt;
** &amp;quot;This might get tricky, the left half of the green channel is the front (top) section, the right side is the back (underside) section, so (to get them to line up if you create a low contrast image of what you want and paste it on both sides of the channel&amp;quot;.  [http://www.geocities.com/pamagester/Green1.jpg Like so.]  Remember that sculpted prims can&#039;t be one-sided. (&#039;&#039;Ed. note: No longer true: you can use a plane sculpt type, though currently only setable by script.  For two sides, cylynders work well.)&lt;br /&gt;
* When you&#039;re satisfied with your work, merge/select all your channels, save, upload and savor your results: the [http://www.geocities.com/pamagester/rippleresult.jpg resulting sculpt texture] and [http://www.geocities.com/pamagester/RippledPrim.jpg the rendered prim].&lt;br /&gt;
&lt;br /&gt;
[[LaeMi Qian]] adds:&lt;br /&gt;
You don&#039;t have to double up your blue chanel if you make the red chanel a single gradient and put a 2 pixel black border about the blue, causing the sides and bottom of the heightmap sculptie to be square below the field bounds, allowing more detail with a 60x60 (really 30x30 in-world) resolution. See my example at:&lt;br /&gt;
http://members.optusnet.com.au/~laemi/impact-sculpt.png&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
http://members.optusnet.com.au/~laemi/impacted.jpg&lt;br /&gt;
&lt;br /&gt;
And the original PovRay one done with a 1024x1024 heightmap:&lt;br /&gt;
http://members.optusnet.com.au/~laemi/impact.jpg&lt;br /&gt;
&lt;br /&gt;
== Converting Images to Models ==&lt;br /&gt;
===With the GIMP ===&lt;br /&gt;
Converting an image to a mesh is a simple process from within [http://www.gimp.org the GIMP].  This [[Sculpt_Texture_Export_Script_for_the_GIMP|script]] can be plugged into the GIMP to allow any RGB image to be exported &lt;br /&gt;
as a Wavefront OBJ, which can be uploaded to a 3D modelling tool to preview what it will look like in Second Life.&lt;br /&gt;
===With [[Sculpted_Prims:_3d_Software_Guide#Wings_3D | Wings3D]]===&lt;br /&gt;
The sculpty plugin for Wings has the capability to import sculpt maps as well as export them.  From there you can tweak the resulting model directly in Wings or export it to the format of your choice; it can easily be exported back to a sculpt map so long as you don&#039;t change the number of faces and verticies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpt_Textures_in_Paint_Programs&amp;diff=32353</id>
		<title>Sculpt Textures in Paint Programs</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpt_Textures_in_Paint_Programs&amp;diff=32353"/>
		<updated>2007-09-22T05:34:47Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* Manipulating Existing Sculpt Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to add more tricks to these pages!&lt;br /&gt;
&lt;br /&gt;
For a better understanding of the processes described in this article,  read [[Sculpted Prims: Technical Explaination]].&lt;br /&gt;
&lt;br /&gt;
Paint programs like Photoshop or Paint Shop Pro or The GIMP are no substitute for a 3D modeling program Still, there are some pretty cool things you can do with those tools.  The processes themselves are not terribly difficult but an understanding of how sculpt textures work can help quite a bit.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Existing Sculpt Textures ==&lt;br /&gt;
&lt;br /&gt;
Credit goes to [[User:Deanna Trollop | Deanna Trollop]] for these tricks.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;To scale along a given axis, keeping the positive/negative end of that axis fixed:&lt;br /&gt;
** Using Levels, increase shadow/decrease hilight value of the desired channel (red for x, green for y, blue for z), respectively.&lt;br /&gt;
** If your program has an &amp;quot;auto&amp;quot; Levels button (Photoshop and GIMP both do, PSP likely does also), using it on all three channels can help fix a sculpty that doesn&#039;t fit its bounding box (Rokuro/Tokoroten often produce such).  ~[[User:Elle Pollack|&#039;&#039;EP&#039;&#039;]]&lt;br /&gt;
* To shift the entire model along a given axis:&lt;br /&gt;
** Increase or decrease brightness of the desired channel. (Note, values that get &amp;quot;clipped&amp;quot; to pure black or pure white will cause the associated verts to &amp;quot;squish&amp;quot; against the side of the bounding box.)&lt;br /&gt;
* To mirror-flip the model on a given axis:&lt;br /&gt;
** Invert the desired channel (transposing the verts on the + side to the - side, and vice versa) AND mirror-flip the image horizontally or vertically. (Skipping the second step would end up with a model mirrored &#039;&#039;and&#039;&#039; turned inside-out, because the vertex order of the polys would be reversed, similar to a 180 twist on a prim sphere)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[User:Vinnie Baxter | Vinnie Baxter]] adds the following to the above instructions to make symmetrical objects:&lt;br /&gt;
* Think of a symmetrical axis in the texture around which it should be symmetrical&lt;br /&gt;
* manipulate the different RGB channels:&lt;br /&gt;
** for two channels just the good half should be copied, flipped and put at the opposite side&lt;br /&gt;
** for one channel the good half should be copied, flipped, inverted and put at the opposite side - failing to do so gives a half/hollow object.. which could also be useful in some cases.. &lt;br /&gt;
The only difficult part is to figure out which rules apply to which channel. Reasoning along these lines of thought it&#039;s easy to flip orientation by interchanging the R/G/B channels.&lt;br /&gt;
&lt;br /&gt;
[[User:Argent Stonecutter | Argent Stonecutter]] suggests this methood of creating &amp;quot;bumpmaps&amp;quot; on a sculpted object like a sphere.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The following scheme came to mind, as a way to create a bump on a sphere in any direction. I don&#039;t think it would work exactly as I&#039;ve laid it out, but soem such scheme where you use the math-like operations in adjustment layers on maps should be useful... any thoughts?&lt;br /&gt;
* Create a layer containing the &amp;quot;unit sphere&amp;quot; map.&lt;br /&gt;
* Duplicate it&lt;br /&gt;
* Create a mask containing a fairly blurred greyscale blob.&lt;br /&gt;
* Create a multiply adjustment layer using this mask.&lt;br /&gt;
* Apply the multiply layer to the duplicate sphere layer.&lt;br /&gt;
* Add the layers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Painting &amp;quot;Heightmaps&amp;quot; using RGB Channels ==&lt;br /&gt;
&lt;br /&gt;
[[User:Pamagester Darracq|Pamagester Darracq]] figured out how to do this using Paint Shop Pro, but the same process should apply to any similar program.&lt;br /&gt;
&lt;br /&gt;
* First you have to create a plane.&lt;br /&gt;
** Go to the Channels pallate and select just the Red channel.  Select white as a foreground color and black as the background color and create a horizontaly mirrored gradient, [http://www.geocities.com/pamagester/Red1.jpg like so].&lt;br /&gt;
** Now select the Blue channel and create a linear gradient [http://www.geocities.com/pamagester/Blue1.jpg like this].&lt;br /&gt;
* Now the pattern.&lt;br /&gt;
** Select the green channel and the paintbrush tool, load the brush with a shade of grey and paint the pattern...the darker the color, the higher the bump.&lt;br /&gt;
** &amp;quot;This might get tricky, the left half of the green channel is the front (top) section, the right side is the back (underside) section, so (to get them to line up if you create a low contrast image of what you want and paste it on both sides of the channel&amp;quot;.  [http://www.geocities.com/pamagester/Green1.jpg Like so.]  Remember that sculpted prims can&#039;t be one-sided. (&#039;&#039;Ed. note: No longer true: you can use a plane sculpt type, though currently only setable by script.  For two sides, cylynders work well.)&lt;br /&gt;
* When you&#039;re satisfied with your work, merge/select all your channels, save, upload and savor your results: the [http://www.geocities.com/pamagester/rippleresult.jpg resulting sculpt texture] and [http://www.geocities.com/pamagester/RippledPrim.jpg the rendered prim].&lt;br /&gt;
&lt;br /&gt;
[[LaeMi Qian]] adds:&lt;br /&gt;
You don&#039;t have to double up your blue chanel if you make the red chanel a single gradient and put a 2 pixel black border about the blue, causing the sides and bottom of the heightmap sculptie to be square below the field bounds, allowing more detail with a 60x60 (really 30x30 in-world) resolution. See my example at:&lt;br /&gt;
http://members.optusnet.com.au/~laemi/impact-sculpt.png&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
http://members.optusnet.com.au/~laemi/impacted.jpg&lt;br /&gt;
&lt;br /&gt;
And the original PovRay one done with a 1024x1024 heightmap:&lt;br /&gt;
http://members.optusnet.com.au/~laemi/impact.jpg&lt;br /&gt;
&lt;br /&gt;
== Converting Images to Models ==&lt;br /&gt;
===With the GIMP ===&lt;br /&gt;
Converting an image to a mesh is a simple process from within [http://www.gimp.org the GIMP].  This [[Sculpt_Texture_Export_Script_for_the_GIMP|script]] can be plugged into the GIMP to allow any RGB image to be exported &lt;br /&gt;
as a Wavefront OBJ, which can be uploaded to a 3D modelling tool to preview what it will look like in Second Life.&lt;br /&gt;
===With [[Sculpted_Prims:_3d_Software_Guide#Wings_3D | Wings3D]]===&lt;br /&gt;
The sculpty plugin for Wings has the capability to import sculpt maps as well as export them.  From there you can tweak the resulting model directly in Wings or export it to the format of your choice; it can easily be exported back to a sculpt map so long as you don&#039;t change the number of faces and verticies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpt_Textures_in_Paint_Programs&amp;diff=32112</id>
		<title>Sculpt Textures in Paint Programs</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpt_Textures_in_Paint_Programs&amp;diff=32112"/>
		<updated>2007-09-19T18:42:54Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* Painting &amp;quot;Heightmaps&amp;quot; using RGB Channels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to add more tricks to these pages!&lt;br /&gt;
&lt;br /&gt;
For a better understanding of the processes described in this article,  read [[Sculpted Prims: Technical Explaination]].&lt;br /&gt;
&lt;br /&gt;
Paint programs like Photoshop or Paint Shop Pro or The GIMP are no substitute for a 3D modeling program Still, there are some pretty cool things you can do with those tools.  The processes themselves are not terribly difficult but an understanding of how sculpt textures work can help quite a bit.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Existing Sculpt Textures ==&lt;br /&gt;
&lt;br /&gt;
Credit goes to [[User:Deanna Trollop | Deanna Trollop]] for these tricks.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;To scale along a given axis, keeping the positive/negative end of that axis fixed:&lt;br /&gt;
** Using Levels, increase shadow/decrease hilight value of the desired channel (red for x, green for y, blue for z), respectively.&lt;br /&gt;
* To shift the entire model along a given axis:&lt;br /&gt;
** Increase or decrease brightness of the desired channel. (Note, values that get &amp;quot;clipped&amp;quot; to pure black or pure white will cause the associated verts to &amp;quot;squish&amp;quot; against the side of the bounding box.)&lt;br /&gt;
* To mirror-flip the model on a given axis:&lt;br /&gt;
** Invert the desired channel (transposing the verts on the + side to the - side, and vice versa) AND mirror-flip the image horizontally or vertically. (Skipping the second step would end up with a model mirrored &#039;&#039;and&#039;&#039; turned inside-out, because the vertex order of the polys would be reversed, similar to a 180 twist on a prim sphere)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[User:Vinnie Baxter | Vinnie Baxter]] adds the following to the above instructions to make symmetrical objects:&lt;br /&gt;
* Think of a symmetrical axis in the texture around which it should be symmetrical&lt;br /&gt;
* manipulate the different RGB channels:&lt;br /&gt;
** for two channels just the good half should be copied, flipped and put at the opposite side&lt;br /&gt;
** for one channel the good half should be copied, flipped, inverted and put at the opposite side - failing to do so gives a half/hollow object.. which could also be useful in some cases.. &lt;br /&gt;
The only difficult part is to figure out which rules apply to which channel. Reasoning along these lines of thought it&#039;s easy to flip orientation by interchanging the R/G/B channels.&lt;br /&gt;
&lt;br /&gt;
[[User:Argent Stonecutter | Argent Stonecutter]] suggests this methood of creating &amp;quot;bumpmaps&amp;quot; on a sculpted object like a sphere.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The following scheme came to mind, as a way to create a bump on a sphere in any direction. I don&#039;t think it would work exactly as I&#039;ve laid it out, but soem such scheme where you use the math-like operations in adjustment layers on maps should be useful... any thoughts?&lt;br /&gt;
* Create a layer containing the &amp;quot;unit sphere&amp;quot; map.&lt;br /&gt;
* Duplicate it&lt;br /&gt;
* Create a mask containing a fairly blurred greyscale blob.&lt;br /&gt;
* Create a multiply adjustment layer using this mask.&lt;br /&gt;
* Apply the multiply layer to the duplicate sphere layer.&lt;br /&gt;
* Add the layers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Painting &amp;quot;Heightmaps&amp;quot; using RGB Channels ==&lt;br /&gt;
&lt;br /&gt;
[[User:Pamagester Darracq|Pamagester Darracq]] figured out how to do this using Paint Shop Pro, but the same process should apply to any similar program.&lt;br /&gt;
&lt;br /&gt;
* First you have to create a plane.&lt;br /&gt;
** Go to the Channels pallate and select just the Red channel.  Select white as a foreground color and black as the background color and create a horizontaly mirrored gradient, [http://www.geocities.com/pamagester/Red1.jpg like so].&lt;br /&gt;
** Now select the Blue channel and create a linear gradient [http://www.geocities.com/pamagester/Blue1.jpg like this].&lt;br /&gt;
* Now the pattern.&lt;br /&gt;
** Select the green channel and the paintbrush tool, load the brush with a shade of grey and paint the pattern...the darker the color, the higher the bump.&lt;br /&gt;
** &amp;quot;This might get tricky, the left half of the green channel is the front (top) section, the right side is the back (underside) section, so (to get them to line up if you create a low contrast image of what you want and paste it on both sides of the channel&amp;quot;.  [http://www.geocities.com/pamagester/Green1.jpg Like so.]  Remember that sculpted prims can&#039;t be one-sided. (&#039;&#039;Ed. note: No longer true: you can use a plane sculpt type, though currently only setable by script.  For two sides, cylynders work well.)&lt;br /&gt;
* When you&#039;re satisfied with your work, merge/select all your channels, save, upload and savor your results: the [http://www.geocities.com/pamagester/rippleresult.jpg resulting sculpt texture] and [http://www.geocities.com/pamagester/RippledPrim.jpg the rendered prim].&lt;br /&gt;
&lt;br /&gt;
[[LaeMi Qian]] adds:&lt;br /&gt;
You don&#039;t have to double up your blue chanel if you make the red chanel a single gradient and put a 2 pixel black border about the blue, causing the sides and bottom of the heightmap sculptie to be square below the field bounds, allowing more detail with a 60x60 (really 30x30 in-world) resolution. See my example at:&lt;br /&gt;
http://members.optusnet.com.au/~laemi/impact-sculpt.png&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
http://members.optusnet.com.au/~laemi/impacted.jpg&lt;br /&gt;
&lt;br /&gt;
And the original PovRay one done with a 1024x1024 heightmap:&lt;br /&gt;
http://members.optusnet.com.au/~laemi/impact.jpg&lt;br /&gt;
&lt;br /&gt;
== Converting Images to Models ==&lt;br /&gt;
===With the GIMP ===&lt;br /&gt;
Converting an image to a mesh is a simple process from within [http://www.gimp.org the GIMP].  This [[Sculpt_Texture_Export_Script_for_the_GIMP|script]] can be plugged into the GIMP to allow any RGB image to be exported &lt;br /&gt;
as a Wavefront OBJ, which can be uploaded to a 3D modelling tool to preview what it will look like in Second Life.&lt;br /&gt;
===With [[Sculpted_Prims:_3d_Software_Guide#Wings_3D | Wings3D]]===&lt;br /&gt;
The sculpty plugin for Wings has the capability to import sculpt maps as well as export them.  From there you can tweak the resulting model directly in Wings or export it to the format of your choice; it can easily be exported back to a sculpt map so long as you don&#039;t change the number of faces and verticies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Render_Roadmap&amp;diff=29520</id>
		<title>Talk:Render Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Render_Roadmap&amp;diff=29520"/>
		<updated>2007-08-28T23:33:41Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Feature Requests==&lt;br /&gt;
Hey folks: in the hope that the LL graphics devs check this page from time to time, I&#039;d like to plug a few feature requests from the JIRA here.&lt;br /&gt;
:{{jira|VWR-1155}} - The bumpiness feature has been built into the client for a long time and is occssionaly usefull but custom bumpmaps would make it more so.&lt;br /&gt;
:{{jira|VWR-2254}} - Tintable shiny.  I just added this one, I&#039;d think it would be a fairly simple addition, probably a little obvious to someone who&#039;s worked with 3d materials outside SL.&lt;br /&gt;
[[User:Elle Pollack|Elle Pollack]] 16:17, 28 August 2007 (PDT)&lt;br /&gt;
::The best best way is to get other residents to vote on those features. The overall vote count on the JIRA itself is what gets requests noticed. --[[User:Soft Linden|Soft Linden]] 16:28, 28 August 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Render_Roadmap&amp;diff=29518</id>
		<title>Talk:Render Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Render_Roadmap&amp;diff=29518"/>
		<updated>2007-08-28T23:19:18Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Feature Requests==&lt;br /&gt;
Hey folks: in the hope that the LL graphics devs check this page from time to time, I&#039;d like to plug a few feature requests from the JIRA here.&lt;br /&gt;
:{{jira|VWR-1155}} - The bumpiness feature has been built into the client for a long time and is occssionaly usefull but custom bumpmaps would make it more so.&lt;br /&gt;
:{{jira|VWR-2254}} - I just added this one, I&#039;d think it would be a fairly simple addition, probably a little obvious to someone who&#039;s worked with 3d materials outside SL.&lt;br /&gt;
[[User:Elle Pollack|Elle Pollack]] 16:17, 28 August 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Render_Roadmap&amp;diff=29517</id>
		<title>Talk:Render Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Render_Roadmap&amp;diff=29517"/>
		<updated>2007-08-28T23:17:37Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: New page: ==Feature Requests Hey folks: in the hope that the LL graphics devs check this page from time to time, I&amp;#039;d like to plug a few feature requests from the JIRA here. {{jira|VWR-1155}} - The b...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Feature Requests&lt;br /&gt;
Hey folks: in the hope that the LL graphics devs check this page from time to time, I&#039;d like to plug a few feature requests from the JIRA here.&lt;br /&gt;
{{jira|VWR-1155}} - The bumpiness feature has been built into the client for a long time and is occssionaly usefull but custom bumpmaps would make it more so.&lt;br /&gt;
{{jira|VWR-2254}} - I just added this one, I&#039;d think it would be a fairly simple addition, probably a little obvious to someone who&#039;s worked with 3d materials outside SL.&lt;br /&gt;
[[User:Elle Pollack|Elle Pollack]] 16:17, 28 August 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpt_Textures_in_Paint_Programs&amp;diff=29510</id>
		<title>Sculpt Textures in Paint Programs</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpt_Textures_in_Paint_Programs&amp;diff=29510"/>
		<updated>2007-08-28T21:22:10Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* With Sculpted_Prims:_3d_Software_Guide#Wings_3D */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to add more tricks to these pages!&lt;br /&gt;
&lt;br /&gt;
For a better understanding of the processes described in this article,  read [[Sculpted Prims: Technical Explaination]].&lt;br /&gt;
&lt;br /&gt;
Paint programs like Photoshop or Paint Shop Pro or The GIMP are no substitute for a 3D modeling program Still, there are some pretty cool things you can do with those tools.  The processes themselves are not terribly difficult but an understanding of how sculpt textures work can help quite a bit.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Existing Sculpt Textures ==&lt;br /&gt;
&lt;br /&gt;
Credit goes to [[User:Deanna Trollop | Deanna Trollop]] for these tricks.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;To scale along a given axis, keeping the positive/negative end of that axis fixed:&lt;br /&gt;
** Using Levels, increase shadow/decrease hilight value of the desired channel (red for x, green for y, blue for z), respectively.&lt;br /&gt;
* To shift the entire model along a given axis:&lt;br /&gt;
** Increase or decrease brightness of the desired channel. (Note, values that get &amp;quot;clipped&amp;quot; to pure black or pure white will cause the associated verts to &amp;quot;squish&amp;quot; against the side of the bounding box.)&lt;br /&gt;
* To mirror-flip the model on a given axis:&lt;br /&gt;
** Invert the desired channel (transposing the verts on the + side to the - side, and vice versa) AND mirror-flip the image horizontally or vertically. (Skipping the second step would end up with a model mirrored &#039;&#039;and&#039;&#039; turned inside-out, because the vertex order of the polys would be reversed, similar to a 180 twist on a prim sphere)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[User:Vinnie Baxter | Vinnie Baxter]] adds the following to the above instructions to make symmetrical objects:&lt;br /&gt;
* Think of a symmetrical axis in the texture around which it should be symmetrical&lt;br /&gt;
* manipulate the different RGB channels:&lt;br /&gt;
** for two channels just the good half should be copied, flipped and put at the opposite side&lt;br /&gt;
** for one channel the good half should be copied, flipped, inverted and put at the opposite side - failing to do so gives a half/hollow object.. which could also be useful in some cases.. &lt;br /&gt;
The only difficult part is to figure out which rules apply to which channel. Reasoning along these lines of thought it&#039;s easy to flip orientation by interchanging the R/G/B channels.&lt;br /&gt;
&lt;br /&gt;
[[User:Argent Stonecutter | Argent Stonecutter]] suggests this methood of creating &amp;quot;bumpmaps&amp;quot; on a sculpted object like a sphere.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The following scheme came to mind, as a way to create a bump on a sphere in any direction. I don&#039;t think it would work exactly as I&#039;ve laid it out, but soem such scheme where you use the math-like operations in adjustment layers on maps should be useful... any thoughts?&lt;br /&gt;
* Create a layer containing the &amp;quot;unit sphere&amp;quot; map.&lt;br /&gt;
* Duplicate it&lt;br /&gt;
* Create a mask containing a fairly blurred greyscale blob.&lt;br /&gt;
* Create a multiply adjustment layer using this mask.&lt;br /&gt;
* Apply the multiply layer to the duplicate sphere layer.&lt;br /&gt;
* Add the layers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Painting &amp;quot;Heightmaps&amp;quot; using RGB Channels ==&lt;br /&gt;
&lt;br /&gt;
[[User:Pamagester Darracq|Pamagester Darracq]] figured out how to do this using Paint Shop Pro, but the same process should apply to any similar program.&lt;br /&gt;
&lt;br /&gt;
* First you have to create a plane.&lt;br /&gt;
** Go to the Channels pallate and select just the Red channel.  Select white as a foreground color and black as the background color and create a horizontaly mirrored gradient, [http://www.geocities.com/pamagester/Red1.jpg like so].&lt;br /&gt;
** Now select the Blue channel and create a linear gradient [http://www.geocities.com/pamagester/Blue1.jpg like this].&lt;br /&gt;
* Now the pattern.&lt;br /&gt;
** Select the green channel and the paintbrush tool, load the brush with a shade of grey and paint the pattern...the darker the color, the higher the bump.&lt;br /&gt;
** &amp;quot;This might get tricky, the left half of the green channel is the front (top) section, the right side is the back (underside) section, so (to get them to line up if you create a low contrast image of what you want and paste it on both sides of the channel&amp;quot;.  [http://www.geocities.com/pamagester/Green1.jpg Like so.]  Remember that sculpted prims can&#039;t be one-sided.&lt;br /&gt;
* When you&#039;re satisfied with your work, merge/select all your channels, save, upload and savor your results: the [http://www.geocities.com/pamagester/rippleresult.jpg resulting sculpt texture] and [http://www.geocities.com/pamagester/RippledPrim.jpg the rendered prim].&lt;br /&gt;
&lt;br /&gt;
[[LaeMi Qian]] adds:&lt;br /&gt;
You don&#039;t have to double up your blue chanel if you make the red chanel a single gradient and put a 2 pixel black border about the blue, causing the sides and bottom of the heightmap sculptie to be square below the field bounds, allowing more detail with a 60x60 (really 30x30 in-world) resolution. See my example at:&lt;br /&gt;
http://members.optusnet.com.au/~laemi/impact-sculpt.png&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
http://members.optusnet.com.au/~laemi/impacted.jpg&lt;br /&gt;
&lt;br /&gt;
And the original PovRay one done with a 1024x1024 heightmap:&lt;br /&gt;
http://members.optusnet.com.au/~laemi/impact.jpg&lt;br /&gt;
&lt;br /&gt;
== Converting Images to Models ==&lt;br /&gt;
===With the GIMP ===&lt;br /&gt;
Converting an image to a mesh is a simple process from within [http://www.gimp.org the GIMP].  This [[Sculpt_Texture_Export_Script_for_the_GIMP|script]] can be plugged into the GIMP to allow any RGB image to be exported &lt;br /&gt;
as a Wavefront OBJ, which can be uploaded to a 3D modelling tool to preview what it will look like in Second Life.&lt;br /&gt;
===With [[Sculpted_Prims:_3d_Software_Guide#Wings_3D | Wings3D]]===&lt;br /&gt;
The sculpty plugin for Wings has the capability to import sculpt maps as well as export them.  From there you can tweak the resulting model directly in Wings or export it to the format of your choice; it can easily be exported back to a sculpt map so long as you don&#039;t change the number of faces and verticies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpt_Textures_in_Paint_Programs&amp;diff=29509</id>
		<title>Sculpt Textures in Paint Programs</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpt_Textures_in_Paint_Programs&amp;diff=29509"/>
		<updated>2007-08-28T21:20:29Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* With Wings 3D */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to add more tricks to these pages!&lt;br /&gt;
&lt;br /&gt;
For a better understanding of the processes described in this article,  read [[Sculpted Prims: Technical Explaination]].&lt;br /&gt;
&lt;br /&gt;
Paint programs like Photoshop or Paint Shop Pro or The GIMP are no substitute for a 3D modeling program Still, there are some pretty cool things you can do with those tools.  The processes themselves are not terribly difficult but an understanding of how sculpt textures work can help quite a bit.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Existing Sculpt Textures ==&lt;br /&gt;
&lt;br /&gt;
Credit goes to [[User:Deanna Trollop | Deanna Trollop]] for these tricks.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;To scale along a given axis, keeping the positive/negative end of that axis fixed:&lt;br /&gt;
** Using Levels, increase shadow/decrease hilight value of the desired channel (red for x, green for y, blue for z), respectively.&lt;br /&gt;
* To shift the entire model along a given axis:&lt;br /&gt;
** Increase or decrease brightness of the desired channel. (Note, values that get &amp;quot;clipped&amp;quot; to pure black or pure white will cause the associated verts to &amp;quot;squish&amp;quot; against the side of the bounding box.)&lt;br /&gt;
* To mirror-flip the model on a given axis:&lt;br /&gt;
** Invert the desired channel (transposing the verts on the + side to the - side, and vice versa) AND mirror-flip the image horizontally or vertically. (Skipping the second step would end up with a model mirrored &#039;&#039;and&#039;&#039; turned inside-out, because the vertex order of the polys would be reversed, similar to a 180 twist on a prim sphere)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[User:Vinnie Baxter | Vinnie Baxter]] adds the following to the above instructions to make symmetrical objects:&lt;br /&gt;
* Think of a symmetrical axis in the texture around which it should be symmetrical&lt;br /&gt;
* manipulate the different RGB channels:&lt;br /&gt;
** for two channels just the good half should be copied, flipped and put at the opposite side&lt;br /&gt;
** for one channel the good half should be copied, flipped, inverted and put at the opposite side - failing to do so gives a half/hollow object.. which could also be useful in some cases.. &lt;br /&gt;
The only difficult part is to figure out which rules apply to which channel. Reasoning along these lines of thought it&#039;s easy to flip orientation by interchanging the R/G/B channels.&lt;br /&gt;
&lt;br /&gt;
[[User:Argent Stonecutter | Argent Stonecutter]] suggests this methood of creating &amp;quot;bumpmaps&amp;quot; on a sculpted object like a sphere.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The following scheme came to mind, as a way to create a bump on a sphere in any direction. I don&#039;t think it would work exactly as I&#039;ve laid it out, but soem such scheme where you use the math-like operations in adjustment layers on maps should be useful... any thoughts?&lt;br /&gt;
* Create a layer containing the &amp;quot;unit sphere&amp;quot; map.&lt;br /&gt;
* Duplicate it&lt;br /&gt;
* Create a mask containing a fairly blurred greyscale blob.&lt;br /&gt;
* Create a multiply adjustment layer using this mask.&lt;br /&gt;
* Apply the multiply layer to the duplicate sphere layer.&lt;br /&gt;
* Add the layers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Painting &amp;quot;Heightmaps&amp;quot; using RGB Channels ==&lt;br /&gt;
&lt;br /&gt;
[[User:Pamagester Darracq|Pamagester Darracq]] figured out how to do this using Paint Shop Pro, but the same process should apply to any similar program.&lt;br /&gt;
&lt;br /&gt;
* First you have to create a plane.&lt;br /&gt;
** Go to the Channels pallate and select just the Red channel.  Select white as a foreground color and black as the background color and create a horizontaly mirrored gradient, [http://www.geocities.com/pamagester/Red1.jpg like so].&lt;br /&gt;
** Now select the Blue channel and create a linear gradient [http://www.geocities.com/pamagester/Blue1.jpg like this].&lt;br /&gt;
* Now the pattern.&lt;br /&gt;
** Select the green channel and the paintbrush tool, load the brush with a shade of grey and paint the pattern...the darker the color, the higher the bump.&lt;br /&gt;
** &amp;quot;This might get tricky, the left half of the green channel is the front (top) section, the right side is the back (underside) section, so (to get them to line up if you create a low contrast image of what you want and paste it on both sides of the channel&amp;quot;.  [http://www.geocities.com/pamagester/Green1.jpg Like so.]  Remember that sculpted prims can&#039;t be one-sided.&lt;br /&gt;
* When you&#039;re satisfied with your work, merge/select all your channels, save, upload and savor your results: the [http://www.geocities.com/pamagester/rippleresult.jpg resulting sculpt texture] and [http://www.geocities.com/pamagester/RippledPrim.jpg the rendered prim].&lt;br /&gt;
&lt;br /&gt;
[[LaeMi Qian]] adds:&lt;br /&gt;
You don&#039;t have to double up your blue chanel if you make the red chanel a single gradient and put a 2 pixel black border about the blue, causing the sides and bottom of the heightmap sculptie to be square below the field bounds, allowing more detail with a 60x60 (really 30x30 in-world) resolution. See my example at:&lt;br /&gt;
http://members.optusnet.com.au/~laemi/impact-sculpt.png&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
http://members.optusnet.com.au/~laemi/impacted.jpg&lt;br /&gt;
&lt;br /&gt;
And the original PovRay one done with a 1024x1024 heightmap:&lt;br /&gt;
http://members.optusnet.com.au/~laemi/impact.jpg&lt;br /&gt;
&lt;br /&gt;
== Converting Images to Models ==&lt;br /&gt;
===With the GIMP ===&lt;br /&gt;
Converting an image to a mesh is a simple process from within [http://www.gimp.org the GIMP].  This [[Sculpt_Texture_Export_Script_for_the_GIMP|script]] can be plugged into the GIMP to allow any RGB image to be exported &lt;br /&gt;
as a Wavefront OBJ, which can be uploaded to a 3D modelling tool to preview what it will look like in Second Life.&lt;br /&gt;
===With [[Sculpted_Prims:_3d_Software_Guide#Wings_3D]]===&lt;br /&gt;
The sculpty plugin for Wings has the capability to import sculpt maps as well as export them.  From there you can tweak the resulting model directly in Wings or export it to the format of your choice; it can easily be exported back to a sculpt map so long as you don&#039;t change the number of faces and verticies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=29383</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=29383"/>
		<updated>2007-08-27T16:47:36Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: Moved POV-Ray with the other free software packages, demoted Ayam to the &amp;quot;Other&amp;quot; section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
This page offers a list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the license.&lt;br /&gt;
&lt;br /&gt;
Note: Resident-made sculpt map tools and offline previewers [[Sculpted Prims: Resident-made Tools|now have their own page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating sculpt maps. Although support for these features isn&#039;t necessary in order to create sculpt maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of sculpt maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colors, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weaknesses.  They include:&lt;br /&gt;
** Polygon modeling: The most mature method and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and vertices of an object.&lt;br /&gt;
** NURBS: NURBS modeling uses series of curved splines to define the shape of an object and are excellent for smooth organic shapes. The methodology behind sculpted prims are very largely based on them.&lt;br /&gt;
** Subdivision Surface: Subdivision modeling shares some of the advantages of both NURBS and polygon modeling: the shape is manipulated using sets of control points that allow for both smooth surfaces and precise details.&lt;br /&gt;
** Brush Sculpting:  With this method, you use your mouse or pen tablet and a series of adjustable brushes to literally sculpt on the 3d surface like clay. Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this method as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will ultimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs. Some programs will run fine on something as old as a Pentium III. A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup. Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What program(s) are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question. It will depend on a number of factors:&lt;br /&gt;
* &#039;&#039;&#039;How much money are you willing to spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars. Programs like Maya and 3ds Max are powerful but if you&#039;re not already seriously into 3d modeling, they&#039;re probably overkill. Lightwave, zBrush and programs in their price range are powerful professional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill as most of the features you pay for gone beyond the general tools to create sculpt maps for Second Life. Programs like Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists but not all of them are going to have the full 3D studio capabilities of some more expensive programs. Free programs run the gamut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best. If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like or will have an easier time picking up a new and/or more complicated program. If you&#039;re a brand newbie to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya with their steep learning curves. The availability of general modeling tutorials and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m a newbie to all this.  What should I start with?&lt;br /&gt;
Probably not with anything expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources. If you&#039;re very serious about learning the tools the pros use you might also seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive in to making sculpties then there are a couple front runners for your attention.  (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necessarily friendly but it&#039;s loads easier than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt making tools. You&#039;ll be limited in the shapes you can produce but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes. The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under $100), AC3D is a good place to start. The interface is nicer than that of Wings and Zora Spoonhamer&#039;s exporter allows you to take good advantage program features that the Wings exporter doesn&#039;t; full subdivision capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide what program you should use is to start downloading their demos and trying them to find what you like.&lt;br /&gt;
&lt;br /&gt;
= Adding Programs to This List =&lt;br /&gt;
The hobby market for 3d software is currently growing rapidly: as a result there are dozens of software packages in the wild, many undiscovered or not well known.  If a new program is discovered and proven by means of it being listed here, great, but it&#039;s not within the scope of this list to name them all, else the most usefull ones would get burried and the page would become a confusing mess.&lt;br /&gt;
&lt;br /&gt;
A couple things to consider:&lt;br /&gt;
* Popularity: This may seem contrary to the &amp;quot;discovering new programs&amp;quot; bit above, but it&#039;s impossible to ignore the impact popularity has on a program: it means there&#039;s a community of users that can offer support to newbies and it increases the liklyhood that someone will develop sculpt map support for it.&lt;br /&gt;
* Features: If it doesn&#039;t allready have sculpt map support, does it have the features that will make it likely able to support sculpt maps?  Certian well known programs like Sketchup and Milkshape have been put in the &amp;quot;Other&amp;quot; category because people will ask about them but the chance of sculpt map support being developed for them seems slim because of their feature sets.  If that turns out to be an incorrect assumption then they&#039;ll certianly be moved up.  A file converter like 3dm2sculpt or one of various object to sculpty programs is better than nothing but as such programs are in varrying stages of being beta and/or experimental (and often may not work), being able to save to a convertable file format shouldn&#039;t be the only thing to consider.  Other things to keep in mind: is the interface useable?  Does the program run without frequently crashing?&lt;br /&gt;
&lt;br /&gt;
With those in mind, if you&#039;re adding a program, follow the format used in the rest of the entries (they differ slightly between the free and commercial packages) and be sure to fill in as much information as you can; this will usualy take a little research.  If you&#039;ve used the program, you&#039;re encouraged to include your insights and experiences in the short decription blurb (you don&#039;t need more than a short paragraph).  Tutorials, documentation and the like should be linked seperately under the Resources section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
&lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SnurbO&#039;Matic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, although it is possible to save as a .obj file and than convert it to a sculpt image&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program; If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
[NOTE:  chances are it was either downloaded from a shady site or was a false positive. More details are needed]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], and [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=203571 Blender Sculptie Import &amp;amp; Export scripts]&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro Blender 3D: Noob to Pro] - on [http://en.wikibooks.org/wiki/Main_Page Wikibooks], It&#039;s a great step-by-step tutorial that contains substantial content, is well-formatted, and has screen shots. &lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
*[http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
*[http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
*[http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
*[http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html Another great tutorial] on using blender for sculpts&lt;br /&gt;
*[http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Open beta testing/freeware&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.  Documentation on the website is sparse however and being in beta means there will be kinks.&lt;br /&gt;
&lt;br /&gt;
It should be noted that MoI will become a commercial product when it leaves beta testing (expected later this summer), but it will still be comparatively inexpensive; the estimated cost is between US$200-$100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  Detailed documentation is sparse, but there are several Second Life tutorials in this Wiki and on the Web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.]&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.  It may seem an odd inclusion in this part of the list but merits mentioning up here instead of burried at the bottom with the &amp;quot;Other&amp;quot; section because it actualy can produce sculpt maps.  Some other programs like AC3D (below) can also call on POV-Ray for texture baking.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (incredibly) expensive, anywhere from hundreds to thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s witin the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux], [http://www.ccccybernetics.com/ developed by Zora Spoonhammer]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.  Invis recently gave their official blessing (as well as hosting) to the plugin, making them the first vendor of this kind of software to put their backing into sculpy development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
*[http://www.supercoldmilk.com/ac3dplug/index.html AC3D Plugins @ Super Cold Milk] - several invaluble free plugins can be found here, including the knife tool used in the pear tutorial&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Silo (Nevercenter) ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.nevercenter.com/ Nevercenter - Silo]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$159, US$59 (upgrade), edu licensing on request&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000 or later, Mac OSX 10.3 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 30 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; -?-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://www.nevercenter.com/about/features/ Silo Features] and [http://www.nevercenter.com/about/videos/ how-to videos]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$489&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab (but note to resident developers: this one is in high demand).&lt;br /&gt;
&lt;br /&gt;
Zbrush pretty new and a bit unique.  It&#039;s a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/zbrush/education/documentation/guides.php Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895, US$495 as a companion upgrade for Photoshop&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit, currently only available with a couple books&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]]&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s Robin Sojourner&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 for latest version (7), but legacy versions are sold for lower prices ($199 for TrueSpace 5)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, prior version of the program &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI (Avid) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$495 (&amp;quot;Foundation&amp;quot;) - US$6995 (&amp;quot;Advanced&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modo 203 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest4.lxo SLtest4.lxo]&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Skymatter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.mudbox3d.com/ Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$299 (&amp;quot;Basic&amp;quot;) - US$649 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 15 days trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via Shader.&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Nice [http://www.ks-3d.de/KS-3D_SCULPTIES_(SCULPTED_PRIMS).htm tutorial] to create a Shader and modeling (by KS-3D Klaus Strifler - german only)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; &amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Available Here]]&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; 3 methods in development:&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
** Method 3 ([http://forums.secondlife.com/showthread.php?t=185426 thread]) ([http://wiki.secondlife.com/wiki/SculptGenMax wiki]) by Shack Dougall, is a vertex-based method using MAXScript and preset geometry as a starting point. Tested on 3dsMax 9.  &lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs may be free or cheap, but they won&#039;t have nearly as expansive feature sets as those above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149, &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.2 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes, it&#039;s buried: go [http://www.daz3d.com/i.x/support/downloads/-/ here] and select Hexagon from the list.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
SL animators may have heard about (and perhaps been disappointed with) [http://www.daz3d.com/i.x/software/studio/-/? DAZ Studio], a competitor to Poser.  Others may be familiar with [http://www.daz3d.com/i.x/software/bryce/-/? Bryce], a landscape creation tool with a much better reputation.  Hexagon was originally developed by eovia until purchased by DAZ and while it appears to be a perfectly capable 3d program by itself with polygon modeling subdivision modeling, sculpting tools, and is that 3d painting I see?, the absence in their feature list of either texture baking or any sort of user scripting or plugin interface could be a deal-breaker until something like a reliable .OBJ converter comes along.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=29382</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=29382"/>
		<updated>2007-08-27T16:22:38Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
This page offers a list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the license.&lt;br /&gt;
&lt;br /&gt;
Note: Resident-made sculpt map tools and offline previewers [[Sculpted Prims: Resident-made Tools|now have their own page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating sculpt maps. Although support for these features isn&#039;t necessary in order to create sculpt maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of sculpt maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colors, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weaknesses.  They include:&lt;br /&gt;
** Polygon modeling: The most mature method and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and vertices of an object.&lt;br /&gt;
** NURBS: NURBS modeling uses series of curved splines to define the shape of an object and are excellent for smooth organic shapes. The methodology behind sculpted prims are very largely based on them.&lt;br /&gt;
** Subdivision Surface: Subdivision modeling shares some of the advantages of both NURBS and polygon modeling: the shape is manipulated using sets of control points that allow for both smooth surfaces and precise details.&lt;br /&gt;
** Brush Sculpting:  With this method, you use your mouse or pen tablet and a series of adjustable brushes to literally sculpt on the 3d surface like clay. Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this method as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will ultimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs. Some programs will run fine on something as old as a Pentium III. A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup. Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What program(s) are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question. It will depend on a number of factors:&lt;br /&gt;
* &#039;&#039;&#039;How much money are you willing to spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars. Programs like Maya and 3ds Max are powerful but if you&#039;re not already seriously into 3d modeling, they&#039;re probably overkill. Lightwave, zBrush and programs in their price range are powerful professional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill as most of the features you pay for gone beyond the general tools to create sculpt maps for Second Life. Programs like Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists but not all of them are going to have the full 3D studio capabilities of some more expensive programs. Free programs run the gamut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best. If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like or will have an easier time picking up a new and/or more complicated program. If you&#039;re a brand newbie to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya with their steep learning curves. The availability of general modeling tutorials and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m a newbie to all this.  What should I start with?&lt;br /&gt;
Probably not with anything expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources. If you&#039;re very serious about learning the tools the pros use you might also seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive in to making sculpties then there are a couple front runners for your attention.  (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necessarily friendly but it&#039;s loads easier than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt making tools. You&#039;ll be limited in the shapes you can produce but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes. The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under $100), AC3D is a good place to start. The interface is nicer than that of Wings and Zora Spoonhamer&#039;s exporter allows you to take good advantage program features that the Wings exporter doesn&#039;t; full subdivision capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide what program you should use is to start downloading their demos and trying them to find what you like.&lt;br /&gt;
&lt;br /&gt;
= Adding Programs to This List =&lt;br /&gt;
The hobby market for 3d software is currently growing rapidly: as a result there are dozens of software packages in the wild, many undiscovered or not well known.  If a new program is discovered and proven by means of it being listed here, great, but it&#039;s not within the scope of this list to name them all, else the most usefull ones would get burried and the page would become a confusing mess.&lt;br /&gt;
&lt;br /&gt;
A couple things to consider:&lt;br /&gt;
* Popularity: This may seem contrary to the &amp;quot;discovering new programs&amp;quot; bit above, but it&#039;s impossible to ignore the impact popularity has on a program: it means there&#039;s a community of users that can offer support to newbies and it increases the liklyhood that someone will develop sculpt map support for it.&lt;br /&gt;
* Features: If it doesn&#039;t allready have sculpt map support, does it have the features that will make it likely able to support sculpt maps?  Certian well known programs like Sketchup and Milkshape have been put in the &amp;quot;Other&amp;quot; category because people will ask about them but the chance of sculpt map support being developed for them seems slim because of their feature sets.  If that turns out to be an incorrect assumption then they&#039;ll certianly be moved up.  A file converter like 3dm2sculpt or one of various object to sculpty programs is better than nothing but as such programs are in varrying stages of being beta and/or experimental (and often may not work), being able to save to a convertable file format shouldn&#039;t be the only thing to consider.  Other things to keep in mind: is the interface useable?  Does the program run without frequently crashing?&lt;br /&gt;
&lt;br /&gt;
With those in mind, if you&#039;re adding a program, follow the format used in the rest of the entries (they differ slightly between the free and commercial packages) and be sure to fill in as much information as you can; this will usualy take a little research.  If you&#039;ve used the program, you&#039;re encouraged to include your insights and experiences in the short decription blurb (you don&#039;t need more than a short paragraph).  Tutorials, documentation and the like should be linked seperately under the Resources section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
&lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SnurbO&#039;Matic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, although it is possible to save as a .obj file and than convert it to a sculpt image&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program; If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
[NOTE:  chances are it was either downloaded from a shady site or was a false positive. More details are needed]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], and [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=203571 Blender Sculptie Import &amp;amp; Export scripts]&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro Blender 3D: Noob to Pro] - on [http://en.wikibooks.org/wiki/Main_Page Wikibooks], It&#039;s a great step-by-step tutorial that contains substantial content, is well-formatted, and has screen shots. &lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
*[http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
*[http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
*[http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
*[http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html Another great tutorial] on using blender for sculpts&lt;br /&gt;
*[http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Open beta testing/freeware&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.  Documentation on the website is sparse however and being in beta means there will be kinks.&lt;br /&gt;
&lt;br /&gt;
It should be noted that MoI will become a commercial product when it leaves beta testing (expected later this summer), but it will still be comparatively inexpensive; the estimated cost is between US$200-$100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  Detailed documentation is sparse, but there are several Second Life tutorials in this Wiki and on the Web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.]&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (incredibly) expensive, anywhere from hundreds to thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s witin the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux], [http://www.ccccybernetics.com/ developed by Zora Spoonhammer]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.  Invis recently gave their official blessing (as well as hosting) to the plugin, making them the first vendor of this kind of software to put their backing into sculpy development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
*[http://www.supercoldmilk.com/ac3dplug/index.html AC3D Plugins @ Super Cold Milk] - several invaluble free plugins can be found here, including the knife tool used in the pear tutorial&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Silo (Nevercenter) ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.nevercenter.com/ Nevercenter - Silo]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$159, US$59 (upgrade), edu licensing on request&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000 or later, Mac OSX 10.3 or later&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 30 day trial&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; -?-&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; -?-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [http://www.nevercenter.com/about/features/ Silo Features] and [http://www.nevercenter.com/about/videos/ how-to videos]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$489&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab (but note to resident developers: this one is in high demand).&lt;br /&gt;
&lt;br /&gt;
Zbrush pretty new and a bit unique.  It&#039;s a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/zbrush/education/documentation/guides.php Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895, US$495 as a companion upgrade for Photoshop&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit, currently only available with a couple books&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]]&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s Robin Sojourner&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 for latest version (7), but legacy versions are sold for lower prices ($199 for TrueSpace 5)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, prior version of the program &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI (Avid) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$495 (&amp;quot;Foundation&amp;quot;) - US$6995 (&amp;quot;Advanced&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modo 203 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest4.lxo SLtest4.lxo]&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Skymatter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.mudbox3d.com/ Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$299 (&amp;quot;Basic&amp;quot;) - US$649 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 15 days trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via Shader.&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Nice [http://www.ks-3d.de/KS-3D_SCULPTIES_(SCULPTED_PRIMS).htm tutorial] to create a Shader and modeling (by KS-3D Klaus Strifler - german only)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; &amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Available Here]]&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; 3 methods in development:&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
** Method 3 ([http://forums.secondlife.com/showthread.php?t=185426 thread]) ([http://wiki.secondlife.com/wiki/SculptGenMax wiki]) by Shack Dougall, is a vertex-based method using MAXScript and preset geometry as a starting point. Tested on 3dsMax 9.  &lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs may be free or cheap, but they won&#039;t have nearly as expansive feature sets as those above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149, &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.2 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes, it&#039;s buried: go [http://www.daz3d.com/i.x/support/downloads/-/ here] and select Hexagon from the list.&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
SL animators may have heard about (and perhaps been disappointed with) [http://www.daz3d.com/i.x/software/studio/-/? DAZ Studio], a competitor to Poser.  Others may be familiar with [http://www.daz3d.com/i.x/software/bryce/-/? Bryce], a landscape creation tool with a much better reputation.  Hexagon was originally developed by eovia until purchased by DAZ and while it appears to be a perfectly capable 3d program by itself with polygon modeling subdivision modeling, sculpting tools, and is that 3d painting I see?, the absence in their feature list of either texture baking or any sort of user scripting or plugin interface could be a deal-breaker until something like a reliable .OBJ converter comes along.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;User Scripting?&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methods:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=25710</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=25710"/>
		<updated>2007-07-18T03:52:35Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* AC3D (invis) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
A list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats and off line previewers. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the license.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating Sculpt Maps. Although support for these features isn&#039;t necessary in order to create Sculpt Maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of Sculpt Maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colors, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methoods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weeknesses.  They include:&lt;br /&gt;
** Polygon modeling: The most mature methood and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and verticies in an object.&lt;br /&gt;
** NURBS: NURBS modeling uses series of cruved splines to define the shape of an object and are excelent for many organic shapes.  The methoodology behind sculpted prims are very largely based on them.&lt;br /&gt;
** Subdivision Surface: Sub-D modeling shares some of the advantages of both NURBS and polygons: the shape is manipulated using sets of controll points that allow for both smooth organic surfaces and precice details.&lt;br /&gt;
** Brush Sculpting:  With this methood, you use your mouse or pen tablet and a series of adjustable brushes (not too unlike Photoshop brushes) to litteraly sculpt on the 3d surface like clay.  Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this methood as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will untimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs.  Some programs will run fine on something as old as a Pentium III.  A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup.  Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What program(s) are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question.  It will depend on a number of factors:&lt;br /&gt;
* &#039;&#039;&#039;How much money are you willing to spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars.  Programs like Maya and 3ds Max are powerful but if you&#039;re not allready seriously into 3d modeling, they&#039;re probably overkill.  Lightwave, zBrush and programs in their price range are powerful profesional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill as most of the features you pay for gone beyond the general tools to create sculpt maps for Second Life.  Programs like Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists but not all of them are going to have the full 3D studio capabilities of some more expensive programs.  Free programs run the gammut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best.  If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like or will have an easier time picking up a new and/or more complicated program.  If you&#039;re a brand newbie to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya with their steep learning curves.  The availability of general modeling tutorials and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m a newbie to all this.  What should I start with?&lt;br /&gt;
Probably not with anying expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources.  If you&#039;re very serious about learning the tools the pros use you might also seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive in to making sculpties then there are a coupple front runners for your attention.  (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necesicarly friendly but it&#039;s loads easier than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt making tools.  You&#039;ll be limited in the shapes you can produce but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes.  The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under $100), AC3D is a good place to start.  The interface is nicer than that of Wings and Zora Spoonhamer&#039;s exporter allows you to take good advantage program features that the Wings exporter doesn&#039;t; full subdivsion capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide what program you should use is to start downloading their demos and trying them to find what you like.&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SculptO Magic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], and [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
* [http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
* [http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
* [http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* [http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html] - great tutorial on using blender for sculpts.&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  Detailed documentation is sparse, but there are several Second Life tutorials in this Wiki and on the Web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.]&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program; If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Open beta testing/freeware&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.  Documentation on the website is sparse however and being in beta means there will be kinks.&lt;br /&gt;
&lt;br /&gt;
It should be noted that MoI will become a commercial product when it leaves beta testing (expected later this summer), but it will still be comparatively inexpensive; the estimated cost is between US$200-$100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (incredibly) expensive, anywhere from hundreds to thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s witin the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux], [http://www.ccccybernetics.com/ developed by Zora Spoonhammer]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.  Invis recently gave their official blessing (as well as hosting) to the plugin, making them the first vendor of this kind of software to put their backing into sculpy development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
*[http://www.supercoldmilk.com/ac3dplug/index.html AC3D Plugins @ Super Cold Milk] - several invaluble free plugins can be found here, including the knife tool used in the pear tutorial&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$489&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab (but note to resident developers: this one is in high demand).&lt;br /&gt;
&lt;br /&gt;
Zbrush pretty new and a bit unique.  It&#039;s a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/zbrush/education/documentation/guides.php Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$795&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]]&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s Robin Sojourner&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 for latest version (7), but legacy versions are sold for lower prices ($199 for TrueSpace 5)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, prior version of the program &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI (Avid) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$495 (&amp;quot;Foundation&amp;quot;) - US$6995 (&amp;quot;Advanced&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modo 203 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest4.lxo SLtest4.lxo]&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Skymatter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.mudbox3d.com/ Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$299 (&amp;quot;Basic&amp;quot;) - US$649 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 15 days trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Maybe Peter Stindberg is developing, but for sure he never answers. ;) So i hope someone is developing a solution for c4d AND posting it here! We c4d-user are in need for a solution...&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins. Please, please someone write a sculptie script for it, please? ;;-)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; &amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Avalible Here]]&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; 3 methods in development:&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
** Method 3 ([http://forums.secondlife.com/showthread.php?t=185426 thread]) ([http://wiki.secondlife.com/wiki/SculptGenMax wiki]) by Shack Dougall, is a vertex-based method using MAXScript and preset geometry as a starting point. Tested on 3dsMax 9.  &lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs may be free or cheap, but they won&#039;t have nearly as expansive feature sets as those above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149, &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.2 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes, it&#039;s buried: go [http://www.daz3d.com/i.x/support/downloads/-/ here] and select Hexagon from the list.&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
SL animators may have heard about (and perhaps been disappointed with) [http://www.daz3d.com/i.x/software/studio/-/? DAZ Studio], a competitor to Poser.  Others may be familiar with [http://www.daz3d.com/i.x/software/bryce/-/? Bryce], a landscape creation tool with a much better reputation.  Hexagon was originally developed by eovia until purchased by DAZ and while it appears to be a perfectly capable 3d program by itself with polygon modeling subdivision modeling, sculpting tools, and is that 3d painting I see?, the absence in their feature list of either texture baking or any sort of user scripting or plugin interface could be a deal-breaker until something like a reliable .OBJ converter comes along.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=25709</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=25709"/>
		<updated>2007-07-18T03:51:48Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* AC3D (invis) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
A list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats and off line previewers. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the license.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating Sculpt Maps. Although support for these features isn&#039;t necessary in order to create Sculpt Maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of Sculpt Maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colors, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methoods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weeknesses.  They include:&lt;br /&gt;
** Polygon modeling: The most mature methood and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and verticies in an object.&lt;br /&gt;
** NURBS: NURBS modeling uses series of cruved splines to define the shape of an object and are excelent for many organic shapes.  The methoodology behind sculpted prims are very largely based on them.&lt;br /&gt;
** Subdivision Surface: Sub-D modeling shares some of the advantages of both NURBS and polygons: the shape is manipulated using sets of controll points that allow for both smooth organic surfaces and precice details.&lt;br /&gt;
** Brush Sculpting:  With this methood, you use your mouse or pen tablet and a series of adjustable brushes (not too unlike Photoshop brushes) to litteraly sculpt on the 3d surface like clay.  Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this methood as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will untimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs.  Some programs will run fine on something as old as a Pentium III.  A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup.  Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What program(s) are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question.  It will depend on a number of factors:&lt;br /&gt;
* &#039;&#039;&#039;How much money are you willing to spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars.  Programs like Maya and 3ds Max are powerful but if you&#039;re not allready seriously into 3d modeling, they&#039;re probably overkill.  Lightwave, zBrush and programs in their price range are powerful profesional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill as most of the features you pay for gone beyond the general tools to create sculpt maps for Second Life.  Programs like Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists but not all of them are going to have the full 3D studio capabilities of some more expensive programs.  Free programs run the gammut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best.  If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like or will have an easier time picking up a new and/or more complicated program.  If you&#039;re a brand newbie to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya with their steep learning curves.  The availability of general modeling tutorials and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m a newbie to all this.  What should I start with?&lt;br /&gt;
Probably not with anying expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources.  If you&#039;re very serious about learning the tools the pros use you might also seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive in to making sculpties then there are a coupple front runners for your attention.  (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necesicarly friendly but it&#039;s loads easier than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt making tools.  You&#039;ll be limited in the shapes you can produce but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes.  The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under $100), AC3D is a good place to start.  The interface is nicer than that of Wings and Zora Spoonhamer&#039;s exporter allows you to take good advantage program features that the Wings exporter doesn&#039;t; full subdivsion capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide what program you should use is to start downloading their demos and trying them to find what you like.&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SculptO Magic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], and [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
* [http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
* [http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
* [http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* [http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html] - great tutorial on using blender for sculpts.&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  Detailed documentation is sparse, but there are several Second Life tutorials in this Wiki and on the Web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.]&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program; If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Open beta testing/freeware&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.  Documentation on the website is sparse however and being in beta means there will be kinks.&lt;br /&gt;
&lt;br /&gt;
It should be noted that MoI will become a commercial product when it leaves beta testing (expected later this summer), but it will still be comparatively inexpensive; the estimated cost is between US$200-$100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (incredibly) expensive, anywhere from hundreds to thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s witin the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux], [http://www.ccccybernetics.com/ developed by Zora Spoonhammer]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.  Invis recently gave their official blessing (as well as hosting) to the plugin, making them the first vendor of this kind of software to put their backing into sculpy development.  (Are they now the main support contact for the plugin?  Someone confirm please.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
&lt;br /&gt;
[http://www.supercoldmilk.com/ac3dplug/index.html AC3D Plugins @ Super Cold Milk] - several invaluble free plugins can be found here, including the knife tool used in the pear tutorial&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$489&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab (but note to resident developers: this one is in high demand).&lt;br /&gt;
&lt;br /&gt;
Zbrush pretty new and a bit unique.  It&#039;s a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/zbrush/education/documentation/guides.php Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$795&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]]&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s Robin Sojourner&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 for latest version (7), but legacy versions are sold for lower prices ($199 for TrueSpace 5)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, prior version of the program &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI (Avid) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$495 (&amp;quot;Foundation&amp;quot;) - US$6995 (&amp;quot;Advanced&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modo 203 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest4.lxo SLtest4.lxo]&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Skymatter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.mudbox3d.com/ Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$299 (&amp;quot;Basic&amp;quot;) - US$649 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 15 days trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Maybe Peter Stindberg is developing, but for sure he never answers. ;) So i hope someone is developing a solution for c4d AND posting it here! We c4d-user are in need for a solution...&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins. Please, please someone write a sculptie script for it, please? ;;-)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; &amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Avalible Here]]&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; 3 methods in development:&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
** Method 3 ([http://forums.secondlife.com/showthread.php?t=185426 thread]) ([http://wiki.secondlife.com/wiki/SculptGenMax wiki]) by Shack Dougall, is a vertex-based method using MAXScript and preset geometry as a starting point. Tested on 3dsMax 9.  &lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs may be free or cheap, but they won&#039;t have nearly as expansive feature sets as those above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149, &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.2 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes, it&#039;s buried: go [http://www.daz3d.com/i.x/support/downloads/-/ here] and select Hexagon from the list.&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
SL animators may have heard about (and perhaps been disappointed with) [http://www.daz3d.com/i.x/software/studio/-/? DAZ Studio], a competitor to Poser.  Others may be familiar with [http://www.daz3d.com/i.x/software/bryce/-/? Bryce], a landscape creation tool with a much better reputation.  Hexagon was originally developed by eovia until purchased by DAZ and while it appears to be a perfectly capable 3d program by itself with polygon modeling subdivision modeling, sculpting tools, and is that 3d painting I see?, the absence in their feature list of either texture baking or any sort of user scripting or plugin interface could be a deal-breaker until something like a reliable .OBJ converter comes along.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=25708</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=25708"/>
		<updated>2007-07-18T03:51:26Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* AC3D (invis) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
A list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats and off line previewers. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the license.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating Sculpt Maps. Although support for these features isn&#039;t necessary in order to create Sculpt Maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of Sculpt Maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colors, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methoods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weeknesses.  They include:&lt;br /&gt;
** Polygon modeling: The most mature methood and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and verticies in an object.&lt;br /&gt;
** NURBS: NURBS modeling uses series of cruved splines to define the shape of an object and are excelent for many organic shapes.  The methoodology behind sculpted prims are very largely based on them.&lt;br /&gt;
** Subdivision Surface: Sub-D modeling shares some of the advantages of both NURBS and polygons: the shape is manipulated using sets of controll points that allow for both smooth organic surfaces and precice details.&lt;br /&gt;
** Brush Sculpting:  With this methood, you use your mouse or pen tablet and a series of adjustable brushes (not too unlike Photoshop brushes) to litteraly sculpt on the 3d surface like clay.  Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this methood as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will untimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs.  Some programs will run fine on something as old as a Pentium III.  A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup.  Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What program(s) are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question.  It will depend on a number of factors:&lt;br /&gt;
* &#039;&#039;&#039;How much money are you willing to spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars.  Programs like Maya and 3ds Max are powerful but if you&#039;re not allready seriously into 3d modeling, they&#039;re probably overkill.  Lightwave, zBrush and programs in their price range are powerful profesional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill as most of the features you pay for gone beyond the general tools to create sculpt maps for Second Life.  Programs like Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists but not all of them are going to have the full 3D studio capabilities of some more expensive programs.  Free programs run the gammut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best.  If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like or will have an easier time picking up a new and/or more complicated program.  If you&#039;re a brand newbie to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya with their steep learning curves.  The availability of general modeling tutorials and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m a newbie to all this.  What should I start with?&lt;br /&gt;
Probably not with anying expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources.  If you&#039;re very serious about learning the tools the pros use you might also seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive in to making sculpties then there are a coupple front runners for your attention.  (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necesicarly friendly but it&#039;s loads easier than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt making tools.  You&#039;ll be limited in the shapes you can produce but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes.  The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under $100), AC3D is a good place to start.  The interface is nicer than that of Wings and Zora Spoonhamer&#039;s exporter allows you to take good advantage program features that the Wings exporter doesn&#039;t; full subdivsion capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide what program you should use is to start downloading their demos and trying them to find what you like.&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SculptO Magic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], and [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
* [http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
* [http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
* [http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* [http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html] - great tutorial on using blender for sculpts.&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  Detailed documentation is sparse, but there are several Second Life tutorials in this Wiki and on the Web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.]&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program; If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Open beta testing/freeware&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.  Documentation on the website is sparse however and being in beta means there will be kinks.&lt;br /&gt;
&lt;br /&gt;
It should be noted that MoI will become a commercial product when it leaves beta testing (expected later this summer), but it will still be comparatively inexpensive; the estimated cost is between US$200-$100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (incredibly) expensive, anywhere from hundreds to thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s witin the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux], [http://www.ccccybernetics.com/ developed by Zora Spoonhammer]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.  Invis recently gave their official blessing (as well as hosting) to the plugin, making them the first vendor of this kind of software to put their backing into sculpy development.  (Are they now the main support contact for the plugin?  Someone confirm please.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
[http://www.supercoldmilk.com/ac3dplug/index.html AC3D Plugins @ Super Cold Milk] - several invaluble free plugins can be found here, including the knife tool used in the pear tutorial&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$489&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab (but note to resident developers: this one is in high demand).&lt;br /&gt;
&lt;br /&gt;
Zbrush pretty new and a bit unique.  It&#039;s a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/zbrush/education/documentation/guides.php Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$795&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]]&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s Robin Sojourner&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 for latest version (7), but legacy versions are sold for lower prices ($199 for TrueSpace 5)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, prior version of the program &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI (Avid) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$495 (&amp;quot;Foundation&amp;quot;) - US$6995 (&amp;quot;Advanced&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modo 203 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest4.lxo SLtest4.lxo]&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Skymatter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.mudbox3d.com/ Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$299 (&amp;quot;Basic&amp;quot;) - US$649 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 15 days trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Maybe Peter Stindberg is developing, but for sure he never answers. ;) So i hope someone is developing a solution for c4d AND posting it here! We c4d-user are in need for a solution...&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins. Please, please someone write a sculptie script for it, please? ;;-)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; &amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Avalible Here]]&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; 3 methods in development:&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
** Method 3 ([http://forums.secondlife.com/showthread.php?t=185426 thread]) ([http://wiki.secondlife.com/wiki/SculptGenMax wiki]) by Shack Dougall, is a vertex-based method using MAXScript and preset geometry as a starting point. Tested on 3dsMax 9.  &lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs may be free or cheap, but they won&#039;t have nearly as expansive feature sets as those above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149, &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.2 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes, it&#039;s buried: go [http://www.daz3d.com/i.x/support/downloads/-/ here] and select Hexagon from the list.&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
SL animators may have heard about (and perhaps been disappointed with) [http://www.daz3d.com/i.x/software/studio/-/? DAZ Studio], a competitor to Poser.  Others may be familiar with [http://www.daz3d.com/i.x/software/bryce/-/? Bryce], a landscape creation tool with a much better reputation.  Hexagon was originally developed by eovia until purchased by DAZ and while it appears to be a perfectly capable 3d program by itself with polygon modeling subdivision modeling, sculpting tools, and is that 3d painting I see?, the absence in their feature list of either texture baking or any sort of user scripting or plugin interface could be a deal-breaker until something like a reliable .OBJ converter comes along.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=25025</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=25025"/>
		<updated>2007-07-07T02:05:03Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* AC3D (invis) */  - Invis has given the plugin their official blessing, WTG Zora.&lt;/p&gt;
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&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
A list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats and off line previewers. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the license.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating Sculpt Maps. Although support for these features isn&#039;t necessary in order to create Sculpt Maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of Sculpt Maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colors, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methoods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weeknesses.  They include:&lt;br /&gt;
** Polygon modeling: The most mature methood and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and verticies in an object.&lt;br /&gt;
** NURBS: NURBS modeling uses series of cruved splines to define the shape of an object and are excelent for many organic shapes.  The methoodology behind sculpted prims are very largely based on them.&lt;br /&gt;
** Subdivision Surface: Sub-D modeling shares some of the advantages of both NURBS and polygons: the shape is manipulated using sets of controll points that allow for both smooth organic surfaces and precice details.&lt;br /&gt;
** Brush Sculpting:  With this methood, you use your mouse or pen tablet and a series of adjustable brushes (not too unlike Photoshop brushes) to litteraly sculpt on the 3d surface like clay.  Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this methood as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will untimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs.  Some programs will run fine on something as old as a Pentium III.  A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup.  Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What program(s) are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question.  It will depend on a number of factors:&lt;br /&gt;
* &#039;&#039;&#039;How much money are you willing to spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars.  Programs like Maya and 3ds Max are powerful but if you&#039;re not allready seriously into 3d modeling, they&#039;re probably overkill.  Lightwave, zBrush and programs in their price range are powerful profesional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill as most of the features you pay for gone beyond the general tools to create sculpt maps for Second Life.  Programs like Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists but not all of them are going to have the full 3D studio capabilities of some more expensive programs.  Free programs run the gammut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best.  If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like or will have an easier time picking up a new and/or more complicated program.  If you&#039;re a brand newbie to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya with their steep learning curves.  The availability of general modeling tutorials and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m a newbie to all this.  What should I start with?&lt;br /&gt;
Probably not with anying expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources.  If you&#039;re very serious about learning the tools the pros use you might also seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive in to making sculpties then there are a coupple front runners for your attention.  (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necesicarly friendly but it&#039;s loads easier than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt making tools.  You&#039;ll be limited in the shapes you can produce but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes.  The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under $100), AC3D is a good place to start.  The interface is nicer than that of Wings and Zora Spoonhamer&#039;s exporter allows you to take good advantage program features that the Wings exporter doesn&#039;t; full subdivsion capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide what program you should use is to start downloading their demos and trying them to find what you like.&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SculptO Magic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], and [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
* [http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
* [http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
* [http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* [http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html] - great tutorial on using blender for sculpts.&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  Detailed documentation is sparse, but there are several Second Life tutorials in this Wiki and on the Web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.]&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program; If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Open beta testing/freeware&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.  Documentation on the website is sparse however and being in beta means there will be kinks.&lt;br /&gt;
&lt;br /&gt;
It should be noted that MoI will become a commercial product when it leaves beta testing (expected later this summer), but it will still be comparatively inexpensive; the estimated cost is between US$200-$100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (incredibly) expensive, anywhere from hundreds to thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s witin the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux], [http://www.ccccybernetics.com/ developed by Zora Spoonhammer]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.  Invis recently gave their official blessing (as well as hosting) to the plugin, making them the first vendor of this kind of software to put their backing into sculpy development.  (Are they now the main support contact for the plugin?  Someone confirm please.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$489&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab (but note to resident developers: this one is in high demand).&lt;br /&gt;
&lt;br /&gt;
Zbrush pretty new and a bit unique.  It&#039;s a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/zbrush/education/documentation/guides.php Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$795&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]]&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s Robin Sojourner&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 for latest version (7), but legacy versions are sold for lower prices ($199 for TrueSpace 5)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, prior version of the program &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI (Avid) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$495 (&amp;quot;Foundation&amp;quot;) - US$6995 (&amp;quot;Advanced&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modo 203 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest4.lxo SLtest4.lxo]&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Skymatter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.mudbox3d.com/ Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$299 (&amp;quot;Basic&amp;quot;) - US$649 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 15 days trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Under development - send me an IM inworld (Peter Stindberg)&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins. Please, please someone write a sculptie script for it, please? ;;-)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; &amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Avalible Here]]&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; 3 methods in development:&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
** Method 3 ([http://forums.secondlife.com/showthread.php?t=185426 thread]) ([http://wiki.secondlife.com/wiki/SculptGenMax wiki]) by Shack Dougall, is a vertex-based method using MAXScript and preset geometry as a starting point. Tested on 3dsMax 9.  &lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs may be free or cheap, but they won&#039;t have nearly as expansive feature sets as those above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149, &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.2 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes, it&#039;s buried: go [http://www.daz3d.com/i.x/support/downloads/-/ here] and select Hexagon from the list.&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
SL animators may have heard about (and perhaps been disappointed with) [http://www.daz3d.com/i.x/software/studio/-/? DAZ Studio], a competitor to Poser.  Others may be familiar with [http://www.daz3d.com/i.x/software/bryce/-/? Bryce], a landscape creation tool with a much better reputation.  Hexagon was originally developed by eovia until purchased by DAZ and while it appears to be a perfectly capable 3d program by itself with polygon modeling subdivision modeling, sculpting tools, and is that 3d painting I see?, the absence in their feature list of either texture baking or any sort of user scripting or plugin interface could be a deal-breaker until something like a reliable .OBJ converter comes along.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims:_Resident-made_Tools&amp;diff=24902</id>
		<title>Talk:Sculpted Prims: Resident-made Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims:_Resident-made_Tools&amp;diff=24902"/>
		<updated>2007-07-05T18:44:54Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I propose that this page be renamed&lt;br /&gt;
&lt;br /&gt;
==Special Purpose Tools==&lt;br /&gt;
&lt;br /&gt;
[[User:Lee Ponzu|Lee Ponzu]] 11:05, 5 July 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: I honestly don&#039;t see the advantage of one name over another.  Care to explain your reasoning?  [[User:Elle Pollack|Elle Pollack]] 11:44, 5 July 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculptie_Dev&amp;diff=24879</id>
		<title>Sculptie Dev</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculptie_Dev&amp;diff=24879"/>
		<updated>2007-07-05T04:27:53Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When Qarl Linden was first pitching the sculpty idea inside LL, there was substantial concern that without an in-viewer editor, and with only a Maya exporter, the sculpties were too &amp;quot;raw&amp;quot; to be released.  Qarl argued that LL ought to put them out anyway, and let our advanced residents use them as they could.&lt;br /&gt;
&lt;br /&gt;
What LL  didn&#039;t expect was the &#039;&#039;avalanche&#039;&#039; of resident contributions that bring sculpties to the masses.  From tutorials to walk-throughs to plug-ins to external applications, the SL community has &#039;&#039;really&#039;&#039; come through. Qarl says,  &amp;quot;Bravo.  And thank you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==This page==&lt;br /&gt;
The purpose of this page is to coordinate all the future work that we needs to keep sculpties evolving.&lt;br /&gt;
Below is a  list of a variety of sculpty bugs/tasks/projects that still need work in the second life viewer.  &lt;br /&gt;
They range in complexity from day-long projects to multi-month projects.  &lt;br /&gt;
If you happen to be a decent software engineer, have a copy of our open-source client, and are bored, then please take a look.  &lt;br /&gt;
Perhaps there&#039;s something in here that &amp;quot;moves&amp;quot; you.&lt;br /&gt;
&lt;br /&gt;
Qarl &amp;quot;Father of the Sculpty&amp;quot; Linden makes this promise: &lt;br /&gt;
&amp;quot;As a developer on the &amp;quot;inside&amp;quot; of LL - I&#039;ll do my part to enable you guys to extend/advance SL in the ways &#039;&#039;you&#039;&#039; want.  &lt;br /&gt;
First up is a [https://jira.secondlife.com/browse/SVC-350 small change] that, had it existed six months ago, would have let the OSS community implement their OWN sculpties. Hopefully, with changes like these, you won&#039;t need to wait for LL to implement the features you want.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Tasks==&lt;br /&gt;
*&lt;br /&gt;
* {{Jira|VWR-866}} adjust jpeg compression to improve sculptie accuracy&lt;br /&gt;
* {{Jira|VWR-1335}} improve sculptie degenerate surface detection&lt;br /&gt;
* {{Jira|VWR-1336}} use streaming media image-feed to drive sculpties&lt;br /&gt;
* {{Jira|VWR-698}} &#039;&#039;(and related)&#039;&#039; create in-world based sculptie editors&lt;br /&gt;
* {{Jira|VWR-1452}} linkset capture to sculpted prim&lt;br /&gt;
* [[Sculpted Prims: Importing]] - Better Sculptie importing tools.&lt;br /&gt;
&lt;br /&gt;
for Qarl:&lt;br /&gt;
&lt;br /&gt;
* {{Jira|SVC-350}} create new &amp;quot;extra prim parameter&amp;quot; type for open-source (outside LL) use.&lt;br /&gt;
&lt;br /&gt;
==Discussion Topics==&lt;br /&gt;
* What should the in-world sculpty maker be like?&lt;br /&gt;
&lt;br /&gt;
==Projects==&lt;br /&gt;
*Generic 3D model to sculpty converter&lt;br /&gt;
*Better organized free sculpties&lt;br /&gt;
*Multi-prim object to sculpty converter&lt;br /&gt;
&lt;br /&gt;
==Promote Your Work==&lt;br /&gt;
If you&#039;ve released a sculpty-related tool, whether in-world or out of world, you can list it at [[Sculpted Prims: Resident-made Tools]].  This page has been spun off from the 3d software guide for space and can now allow for a greater variety of tools to be listed there.&lt;br /&gt;
&lt;br /&gt;
For tools and tutorials relating to 3d modeling software, list them in their respective sections at [[Sculpted Prims: 3d Software Guide]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=24878</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=24878"/>
		<updated>2007-07-05T04:14:42Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* Zbrush (Pixologic) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
A list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats and off line previewers. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the license.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating Sculpt Maps. Although support for these features isn&#039;t necessary in order to create Sculpt Maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of Sculpt Maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colors, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methoods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weeknesses.  They include:&lt;br /&gt;
** Polygon modeling: The most mature methood and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and verticies in an object.&lt;br /&gt;
** NURBS: NURBS modeling uses series of cruved splines to define the shape of an object and are excelent for many organic shapes.  The methoodology behind sculpted prims are very largely based on them.&lt;br /&gt;
** Subdivision Surface: Sub-D modeling shares some of the advantages of both NURBS and polygons: the shape is manipulated using sets of controll points that allow for both smooth organic surfaces and precice details.&lt;br /&gt;
** Brush Sculpting:  With this methood, you use your mouse or pen tablet and a series of adjustable brushes (not too unlike Photoshop brushes) to litteraly sculpt on the 3d surface like clay.  Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this methood as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will untimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs.  Some programs will run fine on something as old as a Pentium III.  A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup.  Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What program(s) are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question.  It will depend on a number of factors:&lt;br /&gt;
* &#039;&#039;&#039;How much money are you willing to spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars.  Programs like Maya and 3ds Max are powerful but if you&#039;re not allready seriously into 3d modeling, they&#039;re probably overkill.  Lightwave, zBrush and programs in their price range are powerful profesional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill as most of the features you pay for gone beyond the general tools to create sculpt maps for Second Life.  Programs like Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists but not all of them are going to have the full 3D studio capabilities of some more expensive programs.  Free programs run the gammut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best.  If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like or will have an easier time picking up a new and/or more complicated program.  If you&#039;re a brand newbie to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya with their steep learning curves.  The availability of general modeling tutorials and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m a newbie to all this.  What should I start with?&lt;br /&gt;
Probably not with anying expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources.  If you&#039;re very serious about learning the tools the pros use you might also seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive in to making sculpties then there are a coupple front runners for your attention.  (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necesicarly friendly but it&#039;s loads easier than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt making tools.  You&#039;ll be limited in the shapes you can produce but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes.  The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under $100), AC3D is a good place to start.  The interface is nicer than that of Wings and Zora Spoonhamer&#039;s exporter allows you to take good advantage program features that the Wings exporter doesn&#039;t; full subdivsion capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide what program you should use is to start downloading their demos and trying them to find what you like.&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SculptO Magic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], and [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
* [http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
* [http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
* [http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* [http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html] - great tutorial on using blender for sculpts.&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  Detailed documentation is sparse, but there are several Second Life tutorials in this Wiki and on the Web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.]&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program; If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Open beta testing/freeware&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.  Documentation on the website is sparse however and being in beta means there will be kinks.&lt;br /&gt;
&lt;br /&gt;
It should be noted that MoI will become a commercial product when it leaves beta testing (expected later this summer), but it will still be comparatively inexpensive; the estimated cost is between US$200-$100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (incredibly) expensive, anywhere from hundreds to thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s witin the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$489&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab (but note to resident developers: this one is in high demand).&lt;br /&gt;
&lt;br /&gt;
Zbrush pretty new and a bit unique.  It&#039;s a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/zbrush/education/documentation/guides.php Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$795&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]]&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s Robin Sojourner&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 for latest version (7), but legacy versions are sold for lower prices ($199 for TrueSpace 5)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, prior version of the program &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI (Avid) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$495 (&amp;quot;Foundation&amp;quot;) - US$6995 (&amp;quot;Advanced&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modo 203 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest4.lxo SLtest4.lxo]&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Skymatter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.mudbox3d.com/ Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$299 (&amp;quot;Basic&amp;quot;) - US$649 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 15 days trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Under development - send me an IM inworld (Peter Stindberg)&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins. Please, please someone write a sculptie script for it, please? ;;-)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; &amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Avalible Here]]&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; 3 methods in development:&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
** Method 3 ([http://forums.secondlife.com/showthread.php?t=185426 thread]) ([http://wiki.secondlife.com/wiki/SculptGenMax wiki]) by Shack Dougall, is a vertex-based method using MAXScript and preset geometry as a starting point. Tested on 3dsMax 9.  &lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs may be free or cheap, but they won&#039;t have nearly as expansive feature sets as those above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149, &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.2 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes, it&#039;s buried: go [http://www.daz3d.com/i.x/support/downloads/-/ here] and select Hexagon from the list.&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
SL animators may have heard about (and perhaps been disappointed with) [http://www.daz3d.com/i.x/software/studio/-/? DAZ Studio], a competitor to Poser.  Others may be familiar with [http://www.daz3d.com/i.x/software/bryce/-/? Bryce], a landscape creation tool with a much better reputation.  Hexagon was originally developed by eovia until purchased by DAZ and while it appears to be a perfectly capable 3d program by itself with polygon modeling subdivision modeling, sculpting tools, and is that 3d painting I see?, the absence in their feature list of either texture baking or any sort of user scripting or plugin interface could be a deal-breaker until something like a reliable .OBJ converter comes along.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_Resident-made_Tools&amp;diff=24877</id>
		<title>Sculpted Prims: Resident-made Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_Resident-made_Tools&amp;diff=24877"/>
		<updated>2007-07-05T04:10:10Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This page showcases tools made by residents especialy for creating, manipulating and viewing sculpted prims.  For the list of 3d modeling software and the sculpty plugins that have been made for them, see [[Sculpted Prims: 3d Software Guide]] (which this page was originaly part of).&lt;br /&gt;
&lt;br /&gt;
= Preview Tools = &lt;br /&gt;
&lt;br /&gt;
== Offline Preview Tools ==&lt;br /&gt;
&lt;br /&gt;
Basic tools that can be used to preview what a sculpt texture will look like when uploaded into Second Life and rendered as a prim.  All of these are made by other Residents and should generally be considered beta or works in progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== XNA Sculptpreview ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Eddy Stryker | Eddy Stryker]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [[User:Eddy_Stryker/XNA_Sculptpreview | XNA Sculptpreview]]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: Windows XP SP2 or Windows Vista, along with the Microsoft XNA framework (see above link for details)&lt;br /&gt;
*&#039;&#039;&#039;Derivatives&#039;&#039;&#039;: [http://mailerdaemon.home.comcast.net/SculptedPreview.zip XNA SculptPreview] - Modified version to include LOD and a more sensible camera configuration (and a bunch of other changes under the hood).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== A Hacky Sculpt Previewer ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Yumi Murakami | Yumi Murakami]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.bijodesign.com/sculpt/SculptPreview.html Web Start Launcher], [http://www.bijodesign.com/sculpt/SculptPreview.jar Executable JAR file], [[Hacky Sculpt Previewer | Source Code]] (Java SDK required to run from the source).&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: [http://java.com/en/download/index.jsp Java Runtime Engine 1.6 or higher], [http://java.sun.com/products/java-media/3D/download.html Java 3d API] and any OS that will run them (Win, Mac and Linux are well covered).  If installing or upgrading the JRE, be sure to do it before installing Java3d.  The Web Start link above should be able to automatically install any needed components.  Note that it will attempt to automatically redirect your browser to a download page, so if nothing happens when you click on it, please check your security settings will allow this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cel_Sculptpreview ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Cel Edman | Cel Edman]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.xs4all.nl/~elout/sculptie/ Download from website]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: [http://java.com/en/download/index.jsp Java Runtime Engine 1.6 or higher] installed on your system. This is a simple Sculpt previewer created in [http://processing.org/ Processing]. Downloads available for Windows, Mac OS X and Linux. Currenly not further developed, since Cel continues on developing Sculptypaint (Resident-made Sculpt Creation Tools) at the moment, that got this realtime previewer as well.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== In-world Preview Tools ==&lt;br /&gt;
&lt;br /&gt;
Tools that can be used to view in Second Life what a sculpt will look like before the texture is uploaded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Texture Wizard (Commercial) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sl.infomyth.com/texturepreview/texturepreview.htm Infomyth.com]&lt;br /&gt;
*&#039;&#039;&#039;In-World:&#039;&#039;&#039; [http://slurl.com/secondlife/Horowitz/217/105/23/ Horowitz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; L$399 (about $1.80 U.S.)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP&lt;br /&gt;
&lt;br /&gt;
Works using the media texture on your land (you must own or rent land to use it) using QuickTime, the way an in-game TV does. Saving a .bmp, .jpg or .psd file will automatically update the image in-game. You can see your changes live on a prim. Avoids uploads until you are done (you must still upload for a permanent version). Also works just as a regular texture previewer.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sculpt Preview using Parcel Media ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://nandnerd.info/blog/2007/06/16/sculpty-media-video-url-previewer/ blog.nandnerd.info/...]&lt;br /&gt;
*&#039;&#039;&#039;Forum Discussion:&#039;&#039;&#039; [http://forums.secondlife.com/showthread.php?t=191214 forums.SecondLife.com]&lt;br /&gt;
*&#039;&#039;&#039;Author:&#039;&#039;&#039; [[User:nand Nerd | nand Nerd]]&lt;br /&gt;
*&#039;&#039;&#039;In-World:&#039;&#039;&#039; [http://slurl.com/secondlife/Lasiocampa/133/209/57 Lasiocampa]&lt;br /&gt;
*&#039;&#039;&#039;Requirements:&#039;&#039;&#039; Web hosting&lt;br /&gt;
&lt;br /&gt;
Tutorial on using the Parcel Media as a Sculpt Texture Preview. Example available at location above (Lasiocampa 133,209,57).&lt;br /&gt;
&lt;br /&gt;
= Special purpose Sculpt Creation Tools =&lt;br /&gt;
&lt;br /&gt;
The tool slisted here aren&#039;t fully-fledged 3d modeling programs &amp;amp;mdash;  they are stand-alone tools for creating sculpt maps, usually in some limited way.  As with the previewers above, consider them works in progress.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if they do what you want, a lathe tool, for example, then they are much easier than buying, setting up, learning, and using a full 3D modeler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ROKURO Sculpted Prim Maker ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039;[[User:Yuzuru Jewell | Yuzuru Jewell]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; http://kanae.net/secondlife/&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Windows/Mac OS X/Linux using wine&lt;br /&gt;
&lt;br /&gt;
Rokuro translates from Japanese as &amp;quot;lathe&amp;quot; and that&#039;s basically what this is: a standalone version of the lathe tool found in many 3d modeling programs that saves directly to sculpt maps.  You draw a line in 2d by editing the various points and the program effectively spins that line around an axis to create the 3d object.  Cylinders and polygonal prisms are both possible.  Obviously limited to things you can create with this method so far, but easy for anyone to pick up and use and more features are still being added.  Created by  Yuzuru Jewell...arigato!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=184264 sl forum thread] (restricted access)&lt;br /&gt;
&lt;br /&gt;
=== TOKOROTEN(extruder)Sculpted Prim Maker ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039;[[User:Yuzuru Jewell | Yuzuru Jewell]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; http://kanae.net/secondlife/tokoroten.html&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Windows&lt;br /&gt;
&lt;br /&gt;
This Program makes Sculpted Prim texture .tga file of the pushed-out object.&lt;br /&gt;
TOKOROTEN is Japanese jelly extruded to thin strips.&lt;br /&gt;
An object will be pushed out if the form of the hole which you push out is made.&lt;br /&gt;
You can twist or round an object.   You draw a line in 2d by editing the various points and the program.  Obviously limited to things you can create with this method so far, but easy for anyone to pick up and use and more features are still being added.  Created by resident Yuzuru Jewell...arigato!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=184264 sl forum thread] (restricted access)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== sculpty.php ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039; [[User:nand Nerd | nand Nerd]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; http://www.nandnerd.info/sculpty.php&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Browser&lt;br /&gt;
&lt;br /&gt;
A web-based series of tools, still rather primitive but constantly updating. Currently implemented are revolve and z,r revolve which both take a series of values (radii and z-pos,radii values respectively) and rotate them around the z-axis. Recently implemented a constant cross-section which extrudes a series of x,y values through the z-axis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SculptyPaint v.07===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Cel Edman | Cel Edman]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.xs4all.nl/~elout/sculptpaint/ Download from website]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: [http://java.com/en/download/index.jsp Java Runtime Engine 1.6 or higher] installed on your system?! In case it wont work. &lt;br /&gt;
Last update: 26 june 2007. Realtime sculpt previewer.  Drawing tool: manipulate the width, height and shape of the Sculpt. Edit RGB Layers, Flower, Stone and Stair Tools/Generators. Downloads available for Windows, Mac-OSX and Linux.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Math Sculptor 1.0===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Burhop Piccard | Burhop Piccard]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: http://mark.burhop.net there is also a  [[MathSculptor|MathSculptor]] wiki page.&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: Windows XP or Vista. &lt;br /&gt;
Math Sculptor is free application for creating and viewing sculpted primitives. It provides dynamic viewing and modification of sculpties. What differentiates this application is that it is build upon an extendable &amp;quot;addin&amp;quot; architecture. This allows others to easily create new algorithms that generate completely new types of sculpties. See http://mark.burhop.net for more information and sample sculpted primitives.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SculptO&#039;Matic ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Anjin Meili | Anjin Meili]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [[SculptO&#039;Matic|SculptO&#039;Matic]]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: Secondlife client and a sandbox with at least 1100 primitives. &lt;br /&gt;
SculptO&#039;Matic is an in world tool that allows editing and creation of sculpties.  The system uses a molding method, allowing a mesh to be molded around other inworld objects.  Objects must not be phantom.  The mold may be modified using normal in world build tools.  Each mesh node is visualized as a sphere, and can be moved as desired.  Once finished, the mold is saved and a casting produced thru an automated web process.  The user gets a URL when completed for a TGA file containing the texture.  This can be further refined using off grid tools, or simply uploaded to Second Life as is.  For new modelers, its easier to start with a close approximation of an object, rather then manipulating a sphere to the object they wish.  For landscapers, the tool can produce organic, smooth, and unique rocks, logs, etc.  Search for the group SculptO&#039;Matic, or visit our sandbox and lab in Talakin. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sculpted Sim Terrain Mapper ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Anjin Meili | Anjin Meili]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [[TerrainMapper|TerrainMapper]]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: Secondlife client and a object create and script permissions on a parcel. &lt;br /&gt;
The Sculpted Sim Terrain Mapper creates a sculpted primitive map in 3D of any given Simulator.  The tool simply is rezzed onto a parcel in the sim, and allowed to run.  It will report back to the operator a URL to pickup a completed sculpted texture in TGA format.  The data collected may also be used to create higher detail maps of the simulator, by using more prims, up to an 8x8 grid of sculpted prims to represent a simulator.  Or just the default of one prim for the entire simulator.  While the packaged tool is fee based, due to the costs of operating the backend... There is an open source version written entirely in LSL that requires minimal server side support.  Contact Anjin Meili for a copy of the open source code.  This tool is an example of using data to create sculpted primitives, with very little interaction.  The source details using PPM as a description format within LSL for the sculpted texture map.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== InWorld Sculptor Tool Kit (Free) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:TheBlack Box | TheBlack Box]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.slexchange.com/modules.php?name=Marketplace&amp;amp;file=item&amp;amp;ItemID=266428 SL-Exchange]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: SL (works ok with 65 Prims) and Browser&lt;br /&gt;
&lt;br /&gt;
An in-world sculpting toolkit with off-world file-conversion as last step. It is free and open source but very basic. You start with modifying a &amp;quot;bone&amp;quot; to get the general shape you want. In the second step you created slices and use the bone to position and rotate them correctly. &lt;br /&gt;
It is a bit of a hassle to use due to a lot of copy &amp;amp; pasting.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== TheBlack Box - Sculpt Studio (Commercial) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:TheBlack Box | TheBlack Box]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.slexchange.com/modules.php?name=Marketplace&amp;amp;file=item&amp;amp;ItemID=278458 SL-Exchange]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: SL (70 Prims for Quick Creation, 1000+ Prims for Full Mesh) and Browser&lt;br /&gt;
&lt;br /&gt;
A fully in-world sculpting tool that results in an URL where the sculpt-texture is located. The Sculpt Studio allows to sculpt either by utilizing a simplified &amp;quot;Quick Creation&amp;quot; or by having &amp;quot;Full Mesh&amp;quot; control. It allows to start off extremely easy but yet has the option to even do algorithmic sculpting with LSL.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Sculpted Prims]]&lt;br /&gt;
&lt;br /&gt;
= File Converters =&lt;br /&gt;
&lt;br /&gt;
These utilities are made to translate 3d files directly into sculpt maps, with varying degrees of sucess.&lt;br /&gt;
&lt;br /&gt;
=== 3dm2sculpt ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039; [[User:Cindy Crabgrass | Cindy Crabgrass]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; [[3dm2sculpt|3dm2sculpt]]&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Windows&lt;br /&gt;
&lt;br /&gt;
A command-line utility that reads an [[#3D_File_Formats | OpenNURBS]] .3dm file and generates a .tga sculpt map from it. Still in need of a lot of testing but potentially very useful for any program that supports this format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== obj2sculpt ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039; [[User:Cindy Crabgrass | Cindy Crabgrass]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; http://forums.secondlife.com/showpost.php?p=1505114&amp;amp;postcount=14&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Windows&lt;br /&gt;
&lt;br /&gt;
A command-line utility that reads a Wavefront Style .obj file and generates a .tga sculpt texture from it.  Still in need of a lot of testing but potentially very useful for any program that supports this format.&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_Resident-made_Tools&amp;diff=24876</id>
		<title>Sculpted Prims: Resident-made Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_Resident-made_Tools&amp;diff=24876"/>
		<updated>2007-07-05T04:06:04Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page showcases tools made by residents especialy for creating, manipulating and viewing sculpted prims.  For the list of 3d modeling software and the sculpty plugins that have been made for them, see [[Sculpted Prims: 3D Software Guide]] (which this page was originaly part of).&lt;br /&gt;
&lt;br /&gt;
= Preview Tools = &lt;br /&gt;
&lt;br /&gt;
== Offline Preview Tools ==&lt;br /&gt;
&lt;br /&gt;
Basic tools that can be used to preview what a sculpt texture will look like when uploaded into Second Life and rendered as a prim.  All of these are made by other Residents and should generally be considered beta or works in progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== XNA Sculptpreview ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Eddy Stryker | Eddy Stryker]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [[User:Eddy_Stryker/XNA_Sculptpreview | XNA Sculptpreview]]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: Windows XP SP2 or Windows Vista, along with the Microsoft XNA framework (see above link for details)&lt;br /&gt;
*&#039;&#039;&#039;Derivatives&#039;&#039;&#039;: [http://mailerdaemon.home.comcast.net/SculptedPreview.zip XNA SculptPreview] - Modified version to include LOD and a more sensible camera configuration (and a bunch of other changes under the hood).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== A Hacky Sculpt Previewer ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Yumi Murakami | Yumi Murakami]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.bijodesign.com/sculpt/SculptPreview.html Web Start Launcher], [http://www.bijodesign.com/sculpt/SculptPreview.jar Executable JAR file], [[Hacky Sculpt Previewer | Source Code]] (Java SDK required to run from the source).&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: [http://java.com/en/download/index.jsp Java Runtime Engine 1.6 or higher], [http://java.sun.com/products/java-media/3D/download.html Java 3d API] and any OS that will run them (Win, Mac and Linux are well covered).  If installing or upgrading the JRE, be sure to do it before installing Java3d.  The Web Start link above should be able to automatically install any needed components.  Note that it will attempt to automatically redirect your browser to a download page, so if nothing happens when you click on it, please check your security settings will allow this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cel_Sculptpreview ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Cel Edman | Cel Edman]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.xs4all.nl/~elout/sculptie/ Download from website]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: [http://java.com/en/download/index.jsp Java Runtime Engine 1.6 or higher] installed on your system. This is a simple Sculpt previewer created in [http://processing.org/ Processing]. Downloads available for Windows, Mac OS X and Linux. Currenly not further developed, since Cel continues on developing Sculptypaint (Resident-made Sculpt Creation Tools) at the moment, that got this realtime previewer as well.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== In-world Preview Tools ==&lt;br /&gt;
&lt;br /&gt;
Tools that can be used to view in Second Life what a sculpt will look like before the texture is uploaded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Texture Wizard (Commercial) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sl.infomyth.com/texturepreview/texturepreview.htm Infomyth.com]&lt;br /&gt;
*&#039;&#039;&#039;In-World:&#039;&#039;&#039; [http://slurl.com/secondlife/Horowitz/217/105/23/ Horowitz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; L$399 (about $1.80 U.S.)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP&lt;br /&gt;
&lt;br /&gt;
Works using the media texture on your land (you must own or rent land to use it) using QuickTime, the way an in-game TV does. Saving a .bmp, .jpg or .psd file will automatically update the image in-game. You can see your changes live on a prim. Avoids uploads until you are done (you must still upload for a permanent version). Also works just as a regular texture previewer.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sculpt Preview using Parcel Media ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://nandnerd.info/blog/2007/06/16/sculpty-media-video-url-previewer/ blog.nandnerd.info/...]&lt;br /&gt;
*&#039;&#039;&#039;Forum Discussion:&#039;&#039;&#039; [http://forums.secondlife.com/showthread.php?t=191214 forums.SecondLife.com]&lt;br /&gt;
*&#039;&#039;&#039;Author:&#039;&#039;&#039; [[User:nand Nerd | nand Nerd]]&lt;br /&gt;
*&#039;&#039;&#039;In-World:&#039;&#039;&#039; [http://slurl.com/secondlife/Lasiocampa/133/209/57 Lasiocampa]&lt;br /&gt;
*&#039;&#039;&#039;Requirements:&#039;&#039;&#039; Web hosting&lt;br /&gt;
&lt;br /&gt;
Tutorial on using the Parcel Media as a Sculpt Texture Preview. Example available at location above (Lasiocampa 133,209,57).&lt;br /&gt;
&lt;br /&gt;
= Special purpose Sculpt Creation Tools =&lt;br /&gt;
&lt;br /&gt;
The tool slisted here aren&#039;t fully-fledged 3d modeling programs &amp;amp;mdash;  they are stand-alone tools for creating sculpt maps, usually in some limited way.  As with the previewers above, consider them works in progress.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if they do what you want, a lathe tool, for example, then they are much easier than buying, setting up, learning, and using a full 3D modeler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ROKURO Sculpted Prim Maker ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039;[[User:Yuzuru Jewell | Yuzuru Jewell]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; http://kanae.net/secondlife/&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Windows/Mac OS X/Linux using wine&lt;br /&gt;
&lt;br /&gt;
Rokuro translates from Japanese as &amp;quot;lathe&amp;quot; and that&#039;s basically what this is: a standalone version of the lathe tool found in many 3d modeling programs that saves directly to sculpt maps.  You draw a line in 2d by editing the various points and the program effectively spins that line around an axis to create the 3d object.  Cylinders and polygonal prisms are both possible.  Obviously limited to things you can create with this method so far, but easy for anyone to pick up and use and more features are still being added.  Created by  Yuzuru Jewell...arigato!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=184264 sl forum thread] (restricted access)&lt;br /&gt;
&lt;br /&gt;
=== TOKOROTEN(extruder)Sculpted Prim Maker ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039;[[User:Yuzuru Jewell | Yuzuru Jewell]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; http://kanae.net/secondlife/tokoroten.html&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Windows&lt;br /&gt;
&lt;br /&gt;
This Program makes Sculpted Prim texture .tga file of the pushed-out object.&lt;br /&gt;
TOKOROTEN is Japanese jelly extruded to thin strips.&lt;br /&gt;
An object will be pushed out if the form of the hole which you push out is made.&lt;br /&gt;
You can twist or round an object.   You draw a line in 2d by editing the various points and the program.  Obviously limited to things you can create with this method so far, but easy for anyone to pick up and use and more features are still being added.  Created by resident Yuzuru Jewell...arigato!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=184264 sl forum thread] (restricted access)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== sculpty.php ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039; [[User:nand Nerd | nand Nerd]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; http://www.nandnerd.info/sculpty.php&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Browser&lt;br /&gt;
&lt;br /&gt;
A web-based series of tools, still rather primitive but constantly updating. Currently implemented are revolve and z,r revolve which both take a series of values (radii and z-pos,radii values respectively) and rotate them around the z-axis. Recently implemented a constant cross-section which extrudes a series of x,y values through the z-axis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SculptyPaint v.07===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Cel Edman | Cel Edman]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.xs4all.nl/~elout/sculptpaint/ Download from website]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: [http://java.com/en/download/index.jsp Java Runtime Engine 1.6 or higher] installed on your system?! In case it wont work. &lt;br /&gt;
Last update: 26 june 2007. Realtime sculpt previewer.  Drawing tool: manipulate the width, height and shape of the Sculpt. Edit RGB Layers, Flower, Stone and Stair Tools/Generators. Downloads available for Windows, Mac-OSX and Linux.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Math Sculptor 1.0===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Burhop Piccard | Burhop Piccard]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: http://mark.burhop.net there is also a  [[MathSculptor|MathSculptor]] wiki page.&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: Windows XP or Vista. &lt;br /&gt;
Math Sculptor is free application for creating and viewing sculpted primitives. It provides dynamic viewing and modification of sculpties. What differentiates this application is that it is build upon an extendable &amp;quot;addin&amp;quot; architecture. This allows others to easily create new algorithms that generate completely new types of sculpties. See http://mark.burhop.net for more information and sample sculpted primitives.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SculptO&#039;Matic ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Anjin Meili | Anjin Meili]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [[SculptO&#039;Matic|SculptO&#039;Matic]]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: Secondlife client and a sandbox with at least 1100 primitives. &lt;br /&gt;
SculptO&#039;Matic is an in world tool that allows editing and creation of sculpties.  The system uses a molding method, allowing a mesh to be molded around other inworld objects.  Objects must not be phantom.  The mold may be modified using normal in world build tools.  Each mesh node is visualized as a sphere, and can be moved as desired.  Once finished, the mold is saved and a casting produced thru an automated web process.  The user gets a URL when completed for a TGA file containing the texture.  This can be further refined using off grid tools, or simply uploaded to Second Life as is.  For new modelers, its easier to start with a close approximation of an object, rather then manipulating a sphere to the object they wish.  For landscapers, the tool can produce organic, smooth, and unique rocks, logs, etc.  Search for the group SculptO&#039;Matic, or visit our sandbox and lab in Talakin. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sculpted Sim Terrain Mapper ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Anjin Meili | Anjin Meili]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [[TerrainMapper|TerrainMapper]]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: Secondlife client and a object create and script permissions on a parcel. &lt;br /&gt;
The Sculpted Sim Terrain Mapper creates a sculpted primitive map in 3D of any given Simulator.  The tool simply is rezzed onto a parcel in the sim, and allowed to run.  It will report back to the operator a URL to pickup a completed sculpted texture in TGA format.  The data collected may also be used to create higher detail maps of the simulator, by using more prims, up to an 8x8 grid of sculpted prims to represent a simulator.  Or just the default of one prim for the entire simulator.  While the packaged tool is fee based, due to the costs of operating the backend... There is an open source version written entirely in LSL that requires minimal server side support.  Contact Anjin Meili for a copy of the open source code.  This tool is an example of using data to create sculpted primitives, with very little interaction.  The source details using PPM as a description format within LSL for the sculpted texture map.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== InWorld Sculptor Tool Kit (Free) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:TheBlack Box | TheBlack Box]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.slexchange.com/modules.php?name=Marketplace&amp;amp;file=item&amp;amp;ItemID=266428 SL-Exchange]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: SL (works ok with 65 Prims) and Browser&lt;br /&gt;
&lt;br /&gt;
An in-world sculpting toolkit with off-world file-conversion as last step. It is free and open source but very basic. You start with modifying a &amp;quot;bone&amp;quot; to get the general shape you want. In the second step you created slices and use the bone to position and rotate them correctly. &lt;br /&gt;
It is a bit of a hassle to use due to a lot of copy &amp;amp; pasting.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== TheBlack Box - Sculpt Studio (Commercial) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:TheBlack Box | TheBlack Box]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.slexchange.com/modules.php?name=Marketplace&amp;amp;file=item&amp;amp;ItemID=278458 SL-Exchange]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: SL (70 Prims for Quick Creation, 1000+ Prims for Full Mesh) and Browser&lt;br /&gt;
&lt;br /&gt;
A fully in-world sculpting tool that results in an URL where the sculpt-texture is located. The Sculpt Studio allows to sculpt either by utilizing a simplified &amp;quot;Quick Creation&amp;quot; or by having &amp;quot;Full Mesh&amp;quot; control. It allows to start off extremely easy but yet has the option to even do algorithmic sculpting with LSL.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Sculpted Prims]]&lt;br /&gt;
&lt;br /&gt;
= File Converters =&lt;br /&gt;
&lt;br /&gt;
These utilities are made to translate 3d files directly into sculpt maps, with varying degrees of sucess.&lt;br /&gt;
&lt;br /&gt;
=== 3dm2sculpt ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039; [[User:Cindy Crabgrass | Cindy Crabgrass]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; [[3dm2sculpt|3dm2sculpt]]&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Windows&lt;br /&gt;
&lt;br /&gt;
A command-line utility that reads an [[#3D_File_Formats | OpenNURBS]] .3dm file and generates a .tga sculpt map from it. Still in need of a lot of testing but potentially very useful for any program that supports this format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== obj2sculpt ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039; [[User:Cindy Crabgrass | Cindy Crabgrass]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; http://forums.secondlife.com/showpost.php?p=1505114&amp;amp;postcount=14&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Windows&lt;br /&gt;
&lt;br /&gt;
A command-line utility that reads a Wavefront Style .obj file and generates a .tga sculpt texture from it.  Still in need of a lot of testing but potentially very useful for any program that supports this format.&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_Resident-made_Tools&amp;diff=24875</id>
		<title>Sculpted Prims: Resident-made Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_Resident-made_Tools&amp;diff=24875"/>
		<updated>2007-07-05T04:00:43Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Preview Tools = &lt;br /&gt;
&lt;br /&gt;
== Offline Preview Tools ==&lt;br /&gt;
&lt;br /&gt;
Basic tools that can be used to preview what a sculpt texture will look like when uploaded into Second Life and rendered as a prim.  All of these are made by other Residents and should generally be considered beta or works in progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== XNA Sculptpreview ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Eddy Stryker | Eddy Stryker]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [[User:Eddy_Stryker/XNA_Sculptpreview | XNA Sculptpreview]]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: Windows XP SP2 or Windows Vista, along with the Microsoft XNA framework (see above link for details)&lt;br /&gt;
*&#039;&#039;&#039;Derivatives&#039;&#039;&#039;: [http://mailerdaemon.home.comcast.net/SculptedPreview.zip XNA SculptPreview] - Modified version to include LOD and a more sensible camera configuration (and a bunch of other changes under the hood).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== A Hacky Sculpt Previewer ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Yumi Murakami | Yumi Murakami]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.bijodesign.com/sculpt/SculptPreview.html Web Start Launcher], [http://www.bijodesign.com/sculpt/SculptPreview.jar Executable JAR file], [[Hacky Sculpt Previewer | Source Code]] (Java SDK required to run from the source).&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: [http://java.com/en/download/index.jsp Java Runtime Engine 1.6 or higher], [http://java.sun.com/products/java-media/3D/download.html Java 3d API] and any OS that will run them (Win, Mac and Linux are well covered).  If installing or upgrading the JRE, be sure to do it before installing Java3d.  The Web Start link above should be able to automatically install any needed components.  Note that it will attempt to automatically redirect your browser to a download page, so if nothing happens when you click on it, please check your security settings will allow this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cel_Sculptpreview ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Cel Edman | Cel Edman]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.xs4all.nl/~elout/sculptie/ Download from website]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: [http://java.com/en/download/index.jsp Java Runtime Engine 1.6 or higher] installed on your system. This is a simple Sculpt previewer created in [http://processing.org/ Processing]. Downloads available for Windows, Mac OS X and Linux. Currenly not further developed, since Cel continues on developing Sculptypaint (Resident-made Sculpt Creation Tools) at the moment, that got this realtime previewer as well.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== In-world Preview Tools ==&lt;br /&gt;
&lt;br /&gt;
Tools that can be used to view in Second Life what a sculpt will look like before the texture is uploaded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Texture Wizard (Commercial) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sl.infomyth.com/texturepreview/texturepreview.htm Infomyth.com]&lt;br /&gt;
*&#039;&#039;&#039;In-World:&#039;&#039;&#039; [http://slurl.com/secondlife/Horowitz/217/105/23/ Horowitz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; L$399 (about $1.80 U.S.)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP&lt;br /&gt;
&lt;br /&gt;
Works using the media texture on your land (you must own or rent land to use it) using QuickTime, the way an in-game TV does. Saving a .bmp, .jpg or .psd file will automatically update the image in-game. You can see your changes live on a prim. Avoids uploads until you are done (you must still upload for a permanent version). Also works just as a regular texture previewer.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sculpt Preview using Parcel Media ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://nandnerd.info/blog/2007/06/16/sculpty-media-video-url-previewer/ blog.nandnerd.info/...]&lt;br /&gt;
*&#039;&#039;&#039;Forum Discussion:&#039;&#039;&#039; [http://forums.secondlife.com/showthread.php?t=191214 forums.SecondLife.com]&lt;br /&gt;
*&#039;&#039;&#039;Author:&#039;&#039;&#039; [[User:nand Nerd | nand Nerd]]&lt;br /&gt;
*&#039;&#039;&#039;In-World:&#039;&#039;&#039; [http://slurl.com/secondlife/Lasiocampa/133/209/57 Lasiocampa]&lt;br /&gt;
*&#039;&#039;&#039;Requirements:&#039;&#039;&#039; Web hosting&lt;br /&gt;
&lt;br /&gt;
Tutorial on using the Parcel Media as a Sculpt Texture Preview. Example available at location above (Lasiocampa 133,209,57).&lt;br /&gt;
&lt;br /&gt;
= Special purpose Sculpt Creation Tools =&lt;br /&gt;
&lt;br /&gt;
The tool slisted here aren&#039;t fully-fledged 3d modeling programs &amp;amp;mdash;  they are stand-alone tools for creating sculpt maps, usually in some limited way.  As with the previewers above, consider them works in progress.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if they do what you want, a lathe tool, for example, then they are much easier than buying, setting up, learning, and using a full 3D modeler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ROKURO Sculpted Prim Maker ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039;[[User:Yuzuru Jewell | Yuzuru Jewell]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; http://kanae.net/secondlife/&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Windows/Mac OS X/Linux using wine&lt;br /&gt;
&lt;br /&gt;
Rokuro translates from Japanese as &amp;quot;lathe&amp;quot; and that&#039;s basically what this is: a standalone version of the lathe tool found in many 3d modeling programs that saves directly to sculpt maps.  You draw a line in 2d by editing the various points and the program effectively spins that line around an axis to create the 3d object.  Cylinders and polygonal prisms are both possible.  Obviously limited to things you can create with this method so far, but easy for anyone to pick up and use and more features are still being added.  Created by  Yuzuru Jewell...arigato!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=184264 sl forum thread] (restricted access)&lt;br /&gt;
&lt;br /&gt;
=== TOKOROTEN(extruder)Sculpted Prim Maker ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039;[[User:Yuzuru Jewell | Yuzuru Jewell]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; http://kanae.net/secondlife/tokoroten.html&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Windows&lt;br /&gt;
&lt;br /&gt;
This Program makes Sculpted Prim texture .tga file of the pushed-out object.&lt;br /&gt;
TOKOROTEN is Japanese jelly extruded to thin strips.&lt;br /&gt;
An object will be pushed out if the form of the hole which you push out is made.&lt;br /&gt;
You can twist or round an object.   You draw a line in 2d by editing the various points and the program.  Obviously limited to things you can create with this method so far, but easy for anyone to pick up and use and more features are still being added.  Created by resident Yuzuru Jewell...arigato!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=184264 sl forum thread] (restricted access)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== sculpty.php ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039; [[User:nand Nerd | nand Nerd]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; http://www.nandnerd.info/sculpty.php&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Browser&lt;br /&gt;
&lt;br /&gt;
A web-based series of tools, still rather primitive but constantly updating. Currently implemented are revolve and z,r revolve which both take a series of values (radii and z-pos,radii values respectively) and rotate them around the z-axis. Recently implemented a constant cross-section which extrudes a series of x,y values through the z-axis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SculptyPaint v.07===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Cel Edman | Cel Edman]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.xs4all.nl/~elout/sculptpaint/ Download from website]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: [http://java.com/en/download/index.jsp Java Runtime Engine 1.6 or higher] installed on your system?! In case it wont work. &lt;br /&gt;
Last update: 26 june 2007. Realtime sculpt previewer.  Drawing tool: manipulate the width, height and shape of the Sculpt. Edit RGB Layers, Flower, Stone and Stair Tools/Generators. Downloads available for Windows, Mac-OSX and Linux.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Math Sculptor 1.0===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Burhop Piccard | Burhop Piccard]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: http://mark.burhop.net there is also a  [[MathSculptor|MathSculptor]] wiki page.&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: Windows XP or Vista. &lt;br /&gt;
Math Sculptor is free application for creating and viewing sculpted primitives. It provides dynamic viewing and modification of sculpties. What differentiates this application is that it is build upon an extendable &amp;quot;addin&amp;quot; architecture. This allows others to easily create new algorithms that generate completely new types of sculpties. See http://mark.burhop.net for more information and sample sculpted primitives.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SculptO&#039;Matic ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Anjin Meili | Anjin Meili]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [[SculptO&#039;Matic|SculptO&#039;Matic]]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: Secondlife client and a sandbox with at least 1100 primitives. &lt;br /&gt;
SculptO&#039;Matic is an in world tool that allows editing and creation of sculpties.  The system uses a molding method, allowing a mesh to be molded around other inworld objects.  Objects must not be phantom.  The mold may be modified using normal in world build tools.  Each mesh node is visualized as a sphere, and can be moved as desired.  Once finished, the mold is saved and a casting produced thru an automated web process.  The user gets a URL when completed for a TGA file containing the texture.  This can be further refined using off grid tools, or simply uploaded to Second Life as is.  For new modelers, its easier to start with a close approximation of an object, rather then manipulating a sphere to the object they wish.  For landscapers, the tool can produce organic, smooth, and unique rocks, logs, etc.  Search for the group SculptO&#039;Matic, or visit our sandbox and lab in Talakin. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sculpted Sim Terrain Mapper ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Anjin Meili | Anjin Meili]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [[TerrainMapper|TerrainMapper]]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: Secondlife client and a object create and script permissions on a parcel. &lt;br /&gt;
The Sculpted Sim Terrain Mapper creates a sculpted primitive map in 3D of any given Simulator.  The tool simply is rezzed onto a parcel in the sim, and allowed to run.  It will report back to the operator a URL to pickup a completed sculpted texture in TGA format.  The data collected may also be used to create higher detail maps of the simulator, by using more prims, up to an 8x8 grid of sculpted prims to represent a simulator.  Or just the default of one prim for the entire simulator.  While the packaged tool is fee based, due to the costs of operating the backend... There is an open source version written entirely in LSL that requires minimal server side support.  Contact Anjin Meili for a copy of the open source code.  This tool is an example of using data to create sculpted primitives, with very little interaction.  The source details using PPM as a description format within LSL for the sculpted texture map.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== InWorld Sculptor Tool Kit (Free) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:TheBlack Box | TheBlack Box]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.slexchange.com/modules.php?name=Marketplace&amp;amp;file=item&amp;amp;ItemID=266428 SL-Exchange]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: SL (works ok with 65 Prims) and Browser&lt;br /&gt;
&lt;br /&gt;
An in-world sculpting toolkit with off-world file-conversion as last step. It is free and open source but very basic. You start with modifying a &amp;quot;bone&amp;quot; to get the general shape you want. In the second step you created slices and use the bone to position and rotate them correctly. &lt;br /&gt;
It is a bit of a hassle to use due to a lot of copy &amp;amp; pasting.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== TheBlack Box - Sculpt Studio (Commercial) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:TheBlack Box | TheBlack Box]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.slexchange.com/modules.php?name=Marketplace&amp;amp;file=item&amp;amp;ItemID=278458 SL-Exchange]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: SL (70 Prims for Quick Creation, 1000+ Prims for Full Mesh) and Browser&lt;br /&gt;
&lt;br /&gt;
A fully in-world sculpting tool that results in an URL where the sculpt-texture is located. The Sculpt Studio allows to sculpt either by utilizing a simplified &amp;quot;Quick Creation&amp;quot; or by having &amp;quot;Full Mesh&amp;quot; control. It allows to start off extremely easy but yet has the option to even do algorithmic sculpting with LSL.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Sculpted Prims]]&lt;br /&gt;
&lt;br /&gt;
= File Converters =&lt;br /&gt;
&lt;br /&gt;
These utilities are made to translate 3d files directly into sculpt maps, with varying degrees of sucess.&lt;br /&gt;
&lt;br /&gt;
=== 3dm2sculpt ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039; [[User:Cindy Crabgrass | Cindy Crabgrass]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; [[3dm2sculpt|3dm2sculpt]]&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Windows&lt;br /&gt;
&lt;br /&gt;
A command-line utility that reads an [[#3D_File_Formats | OpenNURBS]] .3dm file and generates a .tga sculpt map from it. Still in need of a lot of testing but potentially very useful for any program that supports this format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== obj2sculpt ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039; [[User:Cindy Crabgrass | Cindy Crabgrass]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; http://forums.secondlife.com/showpost.php?p=1505114&amp;amp;postcount=14&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Windows&lt;br /&gt;
&lt;br /&gt;
A command-line utility that reads a Wavefront Style .obj file and generates a .tga sculpt texture from it.  Still in need of a lot of testing but potentially very useful for any program that supports this format.&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_Resident-made_Tools&amp;diff=24874</id>
		<title>Sculpted Prims: Resident-made Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_Resident-made_Tools&amp;diff=24874"/>
		<updated>2007-07-05T03:54:27Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: New page: = Preview Tools =   == Offline Preview Tools ==  Basic tools that can be used to preview what a sculpt texture will look like when uploaded into Second Life and rendered as a prim.  All of...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Preview Tools = &lt;br /&gt;
&lt;br /&gt;
== Offline Preview Tools ==&lt;br /&gt;
&lt;br /&gt;
Basic tools that can be used to preview what a sculpt texture will look like when uploaded into Second Life and rendered as a prim.  All of these are made by other Residents and should generally be considered beta or works in progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== XNA Sculptpreview ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Eddy Stryker | Eddy Stryker]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [[User:Eddy_Stryker/XNA_Sculptpreview | XNA Sculptpreview]]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: Windows XP SP2 or Windows Vista, along with the Microsoft XNA framework (see above link for details)&lt;br /&gt;
*&#039;&#039;&#039;Derivatives&#039;&#039;&#039;: [http://mailerdaemon.home.comcast.net/SculptedPreview.zip XNA SculptPreview] - Modified version to include LOD and a more sensible camera configuration (and a bunch of other changes under the hood).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== A Hacky Sculpt Previewer ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Yumi Murakami | Yumi Murakami]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.bijodesign.com/sculpt/SculptPreview.html Web Start Launcher], [http://www.bijodesign.com/sculpt/SculptPreview.jar Executable JAR file], [[Hacky Sculpt Previewer | Source Code]] (Java SDK required to run from the source).&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: [http://java.com/en/download/index.jsp Java Runtime Engine 1.6 or higher], [http://java.sun.com/products/java-media/3D/download.html Java 3d API] and any OS that will run them (Win, Mac and Linux are well covered).  If installing or upgrading the JRE, be sure to do it before installing Java3d.  The Web Start link above should be able to automatically install any needed components.  Note that it will attempt to automatically redirect your browser to a download page, so if nothing happens when you click on it, please check your security settings will allow this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cel_Sculptpreview ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Cel Edman | Cel Edman]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.xs4all.nl/~elout/sculptie/ Download from website]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: [http://java.com/en/download/index.jsp Java Runtime Engine 1.6 or higher] installed on your system. This is a simple Sculpt previewer created in [http://processing.org/ Processing]. Downloads available for Windows, Mac OS X and Linux. Currenly not further developed, since Cel continues on developing Sculptypaint (Resident-made Sculpt Creation Tools) at the moment, that got this realtime previewer as well.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== In-world Preview Tools ==&lt;br /&gt;
&lt;br /&gt;
Tools that can be used to view in Second Life what a sculpt will look like before the texture is uploaded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Texture Wizard (Commercial) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sl.infomyth.com/texturepreview/texturepreview.htm Infomyth.com]&lt;br /&gt;
*&#039;&#039;&#039;In-World:&#039;&#039;&#039; [http://slurl.com/secondlife/Horowitz/217/105/23/ Horowitz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; L$399 (about $1.80 U.S.)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP&lt;br /&gt;
&lt;br /&gt;
Works using the media texture on your land (you must own or rent land to use it) using QuickTime, the way an in-game TV does. Saving a .bmp, .jpg or .psd file will automatically update the image in-game. You can see your changes live on a prim. Avoids uploads until you are done (you must still upload for a permanent version). Also works just as a regular texture previewer.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sculpt Preview using Parcel Media ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://nandnerd.info/blog/2007/06/16/sculpty-media-video-url-previewer/ blog.nandnerd.info/...]&lt;br /&gt;
*&#039;&#039;&#039;Forum Discussion:&#039;&#039;&#039; [http://forums.secondlife.com/showthread.php?t=191214 forums.SecondLife.com]&lt;br /&gt;
*&#039;&#039;&#039;Author:&#039;&#039;&#039; [[User:nand Nerd | nand Nerd]]&lt;br /&gt;
*&#039;&#039;&#039;In-World:&#039;&#039;&#039; [http://slurl.com/secondlife/Lasiocampa/133/209/57 Lasiocampa]&lt;br /&gt;
*&#039;&#039;&#039;Requirements:&#039;&#039;&#039; Web hosting&lt;br /&gt;
&lt;br /&gt;
Tutorial on using the Parcel Media as a Sculpt Texture Preview. Example available at location above (Lasiocampa 133,209,57).&lt;br /&gt;
&lt;br /&gt;
= Special purpose Sculpt Creation Tools =&lt;br /&gt;
&lt;br /&gt;
The tool slisted here aren&#039;t fully-fledged 3d modeling programs &amp;amp;mdash;  they are stand-alone tools for creating sculpt maps, usually in some limited way.  As with the previewers above, consider them works in progress.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if they do what you want, a lathe tool, for example, then they are much easier than buying, setting up, learning, and using a full 3D modeler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ROKURO Sculpted Prim Maker ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039;[[User:Yuzuru Jewell | Yuzuru Jewell]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; http://kanae.net/secondlife/&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Windows/Mac OS X/Linux using wine&lt;br /&gt;
&lt;br /&gt;
Rokuro translates from Japanese as &amp;quot;lathe&amp;quot; and that&#039;s basically what this is: a standalone version of the lathe tool found in many 3d modeling programs that saves directly to sculpt maps.  You draw a line in 2d by editing the various points and the program effectively spins that line around an axis to create the 3d object.  Cylinders and polygonal prisms are both possible.  Obviously limited to things you can create with this method so far, but easy for anyone to pick up and use and more features are still being added.  Created by  Yuzuru Jewell...arigato!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=184264 sl forum thread] (restricted access)&lt;br /&gt;
&lt;br /&gt;
=== TOKOROTEN(extruder)Sculpted Prim Maker ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039;[[User:Yuzuru Jewell | Yuzuru Jewell]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; http://kanae.net/secondlife/tokoroten.html&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Windows&lt;br /&gt;
&lt;br /&gt;
This Program makes Sculpted Prim texture .tga file of the pushed-out object.&lt;br /&gt;
TOKOROTEN is Japanese jelly extruded to thin strips.&lt;br /&gt;
An object will be pushed out if the form of the hole which you push out is made.&lt;br /&gt;
You can twist or round an object.   You draw a line in 2d by editing the various points and the program.  Obviously limited to things you can create with this method so far, but easy for anyone to pick up and use and more features are still being added.  Created by resident Yuzuru Jewell...arigato!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=184264 sl forum thread] (restricted access)&lt;br /&gt;
&lt;br /&gt;
=== 3dm2sculpt ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039; [[User:Cindy Crabgrass | Cindy Crabgrass]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; [[3dm2sculpt|3dm2sculpt]]&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Windows&lt;br /&gt;
&lt;br /&gt;
A command-line utility that reads an [[#3D_File_Formats | OpenNURBS]] .3dm file and generates a .tga sculpt map from it. Still in need of a lot of testing but potentially very useful for any program that supports this format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== obj2sculpt ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039; [[User:Cindy Crabgrass | Cindy Crabgrass]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; http://forums.secondlife.com/showpost.php?p=1505114&amp;amp;postcount=14&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Windows&lt;br /&gt;
&lt;br /&gt;
A command-line utility that reads a Wavefront Style .obj file and generates a .tga sculpt texture from it.  Still in need of a lot of testing but potentially very useful for any program that supports this format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== sculpty.php ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039; [[User:nand Nerd | nand Nerd]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; http://www.nandnerd.info/sculpty.php&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Browser&lt;br /&gt;
&lt;br /&gt;
A web-based series of tools, still rather primitive but constantly updating. Currently implemented are revolve and z,r revolve which both take a series of values (radii and z-pos,radii values respectively) and rotate them around the z-axis. Recently implemented a constant cross-section which extrudes a series of x,y values through the z-axis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SculptyPaint v.07===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Cel Edman | Cel Edman]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.xs4all.nl/~elout/sculptpaint/ Download from website]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: [http://java.com/en/download/index.jsp Java Runtime Engine 1.6 or higher] installed on your system?! In case it wont work. &lt;br /&gt;
Last update: 26 june 2007. Realtime sculpt previewer.  Drawing tool: manipulate the width, height and shape of the Sculpt. Edit RGB Layers, Flower, Stone and Stair Tools/Generators. Downloads available for Windows, Mac-OSX and Linux.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Math Sculptor 1.0===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Burhop Piccard | Burhop Piccard]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: http://mark.burhop.net there is also a  [[MathSculptor|MathSculptor]] wiki page.&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: Windows XP or Vista. &lt;br /&gt;
Math Sculptor is free application for creating and viewing sculpted primitives. It provides dynamic viewing and modification of sculpties. What differentiates this application is that it is build upon an extendable &amp;quot;addin&amp;quot; architecture. This allows others to easily create new algorithms that generate completely new types of sculpties. See http://mark.burhop.net for more information and sample sculpted primitives.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SculptO&#039;Matic ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Anjin Meili | Anjin Meili]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [[SculptO&#039;Matic|SculptO&#039;Matic]]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: Secondlife client and a sandbox with at least 1100 primitives. &lt;br /&gt;
SculptO&#039;Matic is an in world tool that allows editing and creation of sculpties.  The system uses a molding method, allowing a mesh to be molded around other inworld objects.  Objects must not be phantom.  The mold may be modified using normal in world build tools.  Each mesh node is visualized as a sphere, and can be moved as desired.  Once finished, the mold is saved and a casting produced thru an automated web process.  The user gets a URL when completed for a TGA file containing the texture.  This can be further refined using off grid tools, or simply uploaded to Second Life as is.  For new modelers, its easier to start with a close approximation of an object, rather then manipulating a sphere to the object they wish.  For landscapers, the tool can produce organic, smooth, and unique rocks, logs, etc.  Search for the group SculptO&#039;Matic, or visit our sandbox and lab in Talakin. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sculpted Sim Terrain Mapper ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Anjin Meili | Anjin Meili]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [[TerrainMapper|TerrainMapper]]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: Secondlife client and a object create and script permissions on a parcel. &lt;br /&gt;
The Sculpted Sim Terrain Mapper creates a sculpted primitive map in 3D of any given Simulator.  The tool simply is rezzed onto a parcel in the sim, and allowed to run.  It will report back to the operator a URL to pickup a completed sculpted texture in TGA format.  The data collected may also be used to create higher detail maps of the simulator, by using more prims, up to an 8x8 grid of sculpted prims to represent a simulator.  Or just the default of one prim for the entire simulator.  While the packaged tool is fee based, due to the costs of operating the backend... There is an open source version written entirely in LSL that requires minimal server side support.  Contact Anjin Meili for a copy of the open source code.  This tool is an example of using data to create sculpted primitives, with very little interaction.  The source details using PPM as a description format within LSL for the sculpted texture map.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== InWorld Sculptor Tool Kit (Free) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:TheBlack Box | TheBlack Box]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.slexchange.com/modules.php?name=Marketplace&amp;amp;file=item&amp;amp;ItemID=266428 SL-Exchange]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: SL (works ok with 65 Prims) and Browser&lt;br /&gt;
&lt;br /&gt;
An in-world sculpting toolkit with off-world file-conversion as last step. It is free and open source but very basic. You start with modifying a &amp;quot;bone&amp;quot; to get the general shape you want. In the second step you created slices and use the bone to position and rotate them correctly. &lt;br /&gt;
It is a bit of a hassle to use due to a lot of copy &amp;amp; pasting.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== TheBlack Box - Sculpt Studio (Commercial) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:TheBlack Box | TheBlack Box]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.slexchange.com/modules.php?name=Marketplace&amp;amp;file=item&amp;amp;ItemID=278458 SL-Exchange]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: SL (70 Prims for Quick Creation, 1000+ Prims for Full Mesh) and Browser&lt;br /&gt;
&lt;br /&gt;
A fully in-world sculpting tool that results in an URL where the sculpt-texture is located. The Sculpt Studio allows to sculpt either by utilizing a simplified &amp;quot;Quick Creation&amp;quot; or by having &amp;quot;Full Mesh&amp;quot; control. It allows to start off extremely easy but yet has the option to even do algorithmic sculpting with LSL.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=24873</id>
		<title>Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_3d_Software_Guide&amp;diff=24873"/>
		<updated>2007-07-05T03:53:45Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: Moving the resident tools to a new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Want to help out with this page?  Check out the [[Talk:Sculpted_Prims:_3d_Software_Guide#ToDo | To-do list]].)&#039;&#039;&lt;br /&gt;
= About 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
A list of 3D modeling software for use with Sculpt Maps for [[Sculpted Prims]], along with a short explanation of popular 3D file formats and off line previewers. Each entry lists the software package&#039;s web site, operating system support, cost and trial versions if applicable, and the license.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What Features are important for making Sculpted Prims?&lt;br /&gt;
&lt;br /&gt;
Each software entry includes a rundown of features that are particularly useful for creating Sculpt Maps. Although support for these features isn&#039;t necessary in order to create Sculpt Maps, it can make the process a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;User Scripting:&#039;&#039;&#039; A script interface is one of the easiest and fastest ways to add functionality to a program or to automate tasks the program is already capable of. Plugins and SDKs can do the same thing but may not be available.&lt;br /&gt;
*&#039;&#039;&#039;Built-in texture baking/generation:&#039;&#039;&#039; This term describes the ability to create/&amp;quot;render&amp;quot; textures and export them to image files. If this functionality is built into the software, it is available to user-generated scripts. For example, it allows manual export of Sculpt Maps with [[#Blender|Blender]] and [[#Lightwave_.28Newtek.29|Lightwave]].  It can also make it easier to create regular textures for your model; you can apply colors, patterns or just a template guide to your model and bake it out for upload or further detailing in a paint program.&lt;br /&gt;
*&#039;&#039;&#039;Modeling Methoods:&#039;&#039;&#039; Over the years a variety of different 3d modeling techniques have emerged, each having various strengths and weeknesses.  They include:&lt;br /&gt;
** Polygon modeling: The most mature methood and the choice output for most games and realtime rendering in which you directly manipulate the faces, edges and verticies in an object.&lt;br /&gt;
** NURBS: NURBS modeling uses series of cruved splines to define the shape of an object and are excelent for many organic shapes.  The methoodology behind sculpted prims are very largely based on them.&lt;br /&gt;
** Subdivision Surface: Sub-D modeling shares some of the advantages of both NURBS and polygons: the shape is manipulated using sets of controll points that allow for both smooth organic surfaces and precice details.&lt;br /&gt;
** Brush Sculpting:  With this methood, you use your mouse or pen tablet and a series of adjustable brushes (not too unlike Photoshop brushes) to litteraly sculpt on the 3d surface like clay.  Many programs such as Blender and 3ds Max offer this function in a limited sense to help with precision detailing but not to the extent of programs built with this methood as their focus, such as zBrush.&lt;br /&gt;
&lt;br /&gt;
Which you use will untimately come down to personal preference and what your exporter will handle best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Do I need a really powerful computer to run this stuff?&lt;br /&gt;
&lt;br /&gt;
For most Second Life users, this shouldn&#039;t be a major issue.  If your computer is capable of running the Second Life client, you should have no trouble running most of these programs.  Some programs will run fine on something as old as a Pentium III.  A few professional programs (like Maya) say they&#039;ll only support high-end workstation graphics cards but it will still run ok on a regular setup.  Check the system requirements on the software vendor&#039;s webpage for specific details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What program(s) are the best for making sculpties?&lt;br /&gt;
&lt;br /&gt;
There&#039;s no easy answer to that question.  It will depend on a number of factors:&lt;br /&gt;
* &#039;&#039;&#039;How much money are you willing to spend?&#039;&#039;&#039; The cost of 3d software ranges from &amp;quot;free&amp;quot; to thousands of dollars.  Programs like Maya and 3ds Max are powerful but if you&#039;re not allready seriously into 3d modeling, they&#039;re probably overkill.  Lightwave, zBrush and programs in their price range are powerful profesional tools while still being within reach of a reasonably well-to-do person who&#039;s dedicated to their SL design work, but these are probably still overkill as most of the features you pay for gone beyond the general tools to create sculpt maps for Second Life.  Programs like Amorphium, trueSpace and Milkshape are aimed at professionals and casual hobbyists but not all of them are going to have the full 3D studio capabilities of some more expensive programs.  Free programs run the gammut between the pro and hobby levels and you&#039;ll have to consider other factors when choosing between them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much time are you willing to invest?&#039;&#039;&#039;  If you want to just make a few sculpted objects, a simple standalone utility like Rokuro might suit you best.  If you&#039;re a serious content creator though, you&#039;ll want to put the time and effort into learning a more complex program.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How much prior experience do you have?&#039;&#039;&#039; If you&#039;ve been working with 3d software for a while already, you probably already know what you like or will have an easier time picking up a new and/or more complicated program.  If you&#039;re a brand newbie to modeling, it&#039;s probably a mistake to jump right into a program like Blender or Maya with their steep learning curves.  The availability of general modeling tutorials and other resources (not just SL-related ones) will probably affect your choice as well. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I&#039;m a newbie to all this.  What should I start with?&lt;br /&gt;
Probably not with anying expensive...&#039;&#039;unless&#039;&#039; you&#039;re a university student at a school with a good computer art program where you can take advantage of their resources.  If you&#039;re very serious about learning the tools the pros use you might also seek out such a program, either online or in a classroom.&lt;br /&gt;
&lt;br /&gt;
If you just want to dive in to making sculpties then there are a coupple front runners for your attention.  (Please note that these are opinions and may not reflect everyone&#039;s.)  If you have to go the free route, Wings 3d is probably your best bet: the exporter has some hard limitations and the interface isn&#039;t necesicarly friendly but it&#039;s loads easier than the other main free option, Blender.  Once you get the hang of it you can make sculpties fairly quickly.&lt;br /&gt;
&lt;br /&gt;
If you want free and simple, try out the Rokuro and Tokoroten sculpt making tools.  You&#039;ll be limited in the shapes you can produce but they require no 3d experience and you can turn out some good sculpties in a little as ten minutes.  The Wings plugin can also import these sculpt maps where you can tweak them further.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re willing to spend some money (under $100), AC3D is a good place to start.  The interface is nicer than that of Wings and Zora Spoonhamer&#039;s exporter allows you to take good advantage program features that the Wings exporter doesn&#039;t; full subdivsion capabilities, cutting and extrusion of faces, etc.&lt;br /&gt;
&lt;br /&gt;
That said, the best way to decide what program you should use is to start downloading their demos and trying them to find what you like.&lt;br /&gt;
&lt;br /&gt;
= Special Purpose Sculpted Prim Tools = &lt;br /&gt;
The resident-made sculpt tools such as Rokuro, SculptO Magic and the preview tools now have their own page: [[Sculpted Prims: Resident-made Tools]].&lt;br /&gt;
&lt;br /&gt;
= Free 3D Modeling Software =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.blender.org blender.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems&#039;&#039;&#039;: Cross-platform (Windows, Mac, Linux, Irix, Solaris, FreeBSD and others)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Python&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.  Documented [http://amandalevitsky.googlepages.com/sculptedprims here], and [http://www.bentha.net/sculpted2/Blender-to-sculpted.html here]&lt;br /&gt;
&lt;br /&gt;
Formerly a company&#039;s in-house tool, Blender is the current king of the open source modeling programs.  With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people.  Downsides: Blender&#039;s interface is not newbie-friendly.  That combined with spotty documentation can make for a slow learning curve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/tutorials-help/ Blender.org Documentation and Tutorials]&lt;br /&gt;
* [http://amandalevitsky.googlepages.com/sculptedprims How to Make Sculpted Prims with Blender]&lt;br /&gt;
* [http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html A template file to start with and export easy]&lt;br /&gt;
* [http://blendernewbies.blogspot.com/2007/04/video-oven-baked-pretzels-in-blender-3d.html Oven Baked Pretzels @ BlenderNewbies.com] - A video tutorial that covers the basics of Blender&#039;s new sculpt mode, useful if you&#039;re creating sculpties using the above manual method.&lt;br /&gt;
* [http://www.bentha.net/sculpted2/Blender-to-sculpted.html An almost complete method] to export almost anything from blender&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=110607 Offline Prim Builder] for standard prims (restricted access)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* [http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html] - great tutorial on using blender for sculpts.&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.wings3d.com Wings 3D]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039;[http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS X, Linux (binaries), other Unixes (source only)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Plugin interface using a language called  Erlang&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Not sure&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes.   &lt;br /&gt;
&lt;br /&gt;
Wings3D is a [http://en.wikipedia.org/wiki/Subdivision_surface subdivision modeler] that is easy to learn and is well suited to making sculpted prims.  The sculpt import and export for Wings is easy to use.  Detailed documentation is sparse, but there are several Second Life tutorials in this Wiki and on the Web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [[Wings 3D|Second Life Wings 3D guide]].&lt;br /&gt;
* Get the [[Omei Turnbull]] [http://forums.secondlife.com/showthread.php?t=183764  import/export plugin here.]&lt;br /&gt;
* Get the  [[user:Strife Onizuka|Strife Onizuka]]  [http://forums.secondlife.com/attachment.php?attachmentid=25721 import/export plugin here]. &lt;br /&gt;
*Get the [http://sourceforge.net/project/downloading.php?groupname=wings&amp;amp;filename=wings3d_manual1.6.1.pdf&amp;amp;use_mirror=internap Wings 3D User Manual] here. (Sourceforge, pdf)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Art of Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.artofillusion.org artofillusion.org]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.gnu.org/licenses/gpl.html GPL]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Any OS that will run Java (requires Java Runtime Environment 1.4 or later)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Java via [http://www.beanshell.org/ Beanshell]&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; ???&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
A number of Residents have recommended this program; If you&#039;re familiar with it, please give the rest of us a summary!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.artofillusion.org/documentation AoI Documentation]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Warning:&#039;&#039;&#039; I have a reported &#039;&#039;&#039;Malware/Virus&#039;&#039;&#039; that came from Art Of Illusion. It infected a few of my files!  &#039;&#039;-Caboose Enfield&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Moment of Inspiration ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://moi3d.com/ Moment of Inspiration]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; Open beta testing/freeware&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, try [[3dm2sculpt]]&lt;br /&gt;
&lt;br /&gt;
This program has some cool things going for it.  It&#039;s the work of a former [[#Rhino_3D | Rhino]] developer and has an interface that pretty much lets you draw shapes with the mouse or a pen tablet.  Documentation on the website is sparse however and being in beta means there will be kinks.&lt;br /&gt;
&lt;br /&gt;
It should be noted that MoI will become a commercial product when it leaves beta testing (expected later this summer), but it will still be comparatively inexpensive; the estimated cost is between US$200-$100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://moi3d.com/forum/ Moment of Inspiration Forums]&lt;br /&gt;
* [http://mefeedia.com/tags/momentofinspiration/ Video Tutorials]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ayam ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://ayam.sourceforge.net/ Ayam]&lt;br /&gt;
*&#039;&#039;&#039;License:&#039;&#039;&#039; [http://www.opensource.org/licenses/bsd-license.html BSD license]&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Unix/Linux (native), Windows 98, 2000 and XP, Mac OS X (with X11)&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, tcl&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; NURBS, Polygon (Import/Export Only)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://ayam.sourceforge.net/docs.html Ayam Documentation page]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Commercial 3D Suites =&lt;br /&gt;
&lt;br /&gt;
It has to be said: most professional 3D software is (incredibly) expensive, anywhere from hundreds to thousands of dollars for a single copy. They&#039;re marketed at big professional studios with thousands or millions of dollars to budget for this stuff. There are ways to [[3D software cost savings|reduce this expense]] so that it&#039;s witin the reach of an average person: some legal, some not.&lt;br /&gt;
&lt;br /&gt;
== Under $200 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Amorphium (Electric Image)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.eitechnologygroup.com/products/amorphium Electric Image Amorphium]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$79 (&amp;quot;Standard&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB) - trial is Mac OS X 10.0 - 10.3 only&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Brush Sculpting, NURBS, Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes (paint on, further controllable with sensitive pen-tablet)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No (export to a format Blender knows, or to OBJ, and use a converter, can start with the 64x63 sphere made by Wings3D)&lt;br /&gt;
&lt;br /&gt;
Sculpting is what Amorphium is all about. If you have a pen tablet (even a tablet PC), the pressure sensitivity will control the pressure applied to the current brush to morph the sculpture. It gives a very natural feel to being able to sculpt 3d models easily and intuitively. Amorphium has won 14 awards including &amp;quot;Best Graphics Software&amp;quot; from magazines like Computer Graphics World, PC World, and Macworld for its breakthrough real-time approach to creating 3D graphics.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=186218 Sculpted Prim Modeler: Amorphium] on sl forums (restricted access)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AC3D (invis) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.inivis.com/ www.invis.com - AC3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$75&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OSX 10.4 or later, Linux (x86 only)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes - 14 day trial&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Plugin Interface available, plus TCL-based scripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No (But can be accomplished via 3rd party plug-ins or POV-Ray)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes: [http://www.inivis.com/secondlife.html Export plug-in for Windows, Mac and Linux]&lt;br /&gt;
&lt;br /&gt;
AC3D is an inexpensive polygon modeler with SubD support designed to be easy for novice users. The sculpt map plug-in will export any model that has a perfect uv space. Several pre-mapped starter shapes are included with the plug-in, including a cube that can be used as basis for complex objects by artists familiar with the popular box modeling method using sub-division surfaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resources &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.youtube.com/watch?v=Y8RC5aJuWks 5-minute video tutorial on creating a pear]&lt;br /&gt;
&lt;br /&gt;
== $200 - $999 ==&lt;br /&gt;
=== Zbrush (Pixologic) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.pixologic.com/zbrush/products/products.php Pixologic :: Zbrush]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$489&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 98/2000/ZP, Mac OS X&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Zscripting&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Brush Sculpting, &amp;quot;ZSphere&amp;quot; modeling, Polygon (Import/Export)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No, future support is planned by Linden Lab&lt;br /&gt;
&lt;br /&gt;
Zbrush pretty new and a bit unique.  It&#039;s a 3d painting and sculpting tool; instead of manipulating polys or curves, you select a brush and literally &#039;&#039;paint&#039;&#039; and chisel and mold...the best way to grasp it is to download the demo and play with it.  It&#039;s pretty sweet: a ton of studios such as [http://www.epicgames.com/ Epic Games] use it to create the details for their normal maps and some SL designers are already using it for the 3d painting capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.pixologic.com/zbrush/education/documentation/guides.php Zbrush Documentation]&lt;br /&gt;
* [http://www.zbrushcentral.com/zbc/index.php ZbrushCentral - Official Forums and Online Community]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lightwave (Newtek)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.newtek.com/lightwave/ Lightwave]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$795&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP, Mac OS X 10.3.9 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day time limit&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, LScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS with LWCAD 2.1 add-on (costs extra)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, manual method instructions here: [[User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering]]&lt;br /&gt;
&lt;br /&gt;
Some high-profile Second Life designers have been using Lightwave for quite a while to burn realistic highlights and shadows onto their skins and clothing textures.  Therefore it&#039;s not a big surprise that after Blender, this was the second program that community members figured out a sculpt export method for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
*[http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWTutSet.html Lightwave Tutorials] by Robin Wood, a.k.a. SL&#039;s Robin Sojourner&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rhinoceros (McNeel) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.rhino3d.com Rhino 3D]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$995&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP/Vista (Vista not recommended due to OpenGL issues)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, save count limited&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, VBScript&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; NURBS, Polygon (limited)&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; please try [[3dm2sculpt]] (not tested with Rhino yet)&lt;br /&gt;
&lt;br /&gt;
Rhino is built from the ground up for NURBS modeling; thus if you intend to use NURBS, this isn&#039;t such a bad option.  From this author&#039;s brief trial with it, it handles certain operations (like joining 2 or more objects) somewhat more intelligently than 3ds Max.  A couple UI tricks make it easier to learn than the sea of buttons you&#039;re initially presented with: a help window to one side explains each operation as you select it and the command line at the top effectively lets you search for a function by typing in its name, without having to know where the button or menu option is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== trueSpace (Caligari) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.caligari.com Caligari]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$595 for latest version (7), but legacy versions are sold for lower prices ($199 for TrueSpace 5)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, prior version of the program &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
trueSpace and its companion products appear to be aimed more at the independent developer and hobby market, resulting in a fully featured program at a much more affordable price.  Of interest to Second Life users: trueSpace 7 and up offers a collaborative work environment; the benefit of working together like in SL but without the guy shooting off guns at you in the sandbox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forms.caligari.com/forms/ts3all_free.html trueSpace3.2 Full Version (very old) for Free]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI (Avid) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.softimage.com/products/xsi/ Softimage XSI]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$495 (&amp;quot;Foundation&amp;quot;) - US$6995 (&amp;quot;Advanced&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2/64 bit&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30 day trial with full features, free &amp;quot;Mod Tool&amp;quot; supported by [http://www.valvesoftware.com/ Valve] with limited features (watermarks images).&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Python, COLLADA and C#&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
Billing itself as &amp;quot;the most advanced 3D animation and character creation software for next generation games &amp;amp; film&amp;quot;, it does that, modeling, baking, film compositing, &#039;&#039;and&#039;&#039; it makes toast!  All kidding aside, they seem to be going after the largest slice of the market they can and their client list includes everything from [http://en.wikipedia.org/wiki/Half-Life_2 Half-Life] to [http://en.wikipedia.org/wiki/Howl&#039;s_Moving_Castle_(film) Howl&#039;s Moving Castle].  Pluses?  It&#039;s one of the few commercial programs that uses non-proprietary languages for their scripting...yes, I said languages, because apparently you have a choice between several.  However it&#039;s unlikely that it has a significant user base within the SL community at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modo 203 (Luxology)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.luxology.com/ Luxology Home]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$895 professional, $149 Educational, $99 &amp;quot;Good Student&amp;quot; price.  Download a trial version then wait 1-2 weeks and you&#039;ll receive a voucher dropping professional price to US$695.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, Subdivsion, Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, via texture baking&lt;br /&gt;
&lt;br /&gt;
Luxology Modo is a premier modeling and UV system built to maximize the workflow of professional modelers.   It has both a rich modeling and painting toolset, ideal for creating models for Second Life.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lovecraft Forest Testbed [http://www.rabbitroo.com/SL/SLtest4.lxo SLtest4.lxo]&lt;br /&gt;
* Lovecraft Forest Usage Instructions: [http://www.lovecraftforest.com/blog/2007/05/17/sculpted-prims-in-modo-part-ii/ Blog Post]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mudbox (Skymatter) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.mudbox3d.com/ Mudbox]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$299 (&amp;quot;Basic&amp;quot;) - US$649 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Atm untested on x64 or Vista&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 15 days trial fully functional.&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Brush Sculpting, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
With ZBrush one of the most powerful organic modelers out there, really easy to use and artist friendly. Its modeling is based on brushes like ZBrush but aims more to 3D like Maya or 3D Studio Max. It contains a high quality texture renderer for baking normal maps and is used be many 3D professionals and studios like WETA Digital and some artists at Raven Software and id Software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Carrara (Daz) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/ Daz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$249 (&amp;quot;Standard&amp;quot;) - US$549 (&amp;quot;Professional&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac (UB)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes (plugin development, no scripting)&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No (Yes with third party plug from [http://www.inagoni.com/content.php?content.3/ Inagoni]&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes - via texture baking with third party plugins - tutorial [[User:Hypatia_Callisto/Carrara_Sculpt_Baking]]&lt;br /&gt;
&lt;br /&gt;
Like Hexagon, Carrara was an Eovia product that is now owned by Daz.  Carrara is full-featured 3D application, supporting polygon modeling, spline modeling, &amp;quot;metaballs&amp;quot;, and terrain modeling (it is sometimes compared to Vue).  This app seems fly under the radar consistently, but Daz does seem to be serious about maintaining it as they have recently released a Mac Universal Binary version, free to registered users.  Carrara also provides animation and particles.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cinema 4D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.maxon.net Maxon]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; CINEMA 4D R10 Win PC £586.33, additional modules available.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/Vista, Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, Demo &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, COFFEE&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Under development - send me an IM inworld (Peter Stindberg)&lt;br /&gt;
&lt;br /&gt;
One of the more affordable 3D applications, excellent learning curve. Uses COFFEE script for plugins. Please, please someone write a sculptie script for it, please? ;;-)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== $1000 and Up ==&lt;br /&gt;
&lt;br /&gt;
=== Maya (Autodesk/Wavefront) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/maya Autodesk Maya]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3000 (&amp;quot;Complete&amp;quot;) - US$7000 (&amp;quot;Unlimited&amp;quot;).  (&amp;quot;Complete&amp;quot; version sufficient for creating sculpted prims.) Educational license: US$300&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP SP2, Mac OS X 10.4, Linux (SUSE, RedHat and Fedora supported)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; &amp;quot;Personal Learning Edition&amp;quot;, no time limit but not usable for creating sculpted prims (sculpt textures ruined by watermark) &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, MEL Script&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon, NURBS, Subdivision&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Yes, script by Qarl Linden available on their wiki [[LlSculpt mel|here]], instructions [[Sculpted_Prims:_FAQ#MayaExporter|here]].&lt;br /&gt;
** Qarl has released a new export script that can handle assemblies of prims and can also bake the surface textures for you.  [[Advanced_Sculptie_Exporter_From_Maya | Avalible Here]]&lt;br /&gt;
&lt;br /&gt;
Why was Maya the first to receive sculpted prim support from Linden Lab? Because it was what [http://www.qarl.com/ Qarl Linden], the main developer on the project, learned to use while creating kick-ass movie SFX like [http://www.qarl.com/menu/resume/matrix-demo.mov these] and the tech for sculpted prims was adapted from tricks he learned in the process. Maya has been a growing force in the movie industry for some years and a strong presence in the video game industry as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://webpages.charter.net/talilal/Balloon%20Tutorial/ Maya Sculpt Tutorial] by Talila Liu&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3d Studio Max (Autodesk) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.autodesk.com/3dsmax Autodesk 3ds Max]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$3495.  Educational License: ~US$200. Subscription: ~US$500/year.&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Windows Vista (with version 9.1)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; Yes, 30-day demo, full features&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, MAX Script/plugins&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygons, NURBS, Subdivsion, Basic Brush Sculpting&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; Yes (some functions only in version 8 and higher)&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; 3 methods in development:&lt;br /&gt;
** [http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html Method 1] by Gearsawe Stonecutter, uses a premade template file.&lt;br /&gt;
** [http://forums.secondlife.com/showthread.php?t=182461 Method 2] by Abu Nasu, uses a shader.  [http://forums.secondlife.com/showpost.php?p=1505984&amp;amp;postcount=46 Download the Materials file here].  [http://tech-slop.serveit.org/wiki/index.php?title=Sculptie_Egg Read the tutorial here].&lt;br /&gt;
*** A varient of Abu&#039;s methood by Chip Midnight uses a projection modifier and can handle arbitrary shapes but requires Max version 8 or higher. [http://home.comcast.net/~pixelforgeltd/Tutorial.htm The tutorial is here.]&lt;br /&gt;
** Method 3 ([http://forums.secondlife.com/showthread.php?t=185426 thread]) ([http://wiki.secondlife.com/wiki/SculptGenMax wiki]) by Shack Dougall, is a vertex-based method using MAXScript and preset geometry as a starting point. Tested on 3dsMax 9.  &lt;br /&gt;
&lt;br /&gt;
Formerly Maya&#039;s main competitor, especially in the game industry. Then Autodesk (the makers of Max) bought out Alias (the makers of Maya) a couple years ago.  So far the company is developing both products separately, marketing Maya at the movie industry and Max at the game developers, but they have long had comparable feature sets, and in the future it&#039;s likely that there will be tighter integration between the two.  A choice between Maya and Max generally comes down to user preference and (particularly in our case) plugin support.  Some users have said that Max is easier for a newbie to learn than Maya and certain basic controls share similarities with SL&#039;s build tools (such as shift-drag to copy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other 3d Programs =&lt;br /&gt;
&lt;br /&gt;
These programs may be free or cheap, but they won&#039;t have nearly as expansive feature sets as those above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MilkShape 3D ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.milkshape3d.com/ www.milkshape3d.com]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; US$25 / €25&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; 30-day unrestricted trial, save disabled thereafter until registered&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?&#039;&#039;&#039; Plug-in SDK available (Does that count?)&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygons&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Import/Export plugin under development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* See the &#039;&#039;&#039;Tutorials&#039;&#039;&#039; and &#039;&#039;&#039;Links&#039;&#039;&#039; sections on the [http://www.milkshape3d.com/ MilkShape website]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== POV-Ray ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; http://povray.org&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; FREE&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows/Linux/Mac&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; Yes&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; Yes.  Instructions are here: http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html&lt;br /&gt;
&lt;br /&gt;
POV-Ray is a renderer - you have to do all your modeling in another application, or by describing in plain text the mathematical shapes which make up the model.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hexagon 2 (DAZ Productions) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon product page]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Full version: $149, &amp;quot;Crossgrade&amp;quot; from other DAZ software: $79, Upgrade: $49&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows 2000/XP, Mac OS X 10.2 or higher&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?&#039;&#039;&#039; Yes, it&#039;s buried: go [http://www.daz3d.com/i.x/support/downloads/-/ here] and select Hexagon from the list.&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
SL animators may have heard about (and perhaps been disappointed with) [http://www.daz3d.com/i.x/software/studio/-/? DAZ Studio], a competitor to Poser.  Others may be familiar with [http://www.daz3d.com/i.x/software/bryce/-/? Bryce], a landscape creation tool with a much better reputation.  Hexagon was originally developed by eovia until purchased by DAZ and while it appears to be a perfectly capable 3d program by itself with polygon modeling subdivision modeling, sculpting tools, and is that 3d painting I see?, the absence in their feature list of either texture baking or any sort of user scripting or plugin interface could be a deal-breaker until something like a reliable .OBJ converter comes along.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Google SketchUp ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sketchup.google.com/ Google SketchUp] &lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Google SketchUp 6); $495 (Google SketchUp 6 Pro)/$45 (full-feature academic license for Google SketchUp 6 Pro)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP/2000, Windows Vista (with OpenGL 1.5 or higher), Mac OS X (10.3.9 or higher)&lt;br /&gt;
*&#039;&#039;&#039;Trial version available?:&#039;&#039;&#039; 8 hour trial available for Sketchup Pro&lt;br /&gt;
*&#039;&#039;&#039;Supports user scripting?:&#039;&#039;&#039; Yes, Ruby&lt;br /&gt;
*&#039;&#039;&#039;Modeling mehoods supported:&#039;&#039;&#039; Polygon&lt;br /&gt;
*&#039;&#039;&#039;Built-in Texture Baking/generation?:&#039;&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Current Sculpt Map Support?:&#039;&#039;&#039; Indirectly (through OBJ export; Pro version only)&lt;br /&gt;
&lt;br /&gt;
SketchUp is a 3D drafting program popular among architects for its conceptual similarity to manual drafting and physical model-building. It has a very low learning curve, but is rather foreign to most established suites other than AutoCAD.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, SketchUp could be used to reduce the number of prims used in structures already possible with Second Life&#039;s built-in tools, as its use of edges and faces allows the creation of efficient compound geometric forms. &lt;br /&gt;
&lt;br /&gt;
On the other hand, SketchUp&#039;s &amp;quot;bring your own geometry&amp;quot; approach makes it not particularly suited to the creation of mesh-based organic shapes. &lt;br /&gt;
&lt;br /&gt;
Sketchup&#039;s surface modeling paradigm currently makes it difficult to translate SketchUp models into Sculpted Prims. The paid &amp;quot;Pro&amp;quot; version of SketchUp does, however, allow export to OBJ which, via [[Sculpted_Prims:_3d_Software_Guide#obj2sculpt|obj2sculpt]] (or, of course, Maya), may allow sculpt-map export. It also exports to 3DS, Collada, XSI and VRML, &#039;&#039;et cetera&#039;&#039;, but these formats may well require software more expensive than SketchUp.&lt;br /&gt;
&lt;br /&gt;
SketchUp uses image textures about as basic as those found in the Second Life build tools. Its texture capabilities would therefore likely not be useful to Second Life designers other than for previewing existing textures.&lt;br /&gt;
&lt;br /&gt;
= 3D File Formats =&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using software that cannot export to sculpt directly, you might still be able to succeed. You can always give the file to someone with access to the appropriate software, or you could export your model into another 3D modeler. To do that, you&#039;ll need to export the model into a format the other program can handle. Here&#039;s a brief rundown of the file formats that SL developers will generally find the most useful.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.OBJ&#039;&#039;&#039;: Probably the most common cross-platform export format for polygon models; it&#039;s fairly open and any 3D program worth its bits supports it. It&#039;s also well-documented and easily hackable.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DS&#039;&#039;&#039;: The default polygon export format supported by [[#3d_Studio_Max_.28Autodesk.29|3D Studio Max]]. Because of this, it is widely supported. However, it doesn&#039;t have as many export options as OBJ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.FBX&#039;&#039;&#039;: Another Autodesk format that is good if you need to export whole scenes: objects, animation, lights, cameras, etc. More importantly for our purposes, it preserves [http://en.wikipedia.org/wiki/NURBS NURBS] objects in some programs.  Especially useful if you&#039;re trading files between 3DS Max and [[#Maya_.28Autodesk.2FWavefront.29|Maya]]; it&#039;s also supported in some other programs but [[#Blender|Blender]] isn&#039;t among them ...yet.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;.3DM&#039;&#039;&#039;: a.k.a [http://www.opennurbs.com OpenNURBS]. This is the native format of [[#Rhinoceros_Rhino_3D|Rhino3D]] and [[#Moment_of_Inspiration|MoI]] and, as the name suggests, is a [[Sculpted_Prims:_3d_Modeling_Glossary#NURBS_Modeling | NURBS]] export format. It&#039;s gaining some popularity; unfortunately, it&#039;s not currently supported by the big three (Maya, Max and Blender). However the format documentation and code libraries are open-source, tempting those brave enough to try and write tools for it, such as [[#3dm2sculpt | 3dm2sculpt]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Resources =&lt;br /&gt;
&lt;br /&gt;
Useful places for anyone interested in 3d modeling:&lt;br /&gt;
&lt;br /&gt;
* [http://www.3dbuzz.com 3d Buzz] &amp;amp;mdash; Forums, video tutorials and even classes covering everything from 3d programs to 3d programing and even Photoshop.&lt;br /&gt;
* [http://ibiblio.org/e-notes/Splines/Intro.htm An Interactive Introduction to Splines] &amp;amp;mdash; a technical introduction to NURBs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sculpted Prims|Sculpted Prims]]&lt;br /&gt;
* [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]]&lt;br /&gt;
* [[Sculpt Textures in Paint Programs]]&lt;br /&gt;
* [[Sculpted Prims: Technical Explanation|Sculpted Prims: Under the Hood]]&lt;br /&gt;
* [[Sharing_sculpt_maps_and_textures|Sculpted Prims: Sharing Sculpt Maps and Textures]]&lt;br /&gt;
* [[Sculpted Prims Beta Discussion|Sculpted Prims Beta Discussion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims:_3d_Software_Guide&amp;diff=24872</id>
		<title>Talk:Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims:_3d_Software_Guide&amp;diff=24872"/>
		<updated>2007-07-05T03:46:50Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* ToDo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you &#039;&#039;sure&#039;&#039; about the &amp;quot;software subscriptions&amp;quot;?  The product that Autodesk sell that is called &amp;quot;3DS MAX subscription&amp;quot; is actually an update service for people who already own the software, not a cheap purchasing option.  [[User:Yumi Murakami|Yumi Murakami]]&lt;br /&gt;
&lt;br /&gt;
: Well, in hindsight (I did some checking), the &amp;quot;$200&amp;quot; price tag was a 1-year licence offered by an educational resaler.  However the person I met in school who got his copy of Max this way (who happens to be a Second Life resident too) was pretty satisfied with it; it&#039;s a full licence and not the &amp;quot;educational use only&amp;quot;. You can keep buying 1-year licences but I don&#039;t think you get the same perks as the &amp;quot;subscription&amp;quot;, which turns out to be more like $500/year.&lt;br /&gt;
&lt;br /&gt;
There was also an article in Game Developer Magazine about a year ago on the trend torwards software subscriptions, I&#039;ll post it if I find it. [[User:Elle Pollack|Elle Pollack]] 18:29, 6 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Update&#039;&#039;&#039;: I&#039;ve corrected the info about subscriptions accordingly and added a new line for the annual licenced. [[User:Elle Pollack|Elle Pollack]] 17:03, 16 May 2007 (PDT)&lt;br /&gt;
_______________________________________________&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following discussions (number 1 - 5 in the TOC) have been relocated here from [[Talk:Sculpted Prims]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I would like to yank this discussion thread over to the [[Sculpted Prims: 3D Software Guide | software guide]] page to reduce the clutter over here.  If there are any objections, please say so; if not, I&#039;ll drag it over in the next day or two. [[User:Elle Pollack|Elle Pollack]] 18:55, 6 May 2007 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Could be nice if we keep here for discussion and draft things for a little while, and we only move what is achieved, like Amanda&#039;s tut, to where you said ? So that the said page doesn&#039;t get cluttered :) [[User:camilla Yosuke|camilla Yosuke]] 7 may 2007&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;Well the clutter can be controlled...really, this sections has about 4 or 5 different topics going and each of those could get a discussion section on the software guide talkpage, i.e. one for the Blender stuff, one for Maya stuff, etc.  [[User:Elle Pollack|Elle Pollack]] 11:42, 7 May 2007 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;Sounds nice yes!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
_______________________________________________&lt;br /&gt;
&lt;br /&gt;
== Blender ==&lt;br /&gt;
&lt;br /&gt;
=== Blender Exports ===&lt;br /&gt;
&lt;br /&gt;
- Eddy Stryker says he made an exporter for Blender.&lt;br /&gt;
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-- Linkage?&lt;br /&gt;
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i spoke with Eddy Stryker - he does indeed have a procedure for extracting sculpt textures from blender.  currently it&#039;s a bit of manual labor - he&#039;s looking from someone who knows blender&#039;s scripting language so he won&#039;t have to learn it himself.  :)  --[[User:Qarl Linden|Qarl Linden]] 13:03, 29 April 2007 (PDT)&lt;br /&gt;
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- IIRC, I belive Blender uses Python for scripting.  Eddy hangs out with enough programers that he ought to be able to find *someone* with that qualifation. :)  (Jeffery Gomez is the reigning guru of Blender to/from SL projects, last I checked.) [[User:Elle Pollack|Elle Pollack]] 15:54, 29 April 2007 (PDT)&lt;br /&gt;
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-----------------------&lt;br /&gt;
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- Amanda Levistsky has posted a method of using Blender http://amandalevitsky.googlepages.com/sculptedprims  --[[User:Destiny Niles|Destiny Niles]] 09:52, 5 May 2007 (PDT)&lt;br /&gt;
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I made a little template file to help exporting from blender without efforts. This is not an export script, but rather a file-to-start-from-and-export in-two-clicks. It has its little limitations, but it should be helpful, waiting for something more complete and friendly. So here is the [http://www.bentha.net/sculpted-tuto/sculpted-export-template.blend blend file], and I made a little tutorial to explain : [http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html tutorial]. I hope it makes sense :)  [[User:camilla Yosuke|camilla Yosuke]] 6 may 2007&lt;br /&gt;
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: I tried your template file, and it works very well. I was able to stick a lattice on the sphere, stretch it into some funny shape, then bake that texture and upload it into SL. The one thing I don&#039;t understand is how you unwrapped the sphere to get the UV map to fill a square. It&#039;s easier to understand with [http://amandalevitsky.googlepages.com/sculptedprims Amanda&#039;s tutorial] (which starts with a cylinder), but you&#039;ve already done that part in your blend file, so if you could maybe add a section to your tutorial explaining how you did that, that might be helpful for others too. -[[User:Ziggy Puff|Ziggy Puff]] 6 may 2007&lt;br /&gt;
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:: My intention was to provide a template which is directly usable, even if you don&#039;t know about uvs and all. For those who want to get deeper into it, Amanda&#039;s tutorial is much better done I think. But I&#039;ll try to make a little addition and corrections to explain that part. This said, I had a chat with another resident, and he found a very interesting way to build the mesh, getting progressively into detail. I think this option is real worth a tutorial, because it doesn&#039;t limit us to start from a cylinder or a sphere, and you can almost build whatever shape you want without having to deform a base mesh. I&#039;ll try to write something tonight or tomorrow [[User:camilla Yosuke|camilla Yosuke]] 6 may 2007&lt;br /&gt;
&lt;br /&gt;
::: Thanks. I don&#039;t think anything needs to be changed in your tutorial, I agree that it&#039;s a good write-up for people who don&#039;t want to get into the details. Maybe a link at the bottom called &amp;quot;If you want to know more&amp;quot;, for the more curious readers :) New ways to make meshes would be helpful too. And you should add your link to the Tutorials section below. -[[User:Ziggy Puff|Ziggy Puff]] 6 may 2007&lt;br /&gt;
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:::: Updated with sphere explanation [[User:camilla Yosuke|camilla Yosuke]] 7 may 2007&lt;br /&gt;
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I think we really are on the right way, I could talk with Tomha Zymurgy, and combining our ideas we are very close to be able to export almost anything with blender, provided it has no holes and its a tube topologically. I could export nurbs, meshes, metaballs, anything. The process is simple if the thing is close to convex, it needs a bit more work if there are non-convex parts.&lt;br /&gt;
I stll have to figure out why it makes odd things at poles,and I write a tutorial to explain. [http://www.bentha.net/sculpted-tuto/suzanne2.tga Here] an export of [http://wiki.blender.org/index.php/Manual/Meshes#Monkey Suzanne] ^_^[[User:camilla Yosuke|camilla Yosuke]]8 may 2007&lt;br /&gt;
&lt;br /&gt;
So here is the [http://www.bentha.net/sculpted2/Blender-to-sculpted.html tutorial] I hope this can help ^_^&lt;br /&gt;
Please if you don&#039;t want to follow it entirely , at least take a look at the conclusion, at the very end.[[User:camilla Yosuke|camilla Yosuke]] 9 may 2007&lt;br /&gt;
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=== Blender Previewer ===&lt;br /&gt;
&lt;br /&gt;
[http://www.bentha.net/sculpted2/sculpted-preview-2.blend Here] I posted a new version of a better blender previewer, it comes without tutorial, but the tutorial below explains it good [[User:camilla Yosuke|camilla Yosuke]] 9 may 2007&lt;br /&gt;
&lt;br /&gt;
I made a little blender file to preview the sculpted prims. Basically its just a cylinder with the 2 extreme loops sized to a single point ( yes, not a sphere, to avoid blender&#039;s odd sphere projection  ) with a clean spherical uvmapping. Then in edit mode I sized all the vertices to the smallest possible, approaching a single point, then I applied a displacement modifier, with RVB-XYZ as displace direction, and UV as input, using the apple texture given here as the texture for displacment map. This one is a 16x16 vertices mesh, but I assume it must be the same with a 32x32. [http://www.bentha.net/apple-blender.jpg Here is the result] and [http://www.bentha.net/sculpted-preview.blend the older blender file]&lt;br /&gt;
I managed to export deformations of this mesh to pictures,baking the displacment map generated like Eddy said, then previewed these with my little reciepe, it works fine :) Considering the sculpt mode , we have an awesome environment to create sculpted prims in blender ^_^  Beeing very used to use meshes instead of nurbs, that have relatively poor handling in blender so far,  I don&#039;t even see the point of a script - well, this is my own and personal opinion :)   Can&#039;t wait for playing with it in world, and make damn die-for-shoes ! Ty for all [[User:camilla Yosuke|camilla Yosuke]] 2 may 2007&lt;br /&gt;
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Camilla, hate to say this but I got an unexpected shut down on Blender when trying to run the Blender-script. : /  It didn&#039;t say what kind of error or a cause. Was on AMD 4000+, ATI x1600XT with latest driver update, Window XP Home, hope that helps. --[[User:Vincent Nacon|Vincent Nacon]] 00:07, 2 May 2007 (PDT)&lt;br /&gt;
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--&amp;gt; fixed, due to using 2.42a instead of 2.43&lt;br /&gt;
     &lt;br /&gt;
Vincent, do you mean, when trying to open the .blend file with blender ? Or the &#039;uv-face-layout&#039; export script,  which I packed with the file unintentionally, and which is absolutely not needed for the preview to work.[[User:camilla Yosuke|camilla Yosuke]] 2 may 2007&lt;br /&gt;
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That&#039;s right, just opening the file itself. Not sure what else is there that I had to do with it. --[[User:Vincent Nacon|Vincent Nacon]] 12:27, 2 May 2007 (PDT)&lt;br /&gt;
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I opened it in Blender 2.42a - instant crash. Blender 2.43 - crashes when i select a Texture (using Win XP SP2/NVIDIA 7600).&lt;br /&gt;
Which Blender Version and OS did you use ? Just like in SL, new Blender Versions lead to new Problems.--[[User:Cindy Crabgrass|Cindy Crabgrass]] 13:26, 2 May 2007 (PDT)&lt;br /&gt;
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Cindy, Camilla and I worked out to see the problem in the blender. Must have Blender version 2.43. However, I&#039;m not sure why you are crashing when selecting texture. I&#039;m on Windows XP and she was on Linux. Both are working well, except the normals are flip sided, which said to fix later. You should talk to Camilla if you&#039;re still crashing, she may figure out why. --[[User:Vincent Nacon|Vincent Nacon]] 16:36, 2 May 2007 (PDT)&lt;br /&gt;
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--&amp;gt; I updated the blend file with normals in the right direction ^_^ [[User:camilla Yosuke|camilla Yosuke]] 3 may 2007&lt;br /&gt;
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Now i managed to load it, using a special Blender Version from [http://www.graphicall.org/builds/builds/showbuild.php?action=show&amp;amp;id=395 graphicall.org] - must have been a Bug in 2.43 that makes it crash on some Machines. --[[User:Cindy Crabgrass|Cindy Crabgrass]] 07:39, 3 May 2007 (PDT)&lt;br /&gt;
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=== Blender Misc. ===&lt;br /&gt;
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Wow, talk about perfect timing! For those who use or are considering using the free &amp;amp; open-source Blender, it just so happens that the latest Blender release (2.43) has an all-new feature that appears to be a wonderful solution for modeling sculpted prims for SL: [http://www.blender.org/development/release-logs/blender-243/sculpt-mode/ Sculpt Mode]. From the description page: &amp;quot;Sculpt Mode is a new mode for editing Mesh objects. Unlike Edit Mode, the model&#039;s shape is manipulated with various brushes, rather than by editing individual vertices, edges, and faces. Additionally, Sculpt Mode only edits the shape of the model (meaning vertices, edges, and polygons cannot be added or deleted in Sculpt Mode) which allows Sculpt Mode to work considerably faster than Edit Mode on denser meshes. Sculpt Mode is primarily a tool for creating organic shapes with curved surfaces rather than mechanical shapes with flat surfaces and hard edges.&amp;quot; Can someone say free alternative to Zbrush? :O  [[User:Beatfox Xevious|Beatfox Xevious]] 15:27, 1 May 2007 (PDT)&lt;br /&gt;
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== Maya ==&lt;br /&gt;
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Will the Maya exporter work with Maya Personal Learning Edition? [http://usa.autodesk.com/adsk/servlet/index?siteID=123112&amp;amp;id=7639525] --[[User:Kamilion Schnook|Kamilion]]&lt;br /&gt;
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:: haven&#039;t tried it - but i believe the personal edition puts gaudy maya watermarks on images - which would definitely cause sculpties grief... but this isn&#039;t a typical rendering, so perhaps not.  worth an experiment.  --[[User:Qarl Linden|Qarl Linden]] 09:58, 28 April 2007 (PDT)&lt;br /&gt;
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:: Hi, I just tried it and and it does unfortunately watermark the resulting image with the free edition.  (P.S. Even so, still, WOOOT!!! :))  --[[User:Logan Bauer|Logan Bauer]] &lt;br /&gt;
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:: This is unlikely to happen because of SL&#039;s potential commercial applications, Buuuuut..... Epic Software apparently has a standing deal where their export plugin for Unreal Tourniment 2k3 mods works in Maya PLE without the normal restructions (this may be holdover from before Autodesk bought them).  Might it be possible for Linden Lab to look into a similar deal?  [[User:Elle Pollack|Elle Pollack]] 14:58, 28 April 2007 (PDT)&lt;br /&gt;
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Does anyone know whether sculpts made with the student/faculty edition of maya render correctly in second life.  As a hobbyist on second life ( and a college prof) $289 is much easier to justify than $1999. Reginald Barrymore --[[User:Reginald Barrymore|Reginald Barrymore]] 08:10, 6 May 2007 (PDT)&lt;br /&gt;
:The educational version of Maya forbids any commercial use of content produced and expires after two years. [[User:Yumi Murakami|Yumi Murakami]]&lt;br /&gt;
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: The free &amp;quot;Personal Learning Edition&amp;quot; watermarks images making it good for making the sculpt maps, but if you&#039;re buying an educational licence for the full program, that should give you full functionality. [[User:Elle Pollack|Elle Pollack]] 09:37, 6 May 2007 (PDT)&lt;br /&gt;
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== Lightwave ==&lt;br /&gt;
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Is there any further info. on this or on how the Blender export is done?  I have an in-world friend getting miserable because they use Lightwave and nobody knows how to export from it.  I looked around and found that there &#039;&#039;is&#039;&#039; a normal-map generation plug-in for Lightwave, but it&#039;s not open to modification, and it seems to be the same for ZBrush too.  So just saying it&#039;s a &amp;quot;simple modification&amp;quot; is presuming a bit I think ;)  [[User:Yumi Murakami|Yumi Murakami]]&lt;br /&gt;
:: I just rezzed a pair of bright red one-prim sculptie wellies in world that was originally crafted within Lightwave&#039;s toolset. To encourage exploration, I&#039;ll drop a couple of major points rather than hand you a tightly parcelled scene. This generic layman walkthrough will require some knowledge of Lightwave, a copy of Lightwave, and imagination: https://wiki.secondlife.com/wiki/User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering  - --[[User:Patchouli Woollahra|Patchouli Woollahra]] 08:59, 5 May 2007 (PDT)&lt;br /&gt;
: Here&#039;s roughly how Eddy described it to me when I asked in email a few days ago:&lt;br /&gt;
:: - Follow the directions at http://www.blender.org/development/release-logs/blender-236/normal-maps/ for creating a normal map, except select the option to use &amp;quot;Orco&amp;quot; (local position) instead of &amp;quot;Nor&amp;quot;(mals)&lt;br /&gt;
:: - &amp;quot;The problem with this is that it&#039;s not normalized from 0-255, and aside from doing post-processing on the image I don&#039;t know if that can easily be solved in Blender without breaking down and writing a script.&amp;quot;&lt;br /&gt;
: If you contact him in-world or by email (on the libsecondlife page, he&#039;s jhurlman), he can probably give more up to date details. [[User:Elle Pollack|Elle Pollack]] 12:16, 1 May 2007 (PDT) &lt;br /&gt;
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:Yumi - consider that the blender work by Eddy was done ONE DAY after we announced the sculpties - i do think i&#039;m safe in saying that exporters are simple work.  let&#039;s give this project a WHOLE WEEK before we get too upset about how long things are taking... ? :)  --[[User:Qarl Linden|Qarl Linden]] 11:01, 1 May 2007 (PDT)&lt;br /&gt;
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== Misc. 3d Software Qs. ==&lt;br /&gt;
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:I know of three perfectly free modellers that run on many platforms: Blender, Google&#039;s SketchUp, and the open source Wings3D which I use with X-Plane. It would help the &amp;quot;pennyless&amp;quot; content makers tremendously to have exporters for these.&lt;br /&gt;
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::I&#039;m not sure if Sketchup has the functionality required for this sort of thing.  It can do plugins (Python, IIRC) , but it doesn&#039;t have much in the line of map rendering and export of non-native formats except maybe for .jpg renders is tied to having the paid &amp;quot;Pro&amp;quot; version.  There might be importers for skp files into other programs.  Might. [[User:Elle Pollack|Elle Pollack]] 12:05, 28 April 2007 (PDT)&lt;br /&gt;
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:::SketchUp just has raster exports (i.e. JPEG, PNG, etc. renders) in the free version. The paid version adds exporters for AutoCAD DWG and DXF, as well as 3D Studio Max. So you can design something in SketchUp, export it to another (more expensive) program, then export a sculpt texture. However, I don&#039;t think SketchUp is really ideal for this sort of work... it has a bit of a bias towards orthogonal architecture stuff, which you can already build fairly easily with prims. -- [[User:Pablo Andalso|Pablo Andalso]] 02:04, 5 May 2007 (PDT)&lt;br /&gt;
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In considering programs to offer export support for, is there any chance of offering support for Caligari Truespace [http://www.caligari.com/Products/trueSpace/tS75/brochure/intro.asp?Cate=BIntro]? It is priced much more in reach for the average users than 3d Studio Max/Maya, and is not as esoteric as Blender. [[User:Cristiano Midnight|Cristiano Midnight]] 21:12, 27 April 2007 (PDT)&lt;br /&gt;
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- these exporters are really easy to create - basically if your program has a normal-map generator (most do) it&#039;s a simple mod to make a sculpt exporter.  so i challenge YOU Cristiano to make the truespace exporter.  :)  --[[User:Qarl Linden|Qarl Linden]] 09:43, 28 April 2007 (PDT)&lt;br /&gt;
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-- if i understand the issue right, the main obstacle at the moment would be: the displacement map is &amp;quot;baked&amp;quot; into texture which is created based on UV map associated with low resolution prim. In case of SL sculpt prims, this low res UV map is &amp;quot;hard coded&amp;quot; property of the sculpt prim as it&#039;s rezzed in SL rather than anything user would create themselves, and so the displacement map generator has to be given this exact prim with this exact UV map to use it as baking reference or Bad Things(tm) happen. Is there any chance such reference &amp;quot;sculpt prim&amp;quot; with its UV map could be provided for download, perhaps in .obj format for easy use?&lt;br /&gt;
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- Gonna post tech specs for that sort of thing any time soon? Won&#039;t help me much since I&#039;m not a coder, but... [[User:Elle Pollack|Elle Pollack]] 13:14, 28 April 2007 (PDT)&lt;br /&gt;
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If NURBS are going to be the recommended methood of making SL objects...for about the price of a Photoshop suite ($995 for the full licence, $195 for students) there&#039;s Rhino 3D, which is made with NURBS in mind.  I don&#039;t know much else about it at this point but it supports plugins and has a trial version (full functionality for 25 saves).  http://www.rhino3d.com [[User:Elle Pollack|Elle Pollack]] 13:14, 28 April 2007 (PDT)&lt;br /&gt;
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whoa, no need to buy rhino, I think its overkill, besides - you can&#039;t really texture anything in it. if I read correctly, this is more like maya, in which case we&#039;re talking patch models. there are lowcost to free patch modelling programs, like A:M, hamapatch, etc. rhino doesn&#039;t function like that really, it&#039;s a great program but it&#039;s not as good for organic modelling. but this is all under the hood stuff. I suspect a polygon model made to approximate the control points and uvspace of the prim will be plenty good enough to work with - and you can sculpt it to your hearts content in a variety of low-cost programs from blender (free) to silo, hexagon, up to programs like zbrush (which would be my preferred method, as I can up and downsample the resolution). I&#039;m guessing based on the info provided about the texture, we&#039;re talking about a low poly model limited to 64 control points. --[[User:Hypatia Callisto|Hypatia Callisto]] 14:23, 29 April 2007 (PDT)&lt;br /&gt;
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:One of the programmers responsible for Rhino is working on a tool called [http://moi3d.com Moment of Inspiration]. Functional beta is available online. Not sure how long it&#039;ll be useful, but it does export to .3ds, .obj, .iges, .stl, and OpenNURBs (aka Rhino3D format).&lt;br /&gt;
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:In addition, there are other NURBs-capable modelers available. [http://www.artofillusion.org/ Art of Illusion] is an open source, Java-based hybrid modeler iirc. [http://ayam.sourceforge.net/ Ayam] is another NURBs modeler that some people might prefer. -- [[User:Csven Concord|Csven Concord]] 17:40, 28 Apr 2007 (PDT)&lt;br /&gt;
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Please excuse me if i am not posting this correctly &lt;br /&gt;
but here goes.&lt;br /&gt;
I know very little about 3d programs so my question is.  will the average SL user  be able to readily use this new prim with out having to pay 1000&#039;s 0f $$ for an expensive 3d modeling program.&lt;br /&gt;
regardds  crucial Armitage&lt;br /&gt;
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:I&#039;m working on a sculpture map exporter for &#039;&#039;&#039;MilkShape3D&#039;&#039;&#039;, which is free to download and evaluate for 30 days (with no cripples or restrictions, IIRC), and after that is only US$25 to register. --[[User:Deanna Trollop|Deanna Trollop]] 15:34, 2 May 2007 (PDT)&lt;br /&gt;
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: Short answer: Yes, if you&#039;re willing to put in the effort to learn how.&lt;br /&gt;
:: Slightly longer answer: see the section above that discusses various free and not-so-free programs [[#3D_Programs_for_the_Rich_and...the_not_so_Rich. | here]].  [http://www.blender.org Blender] will probably be the first to be fully supported.  A tool within the SL client is planed eventually.  And inevitably, there will be people offering sets of free sculpt maps to builders; new primitive shapes, assorted architectural elements, etcetera. [[User:Elle Pollack|Elle Pollack]] 15:41, 2 May 2007 (PDT) (who will probably merge this into the afformentioned section but leaves it to be found for the moment)&lt;br /&gt;
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Has any work been done on a Modo exporter?  For those unfamiliar with this wonderful program http://www.luxology.com/ [[User:Lallander Parvenu|Lallander Parvenu]] 13:53, 7 May 2007 (PDT)&lt;br /&gt;
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: None that I know...I only know one other person who uses Modo though and the laws of demand and supply are in full force. [[User:Elle Pollack|Elle Pollack]] 09:30, 8 May 2007 (PDT)&lt;br /&gt;
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== Other Qs ==&lt;br /&gt;
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Why not provide (for example) a 3DS to texture converter instead of a conversion plugin?  Most programs I&#039;ve seen will save and load 3DS format, so this would be just the same as writing an exporter plugin. [[User:Yumi Murakami|Yumi Murakami]]&lt;br /&gt;
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- If someone were to go that route, they might be better off using OBJ format, which every polygon modeler worth it&#039;s salt can export, or MDL which is less common but the files can be read as plain text like BVH (Neverwinter Nights uses it and there are some existing tools to work with it); it&#039;s closer to being a &amp;quot;standard&amp;quot; format than 3DS.  I like the idea, but for programers, a lot of existing 3d suites have the ability to render textures built in, which I think would make plugins easier to write initialy.&lt;br /&gt;
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-- the reason it&#039;s better to write an exporter is for programs which can generate a normal map from displacement painting a low polygon mesh. Most of these programs let you subdivide the model to higher resolutions, letting you displacement paint with better detail, giving you a map that can better approximate nurbs-style patch curves, rather than the blocky nature of a polygon model. (OBJ and 3DS are polygon model formats) --[[User:Hypatia Callisto|Hypatia Callisto]] 16:20, 29 April 2007 (PDT)&lt;br /&gt;
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While on the subject of export formats, does anyone know the prefered format to export NURBS objects in?  (OBJ and 3DS are both polygon exports). [[User:Elle Pollack|Elle Pollack]] 12:16, 29 April 2007 (PDT)&lt;br /&gt;
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: to answer this question - Rhino&#039;s 3DM format is becoming a standard in that area. But my previous statement holds - no need for Rhino for sculpties. You need a modeller that can export a normal map. Probably best would be some kind of converter to deal with Zbrush&#039;s normal maps to turn them into sculptie format. Most programs which can import/export and use normal maps can deal with Zbrush-type maps. --[[User:Hypatia Callisto|Hypatia Callisto]] 03:15, 30 April 2007 (PDT)&lt;br /&gt;
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:: Well, the question is directed at figuring out platform-independent formats for those working in programs for which there isn&#039;t an export to sculpt map yet, in order to pass it along to a program (or person) that does.  For polygons it&#039;s usualy OBJ.&lt;br /&gt;
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-- you&#039;ll be looking basically at creating something like qavimator is to bvh files. But with an exporter for blender around (and I suspect this will come about pretty soon, and a manual method exists already), I doubt there&#039;ll be much need for a stand alone app. The price ranges from free to midrange to highend professional apps can be easily covered. --[[User:Hypatia Callisto|Hypatia Callisto]] 15:47, 30 April 2007 (PDT)&lt;br /&gt;
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: one problem is that no one can agree on which program is the best, which format, etc, etc.  ideally i&#039;d like to see our vibrant community develop the import/export mechanisms - they&#039;re the ones who know exactly what the want/need.  --[[User:Qarl Linden|Qarl Linden]] 13:09, 29 April 2007 (PDT)&lt;br /&gt;
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:: I would like to create an OBJ-&amp;gt;texture converter but I&#039;m not 100% sure on the best approach to use. At a general, conceptual level, and please correct me if I&#039;m wrong, I envisage the conversion process to get a 64x64 textures as follows:&lt;br /&gt;
  - draw a sphere around the object to be represented&lt;br /&gt;
  - draw a 64x64 grid on the sphere (like parallels and meridans on a world map)&lt;br /&gt;
  - for each ray from the center of the sphere to a grid point&lt;br /&gt;
     -- compute the intersection of the ray with the object&lt;br /&gt;
  - Scale, normalize, etc to fit into 0-255 range.&lt;br /&gt;
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:: I understand the process as described above, assuming is correct, is heavy and that 3d software have means to ease that conversation so exporters are preferable to converters. Nevertheless there are so many 3D programs (CB Model Pro, anyone?) able to create .obj files that I believe a converter will prove itself useful.&lt;br /&gt;
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:: That said, I must confess that I still don&#039;t understand many things. It&#039;s not clear to me how normals map (that is stored into the .obj file) relates to the sculpted texture even if elsewhere in this discussion someone said that from the normal maps one can derive the texture. Any hints? --[[User:Rael Delcon|Rael Delcon]] 01:29, 9 May 2007 (PDT)&lt;br /&gt;
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----------------------------------&lt;br /&gt;
&lt;br /&gt;
:: Just so I&#039;m clear, Linden Lab is supporting Autodesk software first and then open source second, despite the fact that the viewer is open sourced? This is a very mixed signal. I would have thought that the open source stuff would have been done first. Is this how we should expect features to be done in the future? Cater to the minority so that process drives product instead of product driving process? --[[User:Nobody Fugazi|Nobody Fugazi]] 10:37, 5 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: Sounds like you&#039;re very unclear.  I don&#039;t believe LL supports any plug-ins at all.  It doesn&#039;t even support sculpted prims yet.  When it does, it probably still won&#039;t support any plug-ins, but by then the community will have them for many different platforms.  The question of &amp;quot;Which platforms?&amp;quot; will be decided the same way it&#039;s always decided in open-source community projects -- coders who use particular platforms will code for them, and the order they get made will depend on the speed of the individual coders in question, and will not be determined by any official policy anywhere.  --[[User:Gaius Goodliffe|Gaius Goodliffe]]&lt;br /&gt;
&lt;br /&gt;
:::: The original blog posts clearly highlighted Autodesk software which is as good as a pepsi ad in a movie. As far as &#039;what is decided in open source communities&#039;, well - let&#039;s see, Gaius - would an open source community have started with Autodesk software when they could have started with Blender? But Deight defends below, saying Qarl knew only Maya... and I feel for Qarl. I do. But this is NOT about Qarl, this is about software available to the community for features available to the community which affect an economy where Maya users were at an almost immediate advantage. Despite what some people may think, I am fairly certain that Maya users form a minority of the SecondLife community. --[[User:Nobody Fugazi|Nobody Fugazi]] 08:19, 16 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: Sculpted prims were made by Qarl. Qarl knows Maya best. So, when he made this he did it with Maya because that was the easiest and quickest option for him to do it. He didn&#039;t make it so that&#039;s it&#039;s impossible to use other tools, and in fact it took pretty much &#039;&#039;one day&#039;&#039; for serious progress on Blender export to come along. One week later, it&#039;s now easy to make Blender exports. Would you rather have waited for Qarl to learn Blender, make an exporter for it, and &#039;&#039;then&#039;&#039; release it? Or do you just wanna remember that Qarl just wanted to get this out as soon as it was stable, and worry about other applications later? --[[User:Deight Boccara|Deight Boccara]] 18:36, 5 May 2007 (PDT)&lt;br /&gt;
:::: Short answer: Yes. When releasing a new feature to a diverse community, it is sensible not to treat some better than others based on their ability to use one package over another. Qarl may have made it, but the release of it to the public was probably not his decision. Would it have been horrible to wait a little while to get sculpted prims out the door in a more mature manner? That is the point. We could have waited another week or two for a more balanced release, especially with the bubbly entries highlighting Autodesk software. They sure got some cheap advertising out of that. --[[User:Nobody Fugazi|Nobody Fugazi]] 08:19, 16 May 2007 (PDT)&lt;br /&gt;
:::: couldn&#039;t have said it better, Deight.  --[[User:Qarl Linden|Qarl Linden]] 20:03, 5 May 2007 (PDT)&lt;br /&gt;
:::::Perhaps you couldn&#039;t have, Qarl, but perhaps more preparation before release is in order. Just because you&#039;re good in Maya doesn&#039;t mean that the Linden Lab client base is, and demonstrating something can be done in Maya is fine and dandy - I appreciate that - but having the blog entry releasing it along the lines of an advertorial did not impress myself. The only people who seem duly impressed are defending you when in fact I am not attacking you. What I am attacking is a supposedly open source friendly company forcing the community to develop something for a feature simply because internally they do not seem to be eating their own dog food. What I will suggest to you, Qarl, is to become more familiar with open source software. Based on the belief people have in you, I have no doubt you could have learned blender - if you have not done so yet - and there could have been a balanced release which didn&#039;t seem like an advertorial for Autodesk. It is a good thing, these sculptured prims - but when they skew toward one small user group, you can expect criticism and perhaps some righteous indignation. This is not just about prims. This affects a lot of other things, and to say otherwise is myopic. --[[User:Nobody Fugazi|Nobody Fugazi]] 08:19, 16 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::::::Nobody, by the time you&#039;re posting this, it&#039;s allready a moot point, with exporters now avalible for Blender, Wings 3D, Lightwave and more programs on the way.  [[Sculpted Prims: 3d Software Guide]] should be up-to-date with the links and such.  (Of those I listed, Wings is probably the easiest for a complete newbie to pick up, though the first version of the export is somewhat limited to specific dimentions.)  &lt;br /&gt;
&lt;br /&gt;
::::::It does not take &amp;quot;a coupple weeks&amp;quot; to learn Blender.  One may grasp the basics in that amount of time but Blender still has one of the sharpest learning curves of all the 3d software out there.  Even were that not so, I took a college course in 3ds Max over a year ago and I&#039;m &#039;&#039;still&#039;&#039; learning the program, not because it&#039;s necesicarly difficult but because there is a lot to learn.  Yet in those &amp;quot;coupple weeks&amp;quot; five or six methoods have been developed using other programs, some of them that may even be better than Qarl&#039;s initial script if I may venture to say so, by people who allready learned the programs.  Wouldn&#039;t you say that&#039;s better than one guy spending a month or two or more trying to learn the program in his spare time (and very possibly a new scripting language to go with it) by himself one at a time? &lt;br /&gt;
&lt;br /&gt;
::::::And while I hardly think the blog anouncement sounded like an advertisement, Autodesk does make good stuff.  (Or in the case of Maya, buy out good stuff.) I&#039;m not particuarly defending Qarl or Linden Lab...I&#039;m just saying you&#039;re wrong.  [[User:Elle Pollack|Elle Pollack]] 16:56, 16 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::::::Hey i just found this.... PolyTrans-for-MAX 3D conversion plug-in system 4.3. http://www.highend3d.com/downloads/tools/3d_converters/PolyTrans-for-MAX-3D-conversion-plug-in-system-3698.html&lt;br /&gt;
It can do OpenNURBS wondering if someone can look at it and its use with the OPENNURBS exporter for SL&lt;br /&gt;
[[User:Dimentox Travanti|Dimentox Travanti]] 11:09, 23 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== A very green Newbie in 3D world ==&lt;br /&gt;
&lt;br /&gt;
Another &#039;Free&#039; program is &#039;Dez Studio&#039; ... by all accounts it&#039;s easy to use with plenty of material available . Does anyone know if its compatible with SL re upload ?. Thanks : )&lt;br /&gt;
&lt;br /&gt;
:I suspect you mean &amp;quot;&#039;&#039;Daz&#039;&#039; Studio...the program circulated among SL animators for a while as a way to do BVH exports...initaly it lacked an exporter at all save the paid version and I think even if they ever did include a BVH export, people found it lacking.  It&#039;s more of a competitor to Poser than any of the programs listed here.&lt;br /&gt;
&lt;br /&gt;
:Now on the other hand, Daz does make other products and looking at their page, I see that one of them is [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon].  There&#039;s a chance that might fit the bill.  I&#039;ll have a looksee at their feature list. [[User:Elle Pollack|Elle Pollack]] 16:31, 16 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== 3D for all SL artists.....Vive la revolution ! ==&lt;br /&gt;
&lt;br /&gt;
Whilst I see much talk of the super league 3D programmes that require a stack of $&#039;s to own, it would be great if Linden Labs could source an economical selection of compatable software and make a list available for the less well-off creative &#039;greenhorns&#039; who want to get involved in the new prim revolution. It sounds to me like Sculpted prims are going to change the way SL looks in a major way .&lt;br /&gt;
&lt;br /&gt;
: Read the article attached to this talk page and note the big section that says &amp;quot;Free 3d Modeling Software&amp;quot;.  Particuarly Blender and Wings3d.  [[User:Elle Pollack|Elle Pollack]] 22:25, 18 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Modo ==&lt;br /&gt;
&lt;br /&gt;
Modo isn&#039;t a NURBS modeler, its focus is on polygon and subdivision surfaces (sub-d) modeling.&lt;br /&gt;
&lt;br /&gt;
== Hexagon ==&lt;br /&gt;
&lt;br /&gt;
Hexagon was originally developed by Eovia of France.  It was purchased by Daz to supplement their product suite - poser assets and Daz Studio.  Daz Studio isn&#039;t really a modeling package, but is used to pull together scenes from pre-existing assets.&lt;br /&gt;
&lt;br /&gt;
Carrara is another Daz (formerly Eovia) product that is more of a full-fledged 3D package than Hexagon, although the modeling capabilities are (apparently) not as comprehensive as those in Hexagon.&lt;br /&gt;
&lt;br /&gt;
: Thanks for the info...feel free to update the section in the article, as you seem to know more about it than I (who made an educated guess from the webpage).  [[User:Elle Pollack|Elle Pollack]] 21:03, 21 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Modeling Tools of Interest ==&lt;br /&gt;
&lt;br /&gt;
[http://forums.secondlife.com/showthread.php?t=184823 Forum Thread]&lt;br /&gt;
*[http://www.mudbox3d.com Mudbox]&lt;br /&gt;
*[http://www.curvy3d.com Curvy3d]&lt;br /&gt;
*[http://www.cbmodelpro.com Curvy3d]&lt;br /&gt;
&lt;br /&gt;
http://www.ppmodeler.com/index.php&lt;br /&gt;
&lt;br /&gt;
[http://directory.fsf.org/graphics/3d/ Free Software Directory: Graphics &amp;gt; 3D]&lt;br /&gt;
*[http://www.k-3d.org/wiki/Main_Page]&lt;br /&gt;
*[http://meshlab.sourceforge.net/]&lt;br /&gt;
*[http://www.misfitcode.com/misfitmodel3d/]&lt;br /&gt;
*[http://www.moonlight3d.eu/cms/]&lt;br /&gt;
*[http://osgedit.sourceforge.net/]&lt;br /&gt;
*[http://sharp3d.sourceforge.net/mediawiki/index.php/Main_Page]&lt;br /&gt;
&lt;br /&gt;
More...&lt;br /&gt;
*[http://threedom.sourceforge.net/]&lt;br /&gt;
*[http://www.jpatch.com/]&lt;br /&gt;
*[http://k3dsurf.sourceforge.net/] &amp;amp;lt;- 4+ dimensional modeling x_x&lt;br /&gt;
&lt;br /&gt;
Others...&lt;br /&gt;
*[http://www.bishop3d.com/]&lt;br /&gt;
*[http://www.metaseq.net/english/index.html]&lt;br /&gt;
&lt;br /&gt;
== How do I upload images to Second Life? ==&lt;br /&gt;
&lt;br /&gt;
Please Help!!&lt;br /&gt;
&lt;br /&gt;
I heard the main grid can now accept prims sculpted in Blender. I&#039;ve made objects, cooked them, and saved them, but can&#039;t upload them from Second Life via &amp;quot;file/upload image, animation, or sound&amp;quot; so how do I do it? Do I download them to my avatar&#039;s inventory from Blender???&lt;br /&gt;
&lt;br /&gt;
-Wish Lusch&lt;br /&gt;
&lt;br /&gt;
PS I have succesfully uploaded Images... This can&#039;t be that hard... What am I missing?&lt;br /&gt;
&lt;br /&gt;
: You use &amp;quot;upload image&amp;quot; same as any other texture; find the image file (not the .blend file) that you saved out in Blender and upload that. [[User:Elle Pollack|Elle Pollack]] 09:31, 24 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thank you, Elle,&lt;br /&gt;
HOW DO I SAVE AS .pdf IN BLENDER? Sounds silly, but I can&#039;t find out how to do that in &amp;quot;save as&amp;quot; or under &amp;quot;export&amp;quot; though there are 27 other files types I can save as. &lt;br /&gt;
-Frustrated Avatar Sculpting Tangibles&lt;br /&gt;
&lt;br /&gt;
If it&#039;s not explained in the tutorial you&#039;re using, you should bug the tutorial authors to include it.  I&#039;m not in a good position to dig for the answer at the moment.  [[User:Elle Pollack|Elle Pollack]] 06:06, 26 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Organizing the list ==&lt;br /&gt;
&lt;br /&gt;
So, something for the hive mind to ponder:&lt;br /&gt;
&lt;br /&gt;
When I started this list, it initialy seemed that there need only be 3 catigories: Free software (in either the beer or the speech (but mostly the beer) definition of the word), Professional software, i.e. paid stuff in the league of Maya and Max, and &amp;quot;other&amp;quot;, software that, whether paid or free, would probably be less than ideal for sculpt making.  Right now though, we&#039;re being inundated with programs I didn&#039;t even know existed and a lot of stuff that doesn&#039;t fit any of those catigories cleanly.&lt;br /&gt;
&lt;br /&gt;
One catigory that I think I&#039;m going to add is &amp;quot;Resident-Made Sculpting Tools&amp;quot;, for which Rokuro and 3dm2sculpt would be the current entries along with obj2sculpt if it ever gets made...programs that aren&#039;t 3d modelers but can generate sculpt maps nonetheless.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Other&amp;quot; and the &amp;quot;Professional&amp;quot; catigories are troublesome, because otherness is largely in the eye of the beholder.  For example, I put Milkshape as one of the first entries into that category...it costs $25 but you&#039;re getting what you pay for in this case, which I say with a small degree of experience trying to use it.  Does that mean Amorphium ($79) should go in &amp;quot;Other&amp;quot;?  If someone manages to create a sculpt map plugin for Milkshape then does it get bumped up with the pro software?  Should Ayam (in the &amp;quot;free&amp;quot; catigory) be bumped down to Other because no one seems to be using it?  And where does POV Ray fit into all this? It doesn&#039;t create models but it can still render sculpt textures from existing ones.&lt;br /&gt;
&lt;br /&gt;
Part of the problem is testing...it&#039;s hard to know what a program is good at without giving them a test drive and who has time to download and play in all these demos?  How are you going to entice people to try out something that doesn&#039;t allready have a following? (As I mentioned above somewhere, the laws of demand and supply are in full effect...people will demand sculpt support for their program and the higher the demand, the more likely the supply.  To what degree should this list pay attention to that demand as well?)&lt;br /&gt;
&lt;br /&gt;
Should &amp;quot;Professional&amp;quot; perhaps be reclassified as &amp;quot;paid&amp;quot; and have programs grouped by price range?  I don&#039;t know if that&#039;s a particuarly good idea because &amp;quot;Professional&amp;quot; indicates a certian degree of quality and usefullness and I want to preserve that aspect of the grouping somehow.&lt;br /&gt;
&lt;br /&gt;
It should not be the goal of this page to list every 3d software program in existance...if we turn up some previously unknown gems in the process, that&#039;s good, but there&#039;s got to be a seperation of wheat and chaff somewhere in order to be usefull.&lt;br /&gt;
&lt;br /&gt;
[[User:Elle Pollack|Elle Pollack]] 10:34, 24 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:At first I was thinking alphabetical. It maybe easier to index them at the end of the page under one group. Then, they can be sorted in different categories near the top with page links to below. [[User:Dzonatas Sol|Dzonatas Sol]] 11:03, 24 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Another thing I&#039;m thinking of is whether there&#039;s a sane methood of having user ratings on here.  I&#039;m not sure how that could be done well without some extra coding or an external webpage.  Even something as basic as a thumbs up/thumbs down tally with comments would be nice; it would offer a rough gague of how popular a program is among SL users who are following this stuff.  [[User:Elle Pollack|Elle Pollack]] 10:51, 31 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== ToDo ==&lt;br /&gt;
&lt;br /&gt;
This space is my running list of things I&#039;m working on or would like to see done with this page.  Feel free to add to it or grab an item off the list and do it. [[User:Elle Pollack|Elle Pollack]] 10:46, 31 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Continual tasks:&lt;br /&gt;
* Find sources for general tutorials in the various programs, especialy beginer-level ones and link them in the respective Resources section.  (Sites with tutorials or other resources that apply to many different programs go into the other resources section)&lt;br /&gt;
* Many of the scultpy tutorials Residents are writing are in need of serious copyediting and fleshing out - a lot of them assume the reader knows what they&#039;re doing in a program, for example.  &lt;br /&gt;
** If you can get permission from the author, offer to mirror the tutorial on the Wiki where we can get our collective hands on it.&lt;br /&gt;
&lt;br /&gt;
(5/31/07)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Instead of saying whether a program supports NURBS modeling, it will be more usefull to say what methoods of modeling it supports.  The importance of NURBS has, in my opinion, been shown to be a moot point and it&#039;s going to boil down to personal preference in the end.&lt;br /&gt;
** Polygon, NURBS, Subdivision, Brush sculpting (the later is a bit tricky: 3ds Max has paint deformation, Blender has a new sculpt mode, but do they even compare to zBrush and the like?)&amp;lt;/s&amp;gt; Done&lt;br /&gt;
* &amp;lt;s&amp;gt;Organize the pro software list by price range.  Suggested divisions: Under US$100, $100-$499, $500-$999, $1000+&amp;lt;/s&amp;gt; Done, but with 3 divisions instead of 4)&lt;br /&gt;
* Create a section for tools that are just for 3d painting/UVMapping: i.e. DeepPaint3d, UV Mapper Pro, Tattoo.  These may warant a seperate page since they&#039;re not strictly related to sculpties.&lt;br /&gt;
&lt;br /&gt;
(7/04)&lt;br /&gt;
* The Resident-made tools section has grown to the point where it warants its own page (Linkage: [[Sculpted Prims: Resident-made Tools]]&lt;br /&gt;
&lt;br /&gt;
== Uploading Textures ==&lt;br /&gt;
&lt;br /&gt;
It says in the article that 128 x 128 textures are not compressed. Is this correct? I find it hard to believe since I&#039;ve attempted to upload 128 x 128 textures and I still receive some vertice drift.&lt;br /&gt;
 - [[User:Obsidian Stormwind|Obsidian Stormwind]] 06:33, 3 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Tests show that 128x128 is lossless or at the least near to lossless. Maybe 128x128 only has loss in specific cases. You can test for yourself if you&#039;re suffering from compression artifacts. Save the texture from SL back to your disk. Load both original and saved texture in photoshop. Add a layer to the original one with Mode set to difference. Paste the saved texture in the new layer. Flatten the image. Change the contrast to +100. If you get a full white image you&#039;ve no compression artifacts. If you spots of red, green, yellow, black ... you do.&lt;br /&gt;
&lt;br /&gt;
:Note that there are many reasons why you may seem to have drift. Precision is only 8 bits so it&#039;s not always possible for exporters to reproduce exactly what you had in your designer. I also don&#039;t expect this situation to last. Logically what you&#039;d expect to see is the reverse: 64x64 and below lossless, 128x128 and above lossy. Maybe that&#039;s what they wanted but they made a typo? :) --[[User:Blakar Ogre|Blakar Ogre]] 07:43, 3 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Blakar, please see my comments on the JIRA page.  There is a bug in your testing methodology.  128x128 textures definitely are lossy-compressed. --[[User:Deanna Trollop|Deanna Trollop]] 19:46, 3 June 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims:_3d_Software_Guide&amp;diff=24871</id>
		<title>Talk:Sculpted Prims: 3d Software Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims:_3d_Software_Guide&amp;diff=24871"/>
		<updated>2007-07-05T03:46:26Z</updated>

		<summary type="html">&lt;p&gt;Elle Pollack: /* ToDo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you &#039;&#039;sure&#039;&#039; about the &amp;quot;software subscriptions&amp;quot;?  The product that Autodesk sell that is called &amp;quot;3DS MAX subscription&amp;quot; is actually an update service for people who already own the software, not a cheap purchasing option.  [[User:Yumi Murakami|Yumi Murakami]]&lt;br /&gt;
&lt;br /&gt;
: Well, in hindsight (I did some checking), the &amp;quot;$200&amp;quot; price tag was a 1-year licence offered by an educational resaler.  However the person I met in school who got his copy of Max this way (who happens to be a Second Life resident too) was pretty satisfied with it; it&#039;s a full licence and not the &amp;quot;educational use only&amp;quot;. You can keep buying 1-year licences but I don&#039;t think you get the same perks as the &amp;quot;subscription&amp;quot;, which turns out to be more like $500/year.&lt;br /&gt;
&lt;br /&gt;
There was also an article in Game Developer Magazine about a year ago on the trend torwards software subscriptions, I&#039;ll post it if I find it. [[User:Elle Pollack|Elle Pollack]] 18:29, 6 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Update&#039;&#039;&#039;: I&#039;ve corrected the info about subscriptions accordingly and added a new line for the annual licenced. [[User:Elle Pollack|Elle Pollack]] 17:03, 16 May 2007 (PDT)&lt;br /&gt;
_______________________________________________&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following discussions (number 1 - 5 in the TOC) have been relocated here from [[Talk:Sculpted Prims]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I would like to yank this discussion thread over to the [[Sculpted Prims: 3D Software Guide | software guide]] page to reduce the clutter over here.  If there are any objections, please say so; if not, I&#039;ll drag it over in the next day or two. [[User:Elle Pollack|Elle Pollack]] 18:55, 6 May 2007 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Could be nice if we keep here for discussion and draft things for a little while, and we only move what is achieved, like Amanda&#039;s tut, to where you said ? So that the said page doesn&#039;t get cluttered :) [[User:camilla Yosuke|camilla Yosuke]] 7 may 2007&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;Well the clutter can be controlled...really, this sections has about 4 or 5 different topics going and each of those could get a discussion section on the software guide talkpage, i.e. one for the Blender stuff, one for Maya stuff, etc.  [[User:Elle Pollack|Elle Pollack]] 11:42, 7 May 2007 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;Sounds nice yes!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
_______________________________________________&lt;br /&gt;
&lt;br /&gt;
== Blender ==&lt;br /&gt;
&lt;br /&gt;
=== Blender Exports ===&lt;br /&gt;
&lt;br /&gt;
- Eddy Stryker says he made an exporter for Blender.&lt;br /&gt;
&lt;br /&gt;
-- Linkage?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
i spoke with Eddy Stryker - he does indeed have a procedure for extracting sculpt textures from blender.  currently it&#039;s a bit of manual labor - he&#039;s looking from someone who knows blender&#039;s scripting language so he won&#039;t have to learn it himself.  :)  --[[User:Qarl Linden|Qarl Linden]] 13:03, 29 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
- IIRC, I belive Blender uses Python for scripting.  Eddy hangs out with enough programers that he ought to be able to find *someone* with that qualifation. :)  (Jeffery Gomez is the reigning guru of Blender to/from SL projects, last I checked.) [[User:Elle Pollack|Elle Pollack]] 15:54, 29 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
- Amanda Levistsky has posted a method of using Blender http://amandalevitsky.googlepages.com/sculptedprims  --[[User:Destiny Niles|Destiny Niles]] 09:52, 5 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
I made a little template file to help exporting from blender without efforts. This is not an export script, but rather a file-to-start-from-and-export in-two-clicks. It has its little limitations, but it should be helpful, waiting for something more complete and friendly. So here is the [http://www.bentha.net/sculpted-tuto/sculpted-export-template.blend blend file], and I made a little tutorial to explain : [http://www.bentha.net/sculpted-tuto/Blender-export-template-tut.html tutorial]. I hope it makes sense :)  [[User:camilla Yosuke|camilla Yosuke]] 6 may 2007&lt;br /&gt;
&lt;br /&gt;
: I tried your template file, and it works very well. I was able to stick a lattice on the sphere, stretch it into some funny shape, then bake that texture and upload it into SL. The one thing I don&#039;t understand is how you unwrapped the sphere to get the UV map to fill a square. It&#039;s easier to understand with [http://amandalevitsky.googlepages.com/sculptedprims Amanda&#039;s tutorial] (which starts with a cylinder), but you&#039;ve already done that part in your blend file, so if you could maybe add a section to your tutorial explaining how you did that, that might be helpful for others too. -[[User:Ziggy Puff|Ziggy Puff]] 6 may 2007&lt;br /&gt;
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:: My intention was to provide a template which is directly usable, even if you don&#039;t know about uvs and all. For those who want to get deeper into it, Amanda&#039;s tutorial is much better done I think. But I&#039;ll try to make a little addition and corrections to explain that part. This said, I had a chat with another resident, and he found a very interesting way to build the mesh, getting progressively into detail. I think this option is real worth a tutorial, because it doesn&#039;t limit us to start from a cylinder or a sphere, and you can almost build whatever shape you want without having to deform a base mesh. I&#039;ll try to write something tonight or tomorrow [[User:camilla Yosuke|camilla Yosuke]] 6 may 2007&lt;br /&gt;
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::: Thanks. I don&#039;t think anything needs to be changed in your tutorial, I agree that it&#039;s a good write-up for people who don&#039;t want to get into the details. Maybe a link at the bottom called &amp;quot;If you want to know more&amp;quot;, for the more curious readers :) New ways to make meshes would be helpful too. And you should add your link to the Tutorials section below. -[[User:Ziggy Puff|Ziggy Puff]] 6 may 2007&lt;br /&gt;
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:::: Updated with sphere explanation [[User:camilla Yosuke|camilla Yosuke]] 7 may 2007&lt;br /&gt;
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I think we really are on the right way, I could talk with Tomha Zymurgy, and combining our ideas we are very close to be able to export almost anything with blender, provided it has no holes and its a tube topologically. I could export nurbs, meshes, metaballs, anything. The process is simple if the thing is close to convex, it needs a bit more work if there are non-convex parts.&lt;br /&gt;
I stll have to figure out why it makes odd things at poles,and I write a tutorial to explain. [http://www.bentha.net/sculpted-tuto/suzanne2.tga Here] an export of [http://wiki.blender.org/index.php/Manual/Meshes#Monkey Suzanne] ^_^[[User:camilla Yosuke|camilla Yosuke]]8 may 2007&lt;br /&gt;
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So here is the [http://www.bentha.net/sculpted2/Blender-to-sculpted.html tutorial] I hope this can help ^_^&lt;br /&gt;
Please if you don&#039;t want to follow it entirely , at least take a look at the conclusion, at the very end.[[User:camilla Yosuke|camilla Yosuke]] 9 may 2007&lt;br /&gt;
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=== Blender Previewer ===&lt;br /&gt;
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[http://www.bentha.net/sculpted2/sculpted-preview-2.blend Here] I posted a new version of a better blender previewer, it comes without tutorial, but the tutorial below explains it good [[User:camilla Yosuke|camilla Yosuke]] 9 may 2007&lt;br /&gt;
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I made a little blender file to preview the sculpted prims. Basically its just a cylinder with the 2 extreme loops sized to a single point ( yes, not a sphere, to avoid blender&#039;s odd sphere projection  ) with a clean spherical uvmapping. Then in edit mode I sized all the vertices to the smallest possible, approaching a single point, then I applied a displacement modifier, with RVB-XYZ as displace direction, and UV as input, using the apple texture given here as the texture for displacment map. This one is a 16x16 vertices mesh, but I assume it must be the same with a 32x32. [http://www.bentha.net/apple-blender.jpg Here is the result] and [http://www.bentha.net/sculpted-preview.blend the older blender file]&lt;br /&gt;
I managed to export deformations of this mesh to pictures,baking the displacment map generated like Eddy said, then previewed these with my little reciepe, it works fine :) Considering the sculpt mode , we have an awesome environment to create sculpted prims in blender ^_^  Beeing very used to use meshes instead of nurbs, that have relatively poor handling in blender so far,  I don&#039;t even see the point of a script - well, this is my own and personal opinion :)   Can&#039;t wait for playing with it in world, and make damn die-for-shoes ! Ty for all [[User:camilla Yosuke|camilla Yosuke]] 2 may 2007&lt;br /&gt;
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Camilla, hate to say this but I got an unexpected shut down on Blender when trying to run the Blender-script. : /  It didn&#039;t say what kind of error or a cause. Was on AMD 4000+, ATI x1600XT with latest driver update, Window XP Home, hope that helps. --[[User:Vincent Nacon|Vincent Nacon]] 00:07, 2 May 2007 (PDT)&lt;br /&gt;
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--&amp;gt; fixed, due to using 2.42a instead of 2.43&lt;br /&gt;
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Vincent, do you mean, when trying to open the .blend file with blender ? Or the &#039;uv-face-layout&#039; export script,  which I packed with the file unintentionally, and which is absolutely not needed for the preview to work.[[User:camilla Yosuke|camilla Yosuke]] 2 may 2007&lt;br /&gt;
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That&#039;s right, just opening the file itself. Not sure what else is there that I had to do with it. --[[User:Vincent Nacon|Vincent Nacon]] 12:27, 2 May 2007 (PDT)&lt;br /&gt;
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I opened it in Blender 2.42a - instant crash. Blender 2.43 - crashes when i select a Texture (using Win XP SP2/NVIDIA 7600).&lt;br /&gt;
Which Blender Version and OS did you use ? Just like in SL, new Blender Versions lead to new Problems.--[[User:Cindy Crabgrass|Cindy Crabgrass]] 13:26, 2 May 2007 (PDT)&lt;br /&gt;
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Cindy, Camilla and I worked out to see the problem in the blender. Must have Blender version 2.43. However, I&#039;m not sure why you are crashing when selecting texture. I&#039;m on Windows XP and she was on Linux. Both are working well, except the normals are flip sided, which said to fix later. You should talk to Camilla if you&#039;re still crashing, she may figure out why. --[[User:Vincent Nacon|Vincent Nacon]] 16:36, 2 May 2007 (PDT)&lt;br /&gt;
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--&amp;gt; I updated the blend file with normals in the right direction ^_^ [[User:camilla Yosuke|camilla Yosuke]] 3 may 2007&lt;br /&gt;
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Now i managed to load it, using a special Blender Version from [http://www.graphicall.org/builds/builds/showbuild.php?action=show&amp;amp;id=395 graphicall.org] - must have been a Bug in 2.43 that makes it crash on some Machines. --[[User:Cindy Crabgrass|Cindy Crabgrass]] 07:39, 3 May 2007 (PDT)&lt;br /&gt;
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=== Blender Misc. ===&lt;br /&gt;
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Wow, talk about perfect timing! For those who use or are considering using the free &amp;amp; open-source Blender, it just so happens that the latest Blender release (2.43) has an all-new feature that appears to be a wonderful solution for modeling sculpted prims for SL: [http://www.blender.org/development/release-logs/blender-243/sculpt-mode/ Sculpt Mode]. From the description page: &amp;quot;Sculpt Mode is a new mode for editing Mesh objects. Unlike Edit Mode, the model&#039;s shape is manipulated with various brushes, rather than by editing individual vertices, edges, and faces. Additionally, Sculpt Mode only edits the shape of the model (meaning vertices, edges, and polygons cannot be added or deleted in Sculpt Mode) which allows Sculpt Mode to work considerably faster than Edit Mode on denser meshes. Sculpt Mode is primarily a tool for creating organic shapes with curved surfaces rather than mechanical shapes with flat surfaces and hard edges.&amp;quot; Can someone say free alternative to Zbrush? :O  [[User:Beatfox Xevious|Beatfox Xevious]] 15:27, 1 May 2007 (PDT)&lt;br /&gt;
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== Maya ==&lt;br /&gt;
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Will the Maya exporter work with Maya Personal Learning Edition? [http://usa.autodesk.com/adsk/servlet/index?siteID=123112&amp;amp;id=7639525] --[[User:Kamilion Schnook|Kamilion]]&lt;br /&gt;
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:: haven&#039;t tried it - but i believe the personal edition puts gaudy maya watermarks on images - which would definitely cause sculpties grief... but this isn&#039;t a typical rendering, so perhaps not.  worth an experiment.  --[[User:Qarl Linden|Qarl Linden]] 09:58, 28 April 2007 (PDT)&lt;br /&gt;
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:: Hi, I just tried it and and it does unfortunately watermark the resulting image with the free edition.  (P.S. Even so, still, WOOOT!!! :))  --[[User:Logan Bauer|Logan Bauer]] &lt;br /&gt;
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:: This is unlikely to happen because of SL&#039;s potential commercial applications, Buuuuut..... Epic Software apparently has a standing deal where their export plugin for Unreal Tourniment 2k3 mods works in Maya PLE without the normal restructions (this may be holdover from before Autodesk bought them).  Might it be possible for Linden Lab to look into a similar deal?  [[User:Elle Pollack|Elle Pollack]] 14:58, 28 April 2007 (PDT)&lt;br /&gt;
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Does anyone know whether sculpts made with the student/faculty edition of maya render correctly in second life.  As a hobbyist on second life ( and a college prof) $289 is much easier to justify than $1999. Reginald Barrymore --[[User:Reginald Barrymore|Reginald Barrymore]] 08:10, 6 May 2007 (PDT)&lt;br /&gt;
:The educational version of Maya forbids any commercial use of content produced and expires after two years. [[User:Yumi Murakami|Yumi Murakami]]&lt;br /&gt;
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: The free &amp;quot;Personal Learning Edition&amp;quot; watermarks images making it good for making the sculpt maps, but if you&#039;re buying an educational licence for the full program, that should give you full functionality. [[User:Elle Pollack|Elle Pollack]] 09:37, 6 May 2007 (PDT)&lt;br /&gt;
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== Lightwave ==&lt;br /&gt;
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Is there any further info. on this or on how the Blender export is done?  I have an in-world friend getting miserable because they use Lightwave and nobody knows how to export from it.  I looked around and found that there &#039;&#039;is&#039;&#039; a normal-map generation plug-in for Lightwave, but it&#039;s not open to modification, and it seems to be the same for ZBrush too.  So just saying it&#039;s a &amp;quot;simple modification&amp;quot; is presuming a bit I think ;)  [[User:Yumi Murakami|Yumi Murakami]]&lt;br /&gt;
:: I just rezzed a pair of bright red one-prim sculptie wellies in world that was originally crafted within Lightwave&#039;s toolset. To encourage exploration, I&#039;ll drop a couple of major points rather than hand you a tightly parcelled scene. This generic layman walkthrough will require some knowledge of Lightwave, a copy of Lightwave, and imagination: https://wiki.secondlife.com/wiki/User:Patchouli_Woollahra/Lightwave_Sculptie_Rendering  - --[[User:Patchouli Woollahra|Patchouli Woollahra]] 08:59, 5 May 2007 (PDT)&lt;br /&gt;
: Here&#039;s roughly how Eddy described it to me when I asked in email a few days ago:&lt;br /&gt;
:: - Follow the directions at http://www.blender.org/development/release-logs/blender-236/normal-maps/ for creating a normal map, except select the option to use &amp;quot;Orco&amp;quot; (local position) instead of &amp;quot;Nor&amp;quot;(mals)&lt;br /&gt;
:: - &amp;quot;The problem with this is that it&#039;s not normalized from 0-255, and aside from doing post-processing on the image I don&#039;t know if that can easily be solved in Blender without breaking down and writing a script.&amp;quot;&lt;br /&gt;
: If you contact him in-world or by email (on the libsecondlife page, he&#039;s jhurlman), he can probably give more up to date details. [[User:Elle Pollack|Elle Pollack]] 12:16, 1 May 2007 (PDT) &lt;br /&gt;
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:Yumi - consider that the blender work by Eddy was done ONE DAY after we announced the sculpties - i do think i&#039;m safe in saying that exporters are simple work.  let&#039;s give this project a WHOLE WEEK before we get too upset about how long things are taking... ? :)  --[[User:Qarl Linden|Qarl Linden]] 11:01, 1 May 2007 (PDT)&lt;br /&gt;
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== Misc. 3d Software Qs. ==&lt;br /&gt;
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:I know of three perfectly free modellers that run on many platforms: Blender, Google&#039;s SketchUp, and the open source Wings3D which I use with X-Plane. It would help the &amp;quot;pennyless&amp;quot; content makers tremendously to have exporters for these.&lt;br /&gt;
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::I&#039;m not sure if Sketchup has the functionality required for this sort of thing.  It can do plugins (Python, IIRC) , but it doesn&#039;t have much in the line of map rendering and export of non-native formats except maybe for .jpg renders is tied to having the paid &amp;quot;Pro&amp;quot; version.  There might be importers for skp files into other programs.  Might. [[User:Elle Pollack|Elle Pollack]] 12:05, 28 April 2007 (PDT)&lt;br /&gt;
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:::SketchUp just has raster exports (i.e. JPEG, PNG, etc. renders) in the free version. The paid version adds exporters for AutoCAD DWG and DXF, as well as 3D Studio Max. So you can design something in SketchUp, export it to another (more expensive) program, then export a sculpt texture. However, I don&#039;t think SketchUp is really ideal for this sort of work... it has a bit of a bias towards orthogonal architecture stuff, which you can already build fairly easily with prims. -- [[User:Pablo Andalso|Pablo Andalso]] 02:04, 5 May 2007 (PDT)&lt;br /&gt;
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In considering programs to offer export support for, is there any chance of offering support for Caligari Truespace [http://www.caligari.com/Products/trueSpace/tS75/brochure/intro.asp?Cate=BIntro]? It is priced much more in reach for the average users than 3d Studio Max/Maya, and is not as esoteric as Blender. [[User:Cristiano Midnight|Cristiano Midnight]] 21:12, 27 April 2007 (PDT)&lt;br /&gt;
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- these exporters are really easy to create - basically if your program has a normal-map generator (most do) it&#039;s a simple mod to make a sculpt exporter.  so i challenge YOU Cristiano to make the truespace exporter.  :)  --[[User:Qarl Linden|Qarl Linden]] 09:43, 28 April 2007 (PDT)&lt;br /&gt;
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-- if i understand the issue right, the main obstacle at the moment would be: the displacement map is &amp;quot;baked&amp;quot; into texture which is created based on UV map associated with low resolution prim. In case of SL sculpt prims, this low res UV map is &amp;quot;hard coded&amp;quot; property of the sculpt prim as it&#039;s rezzed in SL rather than anything user would create themselves, and so the displacement map generator has to be given this exact prim with this exact UV map to use it as baking reference or Bad Things(tm) happen. Is there any chance such reference &amp;quot;sculpt prim&amp;quot; with its UV map could be provided for download, perhaps in .obj format for easy use?&lt;br /&gt;
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- Gonna post tech specs for that sort of thing any time soon? Won&#039;t help me much since I&#039;m not a coder, but... [[User:Elle Pollack|Elle Pollack]] 13:14, 28 April 2007 (PDT)&lt;br /&gt;
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If NURBS are going to be the recommended methood of making SL objects...for about the price of a Photoshop suite ($995 for the full licence, $195 for students) there&#039;s Rhino 3D, which is made with NURBS in mind.  I don&#039;t know much else about it at this point but it supports plugins and has a trial version (full functionality for 25 saves).  http://www.rhino3d.com [[User:Elle Pollack|Elle Pollack]] 13:14, 28 April 2007 (PDT)&lt;br /&gt;
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whoa, no need to buy rhino, I think its overkill, besides - you can&#039;t really texture anything in it. if I read correctly, this is more like maya, in which case we&#039;re talking patch models. there are lowcost to free patch modelling programs, like A:M, hamapatch, etc. rhino doesn&#039;t function like that really, it&#039;s a great program but it&#039;s not as good for organic modelling. but this is all under the hood stuff. I suspect a polygon model made to approximate the control points and uvspace of the prim will be plenty good enough to work with - and you can sculpt it to your hearts content in a variety of low-cost programs from blender (free) to silo, hexagon, up to programs like zbrush (which would be my preferred method, as I can up and downsample the resolution). I&#039;m guessing based on the info provided about the texture, we&#039;re talking about a low poly model limited to 64 control points. --[[User:Hypatia Callisto|Hypatia Callisto]] 14:23, 29 April 2007 (PDT)&lt;br /&gt;
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:One of the programmers responsible for Rhino is working on a tool called [http://moi3d.com Moment of Inspiration]. Functional beta is available online. Not sure how long it&#039;ll be useful, but it does export to .3ds, .obj, .iges, .stl, and OpenNURBs (aka Rhino3D format).&lt;br /&gt;
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:In addition, there are other NURBs-capable modelers available. [http://www.artofillusion.org/ Art of Illusion] is an open source, Java-based hybrid modeler iirc. [http://ayam.sourceforge.net/ Ayam] is another NURBs modeler that some people might prefer. -- [[User:Csven Concord|Csven Concord]] 17:40, 28 Apr 2007 (PDT)&lt;br /&gt;
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Please excuse me if i am not posting this correctly &lt;br /&gt;
but here goes.&lt;br /&gt;
I know very little about 3d programs so my question is.  will the average SL user  be able to readily use this new prim with out having to pay 1000&#039;s 0f $$ for an expensive 3d modeling program.&lt;br /&gt;
regardds  crucial Armitage&lt;br /&gt;
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:I&#039;m working on a sculpture map exporter for &#039;&#039;&#039;MilkShape3D&#039;&#039;&#039;, which is free to download and evaluate for 30 days (with no cripples or restrictions, IIRC), and after that is only US$25 to register. --[[User:Deanna Trollop|Deanna Trollop]] 15:34, 2 May 2007 (PDT)&lt;br /&gt;
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: Short answer: Yes, if you&#039;re willing to put in the effort to learn how.&lt;br /&gt;
:: Slightly longer answer: see the section above that discusses various free and not-so-free programs [[#3D_Programs_for_the_Rich_and...the_not_so_Rich. | here]].  [http://www.blender.org Blender] will probably be the first to be fully supported.  A tool within the SL client is planed eventually.  And inevitably, there will be people offering sets of free sculpt maps to builders; new primitive shapes, assorted architectural elements, etcetera. [[User:Elle Pollack|Elle Pollack]] 15:41, 2 May 2007 (PDT) (who will probably merge this into the afformentioned section but leaves it to be found for the moment)&lt;br /&gt;
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Has any work been done on a Modo exporter?  For those unfamiliar with this wonderful program http://www.luxology.com/ [[User:Lallander Parvenu|Lallander Parvenu]] 13:53, 7 May 2007 (PDT)&lt;br /&gt;
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: None that I know...I only know one other person who uses Modo though and the laws of demand and supply are in full force. [[User:Elle Pollack|Elle Pollack]] 09:30, 8 May 2007 (PDT)&lt;br /&gt;
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== Other Qs ==&lt;br /&gt;
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Why not provide (for example) a 3DS to texture converter instead of a conversion plugin?  Most programs I&#039;ve seen will save and load 3DS format, so this would be just the same as writing an exporter plugin. [[User:Yumi Murakami|Yumi Murakami]]&lt;br /&gt;
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- If someone were to go that route, they might be better off using OBJ format, which every polygon modeler worth it&#039;s salt can export, or MDL which is less common but the files can be read as plain text like BVH (Neverwinter Nights uses it and there are some existing tools to work with it); it&#039;s closer to being a &amp;quot;standard&amp;quot; format than 3DS.  I like the idea, but for programers, a lot of existing 3d suites have the ability to render textures built in, which I think would make plugins easier to write initialy.&lt;br /&gt;
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-- the reason it&#039;s better to write an exporter is for programs which can generate a normal map from displacement painting a low polygon mesh. Most of these programs let you subdivide the model to higher resolutions, letting you displacement paint with better detail, giving you a map that can better approximate nurbs-style patch curves, rather than the blocky nature of a polygon model. (OBJ and 3DS are polygon model formats) --[[User:Hypatia Callisto|Hypatia Callisto]] 16:20, 29 April 2007 (PDT)&lt;br /&gt;
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While on the subject of export formats, does anyone know the prefered format to export NURBS objects in?  (OBJ and 3DS are both polygon exports). [[User:Elle Pollack|Elle Pollack]] 12:16, 29 April 2007 (PDT)&lt;br /&gt;
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: to answer this question - Rhino&#039;s 3DM format is becoming a standard in that area. But my previous statement holds - no need for Rhino for sculpties. You need a modeller that can export a normal map. Probably best would be some kind of converter to deal with Zbrush&#039;s normal maps to turn them into sculptie format. Most programs which can import/export and use normal maps can deal with Zbrush-type maps. --[[User:Hypatia Callisto|Hypatia Callisto]] 03:15, 30 April 2007 (PDT)&lt;br /&gt;
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:: Well, the question is directed at figuring out platform-independent formats for those working in programs for which there isn&#039;t an export to sculpt map yet, in order to pass it along to a program (or person) that does.  For polygons it&#039;s usualy OBJ.&lt;br /&gt;
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-- you&#039;ll be looking basically at creating something like qavimator is to bvh files. But with an exporter for blender around (and I suspect this will come about pretty soon, and a manual method exists already), I doubt there&#039;ll be much need for a stand alone app. The price ranges from free to midrange to highend professional apps can be easily covered. --[[User:Hypatia Callisto|Hypatia Callisto]] 15:47, 30 April 2007 (PDT)&lt;br /&gt;
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: one problem is that no one can agree on which program is the best, which format, etc, etc.  ideally i&#039;d like to see our vibrant community develop the import/export mechanisms - they&#039;re the ones who know exactly what the want/need.  --[[User:Qarl Linden|Qarl Linden]] 13:09, 29 April 2007 (PDT)&lt;br /&gt;
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:: I would like to create an OBJ-&amp;gt;texture converter but I&#039;m not 100% sure on the best approach to use. At a general, conceptual level, and please correct me if I&#039;m wrong, I envisage the conversion process to get a 64x64 textures as follows:&lt;br /&gt;
  - draw a sphere around the object to be represented&lt;br /&gt;
  - draw a 64x64 grid on the sphere (like parallels and meridans on a world map)&lt;br /&gt;
  - for each ray from the center of the sphere to a grid point&lt;br /&gt;
     -- compute the intersection of the ray with the object&lt;br /&gt;
  - Scale, normalize, etc to fit into 0-255 range.&lt;br /&gt;
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:: I understand the process as described above, assuming is correct, is heavy and that 3d software have means to ease that conversation so exporters are preferable to converters. Nevertheless there are so many 3D programs (CB Model Pro, anyone?) able to create .obj files that I believe a converter will prove itself useful.&lt;br /&gt;
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:: That said, I must confess that I still don&#039;t understand many things. It&#039;s not clear to me how normals map (that is stored into the .obj file) relates to the sculpted texture even if elsewhere in this discussion someone said that from the normal maps one can derive the texture. Any hints? --[[User:Rael Delcon|Rael Delcon]] 01:29, 9 May 2007 (PDT)&lt;br /&gt;
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:: Just so I&#039;m clear, Linden Lab is supporting Autodesk software first and then open source second, despite the fact that the viewer is open sourced? This is a very mixed signal. I would have thought that the open source stuff would have been done first. Is this how we should expect features to be done in the future? Cater to the minority so that process drives product instead of product driving process? --[[User:Nobody Fugazi|Nobody Fugazi]] 10:37, 5 May 2007 (PDT)&lt;br /&gt;
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::: Sounds like you&#039;re very unclear.  I don&#039;t believe LL supports any plug-ins at all.  It doesn&#039;t even support sculpted prims yet.  When it does, it probably still won&#039;t support any plug-ins, but by then the community will have them for many different platforms.  The question of &amp;quot;Which platforms?&amp;quot; will be decided the same way it&#039;s always decided in open-source community projects -- coders who use particular platforms will code for them, and the order they get made will depend on the speed of the individual coders in question, and will not be determined by any official policy anywhere.  --[[User:Gaius Goodliffe|Gaius Goodliffe]]&lt;br /&gt;
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:::: The original blog posts clearly highlighted Autodesk software which is as good as a pepsi ad in a movie. As far as &#039;what is decided in open source communities&#039;, well - let&#039;s see, Gaius - would an open source community have started with Autodesk software when they could have started with Blender? But Deight defends below, saying Qarl knew only Maya... and I feel for Qarl. I do. But this is NOT about Qarl, this is about software available to the community for features available to the community which affect an economy where Maya users were at an almost immediate advantage. Despite what some people may think, I am fairly certain that Maya users form a minority of the SecondLife community. --[[User:Nobody Fugazi|Nobody Fugazi]] 08:19, 16 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: Sculpted prims were made by Qarl. Qarl knows Maya best. So, when he made this he did it with Maya because that was the easiest and quickest option for him to do it. He didn&#039;t make it so that&#039;s it&#039;s impossible to use other tools, and in fact it took pretty much &#039;&#039;one day&#039;&#039; for serious progress on Blender export to come along. One week later, it&#039;s now easy to make Blender exports. Would you rather have waited for Qarl to learn Blender, make an exporter for it, and &#039;&#039;then&#039;&#039; release it? Or do you just wanna remember that Qarl just wanted to get this out as soon as it was stable, and worry about other applications later? --[[User:Deight Boccara|Deight Boccara]] 18:36, 5 May 2007 (PDT)&lt;br /&gt;
:::: Short answer: Yes. When releasing a new feature to a diverse community, it is sensible not to treat some better than others based on their ability to use one package over another. Qarl may have made it, but the release of it to the public was probably not his decision. Would it have been horrible to wait a little while to get sculpted prims out the door in a more mature manner? That is the point. We could have waited another week or two for a more balanced release, especially with the bubbly entries highlighting Autodesk software. They sure got some cheap advertising out of that. --[[User:Nobody Fugazi|Nobody Fugazi]] 08:19, 16 May 2007 (PDT)&lt;br /&gt;
:::: couldn&#039;t have said it better, Deight.  --[[User:Qarl Linden|Qarl Linden]] 20:03, 5 May 2007 (PDT)&lt;br /&gt;
:::::Perhaps you couldn&#039;t have, Qarl, but perhaps more preparation before release is in order. Just because you&#039;re good in Maya doesn&#039;t mean that the Linden Lab client base is, and demonstrating something can be done in Maya is fine and dandy - I appreciate that - but having the blog entry releasing it along the lines of an advertorial did not impress myself. The only people who seem duly impressed are defending you when in fact I am not attacking you. What I am attacking is a supposedly open source friendly company forcing the community to develop something for a feature simply because internally they do not seem to be eating their own dog food. What I will suggest to you, Qarl, is to become more familiar with open source software. Based on the belief people have in you, I have no doubt you could have learned blender - if you have not done so yet - and there could have been a balanced release which didn&#039;t seem like an advertorial for Autodesk. It is a good thing, these sculptured prims - but when they skew toward one small user group, you can expect criticism and perhaps some righteous indignation. This is not just about prims. This affects a lot of other things, and to say otherwise is myopic. --[[User:Nobody Fugazi|Nobody Fugazi]] 08:19, 16 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::::::Nobody, by the time you&#039;re posting this, it&#039;s allready a moot point, with exporters now avalible for Blender, Wings 3D, Lightwave and more programs on the way.  [[Sculpted Prims: 3d Software Guide]] should be up-to-date with the links and such.  (Of those I listed, Wings is probably the easiest for a complete newbie to pick up, though the first version of the export is somewhat limited to specific dimentions.)  &lt;br /&gt;
&lt;br /&gt;
::::::It does not take &amp;quot;a coupple weeks&amp;quot; to learn Blender.  One may grasp the basics in that amount of time but Blender still has one of the sharpest learning curves of all the 3d software out there.  Even were that not so, I took a college course in 3ds Max over a year ago and I&#039;m &#039;&#039;still&#039;&#039; learning the program, not because it&#039;s necesicarly difficult but because there is a lot to learn.  Yet in those &amp;quot;coupple weeks&amp;quot; five or six methoods have been developed using other programs, some of them that may even be better than Qarl&#039;s initial script if I may venture to say so, by people who allready learned the programs.  Wouldn&#039;t you say that&#039;s better than one guy spending a month or two or more trying to learn the program in his spare time (and very possibly a new scripting language to go with it) by himself one at a time? &lt;br /&gt;
&lt;br /&gt;
::::::And while I hardly think the blog anouncement sounded like an advertisement, Autodesk does make good stuff.  (Or in the case of Maya, buy out good stuff.) I&#039;m not particuarly defending Qarl or Linden Lab...I&#039;m just saying you&#039;re wrong.  [[User:Elle Pollack|Elle Pollack]] 16:56, 16 May 2007 (PDT)&lt;br /&gt;
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:::::::Hey i just found this.... PolyTrans-for-MAX 3D conversion plug-in system 4.3. http://www.highend3d.com/downloads/tools/3d_converters/PolyTrans-for-MAX-3D-conversion-plug-in-system-3698.html&lt;br /&gt;
It can do OpenNURBS wondering if someone can look at it and its use with the OPENNURBS exporter for SL&lt;br /&gt;
[[User:Dimentox Travanti|Dimentox Travanti]] 11:09, 23 May 2007 (PDT)&lt;br /&gt;
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== A very green Newbie in 3D world ==&lt;br /&gt;
&lt;br /&gt;
Another &#039;Free&#039; program is &#039;Dez Studio&#039; ... by all accounts it&#039;s easy to use with plenty of material available . Does anyone know if its compatible with SL re upload ?. Thanks : )&lt;br /&gt;
&lt;br /&gt;
:I suspect you mean &amp;quot;&#039;&#039;Daz&#039;&#039; Studio...the program circulated among SL animators for a while as a way to do BVH exports...initaly it lacked an exporter at all save the paid version and I think even if they ever did include a BVH export, people found it lacking.  It&#039;s more of a competitor to Poser than any of the programs listed here.&lt;br /&gt;
&lt;br /&gt;
:Now on the other hand, Daz does make other products and looking at their page, I see that one of them is [http://www.daz3d.com/i.x/software/hexagon/-/? Hexagon].  There&#039;s a chance that might fit the bill.  I&#039;ll have a looksee at their feature list. [[User:Elle Pollack|Elle Pollack]] 16:31, 16 May 2007 (PDT)&lt;br /&gt;
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== 3D for all SL artists.....Vive la revolution ! ==&lt;br /&gt;
&lt;br /&gt;
Whilst I see much talk of the super league 3D programmes that require a stack of $&#039;s to own, it would be great if Linden Labs could source an economical selection of compatable software and make a list available for the less well-off creative &#039;greenhorns&#039; who want to get involved in the new prim revolution. It sounds to me like Sculpted prims are going to change the way SL looks in a major way .&lt;br /&gt;
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: Read the article attached to this talk page and note the big section that says &amp;quot;Free 3d Modeling Software&amp;quot;.  Particuarly Blender and Wings3d.  [[User:Elle Pollack|Elle Pollack]] 22:25, 18 May 2007 (PDT)&lt;br /&gt;
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== Modo ==&lt;br /&gt;
&lt;br /&gt;
Modo isn&#039;t a NURBS modeler, its focus is on polygon and subdivision surfaces (sub-d) modeling.&lt;br /&gt;
&lt;br /&gt;
== Hexagon ==&lt;br /&gt;
&lt;br /&gt;
Hexagon was originally developed by Eovia of France.  It was purchased by Daz to supplement their product suite - poser assets and Daz Studio.  Daz Studio isn&#039;t really a modeling package, but is used to pull together scenes from pre-existing assets.&lt;br /&gt;
&lt;br /&gt;
Carrara is another Daz (formerly Eovia) product that is more of a full-fledged 3D package than Hexagon, although the modeling capabilities are (apparently) not as comprehensive as those in Hexagon.&lt;br /&gt;
&lt;br /&gt;
: Thanks for the info...feel free to update the section in the article, as you seem to know more about it than I (who made an educated guess from the webpage).  [[User:Elle Pollack|Elle Pollack]] 21:03, 21 May 2007 (PDT)&lt;br /&gt;
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== Modeling Tools of Interest ==&lt;br /&gt;
&lt;br /&gt;
[http://forums.secondlife.com/showthread.php?t=184823 Forum Thread]&lt;br /&gt;
*[http://www.mudbox3d.com Mudbox]&lt;br /&gt;
*[http://www.curvy3d.com Curvy3d]&lt;br /&gt;
*[http://www.cbmodelpro.com Curvy3d]&lt;br /&gt;
&lt;br /&gt;
http://www.ppmodeler.com/index.php&lt;br /&gt;
&lt;br /&gt;
[http://directory.fsf.org/graphics/3d/ Free Software Directory: Graphics &amp;gt; 3D]&lt;br /&gt;
*[http://www.k-3d.org/wiki/Main_Page]&lt;br /&gt;
*[http://meshlab.sourceforge.net/]&lt;br /&gt;
*[http://www.misfitcode.com/misfitmodel3d/]&lt;br /&gt;
*[http://www.moonlight3d.eu/cms/]&lt;br /&gt;
*[http://osgedit.sourceforge.net/]&lt;br /&gt;
*[http://sharp3d.sourceforge.net/mediawiki/index.php/Main_Page]&lt;br /&gt;
&lt;br /&gt;
More...&lt;br /&gt;
*[http://threedom.sourceforge.net/]&lt;br /&gt;
*[http://www.jpatch.com/]&lt;br /&gt;
*[http://k3dsurf.sourceforge.net/] &amp;amp;lt;- 4+ dimensional modeling x_x&lt;br /&gt;
&lt;br /&gt;
Others...&lt;br /&gt;
*[http://www.bishop3d.com/]&lt;br /&gt;
*[http://www.metaseq.net/english/index.html]&lt;br /&gt;
&lt;br /&gt;
== How do I upload images to Second Life? ==&lt;br /&gt;
&lt;br /&gt;
Please Help!!&lt;br /&gt;
&lt;br /&gt;
I heard the main grid can now accept prims sculpted in Blender. I&#039;ve made objects, cooked them, and saved them, but can&#039;t upload them from Second Life via &amp;quot;file/upload image, animation, or sound&amp;quot; so how do I do it? Do I download them to my avatar&#039;s inventory from Blender???&lt;br /&gt;
&lt;br /&gt;
-Wish Lusch&lt;br /&gt;
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PS I have succesfully uploaded Images... This can&#039;t be that hard... What am I missing?&lt;br /&gt;
&lt;br /&gt;
: You use &amp;quot;upload image&amp;quot; same as any other texture; find the image file (not the .blend file) that you saved out in Blender and upload that. [[User:Elle Pollack|Elle Pollack]] 09:31, 24 May 2007 (PDT)&lt;br /&gt;
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Thank you, Elle,&lt;br /&gt;
HOW DO I SAVE AS .pdf IN BLENDER? Sounds silly, but I can&#039;t find out how to do that in &amp;quot;save as&amp;quot; or under &amp;quot;export&amp;quot; though there are 27 other files types I can save as. &lt;br /&gt;
-Frustrated Avatar Sculpting Tangibles&lt;br /&gt;
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If it&#039;s not explained in the tutorial you&#039;re using, you should bug the tutorial authors to include it.  I&#039;m not in a good position to dig for the answer at the moment.  [[User:Elle Pollack|Elle Pollack]] 06:06, 26 May 2007 (PDT)&lt;br /&gt;
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== Organizing the list ==&lt;br /&gt;
&lt;br /&gt;
So, something for the hive mind to ponder:&lt;br /&gt;
&lt;br /&gt;
When I started this list, it initialy seemed that there need only be 3 catigories: Free software (in either the beer or the speech (but mostly the beer) definition of the word), Professional software, i.e. paid stuff in the league of Maya and Max, and &amp;quot;other&amp;quot;, software that, whether paid or free, would probably be less than ideal for sculpt making.  Right now though, we&#039;re being inundated with programs I didn&#039;t even know existed and a lot of stuff that doesn&#039;t fit any of those catigories cleanly.&lt;br /&gt;
&lt;br /&gt;
One catigory that I think I&#039;m going to add is &amp;quot;Resident-Made Sculpting Tools&amp;quot;, for which Rokuro and 3dm2sculpt would be the current entries along with obj2sculpt if it ever gets made...programs that aren&#039;t 3d modelers but can generate sculpt maps nonetheless.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Other&amp;quot; and the &amp;quot;Professional&amp;quot; catigories are troublesome, because otherness is largely in the eye of the beholder.  For example, I put Milkshape as one of the first entries into that category...it costs $25 but you&#039;re getting what you pay for in this case, which I say with a small degree of experience trying to use it.  Does that mean Amorphium ($79) should go in &amp;quot;Other&amp;quot;?  If someone manages to create a sculpt map plugin for Milkshape then does it get bumped up with the pro software?  Should Ayam (in the &amp;quot;free&amp;quot; catigory) be bumped down to Other because no one seems to be using it?  And where does POV Ray fit into all this? It doesn&#039;t create models but it can still render sculpt textures from existing ones.&lt;br /&gt;
&lt;br /&gt;
Part of the problem is testing...it&#039;s hard to know what a program is good at without giving them a test drive and who has time to download and play in all these demos?  How are you going to entice people to try out something that doesn&#039;t allready have a following? (As I mentioned above somewhere, the laws of demand and supply are in full effect...people will demand sculpt support for their program and the higher the demand, the more likely the supply.  To what degree should this list pay attention to that demand as well?)&lt;br /&gt;
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Should &amp;quot;Professional&amp;quot; perhaps be reclassified as &amp;quot;paid&amp;quot; and have programs grouped by price range?  I don&#039;t know if that&#039;s a particuarly good idea because &amp;quot;Professional&amp;quot; indicates a certian degree of quality and usefullness and I want to preserve that aspect of the grouping somehow.&lt;br /&gt;
&lt;br /&gt;
It should not be the goal of this page to list every 3d software program in existance...if we turn up some previously unknown gems in the process, that&#039;s good, but there&#039;s got to be a seperation of wheat and chaff somewhere in order to be usefull.&lt;br /&gt;
&lt;br /&gt;
[[User:Elle Pollack|Elle Pollack]] 10:34, 24 May 2007 (PDT)&lt;br /&gt;
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:At first I was thinking alphabetical. It maybe easier to index them at the end of the page under one group. Then, they can be sorted in different categories near the top with page links to below. [[User:Dzonatas Sol|Dzonatas Sol]] 11:03, 24 May 2007 (PDT)&lt;br /&gt;
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:Another thing I&#039;m thinking of is whether there&#039;s a sane methood of having user ratings on here.  I&#039;m not sure how that could be done well without some extra coding or an external webpage.  Even something as basic as a thumbs up/thumbs down tally with comments would be nice; it would offer a rough gague of how popular a program is among SL users who are following this stuff.  [[User:Elle Pollack|Elle Pollack]] 10:51, 31 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== ToDo ==&lt;br /&gt;
&lt;br /&gt;
This space is my running list of things I&#039;m working on or would like to see done with this page.  Feel free to add to it or grab an item off the list and do it. [[User:Elle Pollack|Elle Pollack]] 10:46, 31 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Continual tasks:&lt;br /&gt;
* Find sources for general tutorials in the various programs, especialy beginer-level ones and link them in the respective Resources section.  (Sites with tutorials or other resources that apply to many different programs go into the other resources section)&lt;br /&gt;
* Many of the scultpy tutorials Residents are writing are in need of serious copyediting and fleshing out - a lot of them assume the reader knows what they&#039;re doing in a program, for example.  &lt;br /&gt;
** If you can get permission from the author, offer to mirror the tutorial on the Wiki where we can get our collective hands on it.&lt;br /&gt;
&lt;br /&gt;
(5/31/07)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Instead of saying whether a program supports NURBS modeling, it will be more usefull to say what methoods of modeling it supports.  The importance of NURBS has, in my opinion, been shown to be a moot point and it&#039;s going to boil down to personal preference in the end.&lt;br /&gt;
** Polygon, NURBS, Subdivision, Brush sculpting (the later is a bit tricky: 3ds Max has paint deformation, Blender has a new sculpt mode, but do they even compare to zBrush and the like?)&amp;lt;/s&amp;gt; Done&lt;br /&gt;
* &amp;lt;s&amp;gt;Organize the pro software list by price range.  Suggested divisions: Under US$100, $100-$499, $500-$999, $1000+&amp;lt;/s&amp;gt; Done, but with 3 divisions instead of 4)&lt;br /&gt;
* Create a section for tools that are just for 3d painting/UVMapping: i.e. DeepPaint3d, UV Mapper Pro, Tattoo.  These may warant a seperate page since they&#039;re not strictly related to sculpties.&lt;br /&gt;
&lt;br /&gt;
(7/04)&lt;br /&gt;
* The Resident-made tools section has grown to the point where it warants its own page (Linkage: [[Sculpted Prims: Residend-made Tools]]&lt;br /&gt;
&lt;br /&gt;
== Uploading Textures ==&lt;br /&gt;
&lt;br /&gt;
It says in the article that 128 x 128 textures are not compressed. Is this correct? I find it hard to believe since I&#039;ve attempted to upload 128 x 128 textures and I still receive some vertice drift.&lt;br /&gt;
 - [[User:Obsidian Stormwind|Obsidian Stormwind]] 06:33, 3 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Tests show that 128x128 is lossless or at the least near to lossless. Maybe 128x128 only has loss in specific cases. You can test for yourself if you&#039;re suffering from compression artifacts. Save the texture from SL back to your disk. Load both original and saved texture in photoshop. Add a layer to the original one with Mode set to difference. Paste the saved texture in the new layer. Flatten the image. Change the contrast to +100. If you get a full white image you&#039;ve no compression artifacts. If you spots of red, green, yellow, black ... you do.&lt;br /&gt;
&lt;br /&gt;
:Note that there are many reasons why you may seem to have drift. Precision is only 8 bits so it&#039;s not always possible for exporters to reproduce exactly what you had in your designer. I also don&#039;t expect this situation to last. Logically what you&#039;d expect to see is the reverse: 64x64 and below lossless, 128x128 and above lossy. Maybe that&#039;s what they wanted but they made a typo? :) --[[User:Blakar Ogre|Blakar Ogre]] 07:43, 3 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Blakar, please see my comments on the JIRA page.  There is a bug in your testing methodology.  128x128 textures definitely are lossy-compressed. --[[User:Deanna Trollop|Deanna Trollop]] 19:46, 3 June 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Elle Pollack</name></author>
	</entry>
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