Difference between revisions of "Sculpted Prims with Wings 3D"
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## Another useful trick is ''tighten''. Select a large number of edges, and tighten them. Wings will readjust them so that they are all more equal in length, without distorting the model. | ## Another useful trick is ''tighten''. Select a large number of edges, and tighten them. Wings will readjust them so that they are all more equal in length, without distorting the model. | ||
# Save the 3D model. This will be called a .wings file. | # Save the 3D model. This will be called a .wings file. | ||
# Using the Second Life plug-in, ''export'' the sculpt map. A .bmp file will be created. | # Using the Second Life plug-in, ''export'' the sculpt map. A .bmp file will be created. [[Wings 3D Exporters]. | ||
# Upload the .bmp file, and apply it to a sculpted prim. | # Upload the .bmp file, and apply it to a sculpted prim. | ||
# Optionally, [[UV maps in Wings3D| paint the sculpty]]. | # Optionally, [[UV maps in Wings3D| paint the sculpty]]. |
Revision as of 18:47, 22 June 2007
If you came here because you want to use Wings 3D to create sculpties, you came to the right place. If you want to still review all your options, look at the Sculpted Prims: Creator's Guide and return here later.
The pillow to the right is one prim. That is the whole point of a sculpty. You can make a highly irregular shape from only one prim. (This picture is from Wings, so the sculpty is not painted yet.)
Wings 3D is an open source 3D modeler with an active user community outside of Second Life. See the many demos and tutorials at YouTube. Wings can be used to create complex 3D models, and a plug-in is available to export the model as a sculpt map compatible with Second Life. It can also be used to help with the painting of the object (UV mapping).
When making a sculpty in Wings, you should not use many of the built in features. In particular, you should not add or delete vertexes, edges, or faces as you create your model. As described below, you start with a 32x31 sphere (or smaller), and model by deforming and painting it. The normal use of Wings involves adding more and more polygons where you need them to modify the overall shape. You will see this in the various Wings 3D tutorials on the web. However, Second Life sculpties require a very specific set of polygons. Don't add or delete as you go along.
Getting Started
- Obtain Wings 3D version 98.36 or later from [ http://www.wings3d.com/].
- You should probably experiment to become familiar with the tool, especially if you are new to 3d modeling. Follow one of the generic Wings 3D tutorials on the web.
- Obtain the Second Life plug-ins from the SL forums. [1]. There are at least two slightly different plugins, one from Omei Turnbull and one from Strife Onizuka.
Very useful information
- To paint a sculpty, it helps to have Hypatia Callisto's UV maps from the forums which are also included in the 062107(or later) release of the exporter, which comes with Wings templates that include the latest UV maps contributed by Hypatia.
- Read through the Second Life Forum articles about sculptys. You might learn something.
- HTML tutorials
- Natalia Zelmanov's blog Part 1, Part 2.
- Here's one in French.
- Video tutorials
- Wings 3D references (not specific to sculpties)
Step-by-step sculpty creation in Wings
- Create a sphere (no other shape supported at present). It should be 8x7, 16x15, 32x31, or 64x63. The low resolutions are good for experimenting, but 32x31 resolution will probably be used for final products. This sphere will contain the exact final set of polygons you must maintain. If you add or delete, your object will appear freaked out in Second Life.
- Shape your object from the sphere. Think of the sphere as a lump of clay, and push and pull it into shape without tearing it. The basic techniques are selection and tweaking.
- Selection: there are numerous tools in Wings for selecting sets of vertices, edges, and faces. Then the entire selection can be moved, stretched, and rotated, plus several other transformations.
- It is useful to grow or shrink the selection (+ or -), then transform, then grow a little more, then transform,, and so on.
- Once you have selected part of your object, you can Move, Scale, or Rotate that part. There are a few other operations. Remember, you cannot use operations that change the number of vertices or the edges between them.
- Tweaking: In tweak mode, you can grab one vertex, edge, or face and move it around. This is best combined with magnetism, which causes nearby polygons to also move along with it. The strength of the magnetic field can be adjusted. A weak (blue) field moves the closest neighbors, while a stronger field moves ones that are farther away.
- Tweaking is like pushing and pulling on the sphere as if it were a lump of clay.
- Another useful trick is tighten. Select a large number of edges, and tighten them. Wings will readjust them so that they are all more equal in length, without distorting the model.
- Save the 3D model. This will be called a .wings file.
- Using the Second Life plug-in, export the sculpt map. A .bmp file will be created. [[Wings 3D Exporters].
- Upload the .bmp file, and apply it to a sculpted prim.
- Optionally, paint the sculpty.
- Upload the paint job, and apply it to the sculpty.
(See this thread about UV mapping in Wings for more details.
Some relevant features of Wings
- In Second Life, alt-mouse is used to zoom around and rotate the camera view. In Wings, there are several different ways to accomplish the same thing. Preferences can be used to make Wings emulate several other 3D modeling packages. Maybe someone will make Wings emulate the Second Life viewer, or better yet, will add similar options to the viewer so that it can be made to emulate Wings, Maya, or Blender.
- The x, y, z coordinates in Wings are not aligned with Second Life coordinates.
- The default sphere in Wings will make a small object in Second Life.
For other info regarding this and other 3d software, check out Sculpted Prims: 3d Software Guide.