User talk:Qarl Linden
Hey Qarl, can you walk through your Maya script and detail what it's doing. A more detailed technical description will facilitate writing exporters for other products.
Self promoting or just ugly?
Current revision (06:15, 10 June 2007) (edit) (undo) Qarl Linden (Talk | contribs) (removing self promoting artwork) for Sculpted_Prims entry
I'm not sure why the picture of the 1-prim sculpted head I posted is considered self promoting, but I do admit that it was a very rough UV-ing and rather ugly. So, I would like to know whether it was removed for just being an ugly pic or if it's really self-promoting, and if so... why? (Ina Centaur 19:23, 10 June 2007 (PDT))
- the "self promotion" business was more a reference to the other guy who added his picture. so far, i've been keeping the images on the front page to myself (i know, i know, wiki pages aren't a dictatorship, perhaps i shouldn't try) they've been images i particularly like. the head (was it your head?) was technically interesting, i ALMOST posted it - but we already had a head... :) --Qarl Linden 13:54, 12 June 2007 (PDT)
- actually, i thought it was interesting to show a head that was texture mapped, and not just sculpt mapped. also, the particular head model I used to bake the sculpt map was the avatar freely provided on secondlife.com, rather than someone's 3rd party model. i think, though, because i did not spend time fixing the UV's near the mouth, it is just plain ugly and shouldn't be posted ;). (to keep things organized, just reply to this page. i have it on watch so will know when you've replied.) (Ina Centaur 17:58, 12 June 2007 (PDT))
- aha! yes exactly - but Chip's head IS texture mapped - that's why it appears to have so much detail. he took a high-res head model, sculpted it to low-rez, but applied a baked lighting texture as it's surface color. i'm a big fan of this technique - that's very much why i posted it. --Qarl Linden 16:10, 13 June 2007 (PDT)
- ohhh that's cool! i actually thought the details were part of the sculpt map. so, i guess tiny intricate things like eyelids are not currently possible with sculpties. good to know. (Ina Centaur 16:28, 14 June 2007 (PDT))
Sculptie Vertice 33 :)
If you've already written something about this, I haven't seen it, but if you haven't, don't worry; I think it makes perfect sense to me, and I could very well write&illustrate an explanation if there's any demand for it. (Is there?)
Just to check that I got this right: A sphere- or cylinder-mapped sculpted prim would only need to make use of 32 vertices around, but 33 from end to end (pole to pole). A planar-mapped sculpted prim would need a full 33×33 mesh. A torus-mapped sculpted prim wouldn't need any 33rd row of vertices at all.
(Somehow I'm left wondering if I've already said this before. But I get that feeling too often.)