Saturday, June 30, 2007

Day 279: Sculpted Prims Tutorial Part 4 (Texture)

In Part 1, Part 2, and Part 3 of this tutorial series, we discussed sculpted prims and how to create them using Wings 3D and ROKURO. With these 3D programs, we can create and tweak just about any 3D shape relatively easily. However, there is something important missing: the texture.

In this Part 4 of the tutorial series, we are going to talk about one way to create textures for sculpted prims.

Programs and techniques for working with sculpted prims are changing daily. But 3 SL residents have really made the techniques we've talked about possible: Omei Turnbull created the Wings 3D sculpted prim exporter and importer. Yuzuru Jewell created ROKURO and his latest creation, TOKOROTEN. I really appreciate your efforts in making sculpties easier for the rest of us :)


Sculpted Prim Texture Overview



Creating texture for sculpties is basically the same as any other type of prim. You can create texture files using Photoshop, GIMP, or just about any graphics program.

But sculpties tend to be unusually shaped. And a single sculptie may represent more than one type of material. For example, part of a sculptie may be metal; while another part may be wood. That makes creating texture for sculpties more challenging, because its hard to figure out which part of a texture file will map to which part of a sculptie.

Commercial 3D programs (like Maya, Lightwave, Modo, and ZBrush) let you import the sculpted prim into the program and paint directly on the sculpted prim. The problem is that these programs cost more than I can afford, even with my student discount! So I have to settle for the less expensive alternative :P

We are going to talk about one technique based on discussions from the SL Forums: work on the texture in Photoshop or GIMP, and use Wings 3D to preview the texture periodically. Its not as easy as painting directly on a sculptie. But its good for the occasional sculptie builder. And its a lot more affordable :)

I strongly urge you to use ROKURO version 1.02 (Aug 12, 2007) for this tutorial. Be sure you have these settings (they are the standard settings):

   Points(P): 33 Points(3)
   SaveSetup(S)/TGASize(S): 128x128(1)

When you save the sculpt map in ROKURO, be sure that you click on the dropdown box next to "Save as type:" and select "BMP 24bit 62x62 File".

Also, this tutorial specifically refers to the Wings 3D Exporter "wpc_sculpty_080707" (Aug 7, 2007). The Wings 3D Exporter is available from the SL Forums. If you dont have access to the SL Forums, Omei Turnbull (the author) has kindly made it available for free from PK Pounceworks. The files start with "wpc_sculpty_080707".

Here is a quick overview of the steps involved:

1. Import the Sculpt Map into Wings 3D.

2. Import the "UV-Texture-Map.jpg" file into Wings 3D.

3. Apply the "UV-Texture-Map.jpg" file to the Sculptie.

4. Open the "UV-Texture-Map.jpg" file in Photoshop (or another graphics program).

5. Edit the "UV-Texture-Map.jpg" as needed.

6. Save any changes back to the "UV-Texture-Map.jpg" file.

7. In Wings 3D, "Refresh" the texture to see it on the Sculptie.

OK, here we go... :)


Step 1: Import the Sculpt Map

***Note: Dont skip this step by opening a Wings 3D saved file. In order to do this tutorial, you must import the BMP sculpt map file into Wings 3D. This will create a UV Map of the sculpt map.

Go ahead and start Wings 3D.



Click on the "File" option from the top menu bar, select the "Import" option, and click on the square box to the right of "Second Life Sculpty (.bmp)...".

If you see a list of "Topology", select "Sphere". Make sure the "Triangulate" checkbox is unchecked, then click "OK".

Select the "Sculptie Messy Candle.bmp" we prepared in Part 3 of this tutorial series.



You should see our familiar messy candle :)













Click on "Select" from the top menu bar, and "All Faces".














The messy candle will turn red.



Right-click on the main window to bring up the popup menu. Select ".UV Mapping." from the popup menu.



You should see the "AutoUV : STL" window showing you a red version of the UVMap from UVMapper.

Go ahead and close the "AutoUV : STL" window.

Thats it...the UV Map has been applied to the model.










Step 2: Import the "UV-Texture-Map.jpg" File into Wings 3D



Here is a UV Texture Map I created to help work with sculpted prims. This Texture Map will help us figure out which part of the sculpted prim maps to which portion of the texture.

Click on this UV Texture Map image to the left (so you see the image full size). Right-click on the image and select "Save Picture As...". Enter "UV-Texture-Map.jpg" as the file name.

(Note: You might want to save an extra copy of "UV-Texture-Map.jpg" somewhere, since we will be directly editing the "UV-Texture-Map.jpg" file.)



Click on the "Window" option from the top menu bar, and "Outliner".







This will open the Outliner window.



Click on the "File" option from the top menu bar, and "Import Image...". Choose the "UV-Texture-Map.jpg" file.











You should see a tiny version of the UV Texture Map appear in the Outliner window.













Step 3: Apply "UV-Texture-Map.jpg" Texture to the Sculptie



OK, this part is a bit tricky...

First, left-click on the text "UV-Texture-Map". This will select the item.

Next, drag-and-drop the "UV-Texture-Map" item onto the line that has the word "default".









At the "Texture Type" popup, select "Diffuse".












Click on main window (on the messy candle itself) and press the [Space] bar to de-select everything. You should now see the UV Texture Map on the messy candle :)











Step 4: Open the "UV-Texture-Map.jpg" file in Photoshop

Now that we are setup to preview the texture in Wings 3D, its time to open the UV Texture Template in Photoshop.

If you are using another graphics program, you can do the same steps using the graphics program of your choice. It doesnt have to be exact...we have already done the hard part by setting up the preview :)



Start Photoshop and open the "UV-Texture-Map.jpg" file you imported into Wings 3D above. It has to be the exact same "UV-Texture-Map.jpg" file you used above, or this wont work!



Select the Layers palette. Because this is a JPEG file, there should only be 1 layer called "Background". We want to change "Background" to a normal layer.

Right-click on the "Background" layer and select "Layer from Background...".

At the "New Layer" window, click "OK". The "Background" layer has now become "Layer 0".





Change the "Opacity" of "Layer 0" to 50%.















Click on the "Create a new layer" button on the bottom of the Layers palette to create "Layer 1".

Move "Layer 1" below "Layer 0" by dragging and dropping the layer.










Steps 5-7: Working on the Texture in Photoshop



We now have a workspace all setup and ready to paint the texture :)

The semi-transparent UV Texture Template will serve as a guide as we create the texture. Once we are done with the texture, we can just turn off "Layer 0" before saving the final file.






Lets flip back to Wings 3D and look at our Messy Candle...

The top rim of the candle is A7 to H7 and A8 to H8. We want to make this part of the candle lighter than the bottom.

Notice that the melted part of the candle goes from G1 to around G7. The bottom of the candle goes from A1 to H1, and A2 to H2. We are going to make these 2 areas darker than the rest of the candle.

BTW, your candle would probably be different, unless you are using the texture from Sirena Hair & Fashion. So choose areas that match your candle :)




Select a light brown foreground and a dark brown background color.

Then select the Gradient tool. If you see the Paint Bucket tool, Right-click on the Paint Bucket and select the Gradient tool.















Draw a straight line from the bottom of D8 to the top of D6. This will create a light brown to dark brown gradient.

Its a bit hard to see what we just did. So try turning down "Layer 0"'s Opacity from 50% to 10%.



Click on the Foreground color square. This will open the Color Picker.

Click on the radio button to the left of the top "B:" (the one for Brightness). Then pull the slider down to make the color darker. Click "OK" when the foreground color is noticeably darker than the background color.



Select the Brush tool and a large brush (around 13 px).















Draw some freehand lines from G1 to G7, across A1 to H1, and across A2 to H2. These are the melted areas of the candle.

For better effect, click on the Foreground color square again. Make the foreground color even darker, and draw some more lines in this area.

Now lets see our changes in Wings 3D :)

Click on "File" from the top menu bar, select "Save for Web...", and over-write the original file.



Flip back to Wings 3D. Right-click on UV-Texture-Map and select "Refresh".






You will notice that the changes we made in Photoshop now shows up on our Messy Candle. How cool is that! :)

You can preview your changes whenever you feel like it. Just save the file in Photoshop, flip over to Wings 3D, and select "Refresh".




Lets finish up our texture.

Go back to Photoshop, click on "Filter" from the top menu bar, select "Blur", and "Gaussian Blur...".

In the Gaussian Blur window, enter "5" for Radius and click "OK".











Click on "Filter" from the top menu bar, select "Noise", and "Add Noise...".

In the Add Noise window, enter "15%" for Amount, select "Gaussian", and check the "Monochromatic" box. Click the OK button.












Click on "Filter" from the top menu bar, select "Blur", and "Gaussian Blur...".

In the Gaussian Blur window, enter "1" for Radius and click "OK".











Go to the Layers palette. Click on the "eye" next to "Layer 0" to hide it.

Thats it...we are done!

Click on "File" from the top menu bar, select "Save for Web...", and over-write the original file.






Flip back to Wings 3D. Right-click on UV-Texture-Map and select "Refresh". Our Messy Candle now looks much messier :)

Feel free to add additional details to the candle by jumping back-and-forth between Photoshop and Wings 3D. Remember you can add layers to help you make changes. Adding layers also help you move things around in case they dont show up correctly in the preview.


Finishing the Messy Candle

Once you are done editing the texture file, save it under a different name. Say, something like "Messy Candle Color Texture.jpg".



Just upload and apply "Messy Candle Color Texture.jpg" the same way you would any other prim texture.

Note that when you apply the texture, you may need to flip the Horizontal and Vertical (by clicking on the "Flip" checkbox). But you will find that the texture looks pretty much like it did in Wings 3D :)

I hope you have found this Sculpted Prims tutorial series helpful! Im sure there will be more tools and development to come in the next few months...so I cant wait :)




numly esn 91022-071006-827355-61

© 2007 All Rights Reserved.

54 comments:

Virrginia Tombola said...

Once again, a HUGE thanks to you and Miss Callisto for your work on this.

Well, I know what this weeks learning experience is going to be :)

Sukiri Qinan said...

Your tutorials are always helpful but nothing seems to work out for me the same way. I'm trying to make glasses/goblets - they look great in SL but when I try to change something with the magnet in Wings I am no longer able to export it. And UV mapper says they are an incompatible number of facets and crashes. Do I need an updated version or are things just hooky for me? I must be doing something wrong because you make it seem SO EASY!

Anonymous said...

My version of Rokuro does not offer 64 points - do you have an earlier version, or later?

SLNatalia said...

Virrginia, I totally agree! Without Hypatia Callisto's UV map, there would be no way to do this! I just hope she creates more of her wonderful UV maps for other sphere sizes...

Sukiri, I use version 0.98.36 of Wings 3D with the "wpc_sculpty_062107" sculpty exporter plugin to write this tutorial. Be sure that you are using the Development version of Wings 3D! (The Latest Stable Release doesnt work with the plug-in...)

Dear Anonymous, oh dear. Thank you so much for pointing that out. The latest version of ROKURO does its own thing and makes TOO many points!

I used ROKURO version 0.9 to make this tutorial. Fortunately, you can still download it here: http://www.kanae.net/secondlife/rokuro09/index.html.

bcwhittle said...

I'm not sure anyone has done as much for the general community as you have done! Though I enjoy the tours, the tutorials are hard to beat!!! You explain things so well, and you are on the cutting edge. Kudos to you for sharing this wealth of information instead of just hording it and honing your own skills.

Thanks so much!

Sukiri said...

Hey I just thought I'd update that my problems w/ Rokuro and Wings disappeared using the older version. I think the one I got is 0.9 and it works just like your tutorials. Whew!

SLNatalia said...

BCWhittle, heehee thank you so much :) I hope you enjoy the tutorials and get a chance to make some sculpties :)

Sukiri, thank you for the update! Its good to know thats the problem! I left a message on the SL Forums asking the author to keep ver 0.9 around...

beta said...

hello Natalia..I can't do your example!!! In the uvMapper I read :
vertices:39070;
normals:39070;
facets: 7936...
so when I try to importUvs there is the message:"incompatable facet stucture".
I try with Rokuro 1 and 0.9; wing3d: 0.98.36;
Uvmapper classic:0.26b...
I hope you can help me..I tried more time you example!!!
ty beta

SLNatalia said...

Beta, if you use Rokuro, you need to use version 0.9 to do this part (version 1 has too many points).

It sounds like you have too many facets (there should only be 4032). Are you using the newest Wings Sculpty Exporter? The one that comes in 2 separate files? If so, be sure you turn off the Triangulate checkbox when you import the texture from Rokuro into Wings. Steps for doing this are in Part 3 of this tutorial. I had the same issues because all the tools kept changing so quickly!

Beta said...

thank you for yout time.
when I click on "import" in Wing and I select "bmp" I can choose "sculpt import option" and the are: Sphere, Torus,Plane, cyulinder;also I can chack "flip axis" but..I can't see TRIANGULATE checkbox! Also You have asked me the version of Wings Sculpty Exporter..where I can see that version..I don't remember..
ty Again!!!

SLNatalia said...

Beta, are you using Wings on Windows? When I select "File", then "Import", the next option is "Second Life Sculpty (.bmp)..." with a little box to the right. I dont have an option to pick BMP, and then "sculpt import option". I also dont see the same options you mentioned...

I double-checked the SL Forums and the latest version of the scultpy exporter is "wpc_sculpty_062107(1 of 2).zip and wpc_sculpty_062107(2 of 2).zip". These should give you the "Triangulate" checkbox...

beta said...

where I can download the plugin? I can't access to sl forum!
ty Beta

beta said...

this is the plugin that I have downloaded:
http://forums.secondcitizen.com/attachment.php?attachmentid=8299&d=1179969631
beta

SLNatalia said...

Beta, thats the original plug-in for Wings. There is no "Triangulate" option for that plugin. Actually, there should not be ANY options for that plugin.

Try using ROKURO 0.9 to create something with 64 points (the boxy thing at the beginning is fine). Convert it to .BMP. Import it into Wings. Export it right away to .OBJ and bring it into UVMapper. Does that work?

beta said...

no...:( it's not at work..I have always:
vertices=3970;
texture=0;
normals=3970;
facets=7936;
groups=1;
materials=1;
regions=0;

I hope you can help me...:)
thank you beta

SLNatalia said...

Beta, are you creating a shape using 64 points in ROKURO? You seem to have too many facets (it should be 4032). This probably has something to do with the number of points in ROKURO, the setting when you import it into Wings, and the setting when you export it from Wings.

Im sorry, Im not really an expert...perhaps you can try the SL Forums or Second Citizen Forums. They have the residents who actually wrote the importers and tools!

beta said...

How can I create an other uvs file as Callisto? I would like create a .uvs file with my dimension...ty Beta

SLNatalia said...

Beta, creating UV templates is *WAY* over my head :) I think you need other programs to do it though...

You can ask Callisto directly. She is on both SL Forums and Second Citizen Forums...

Beta said...

thanks for the time that you have dedicated to me and for your patience !!!
:)))
YOU ARE THE BEST!

SLNatalia said...

Beta, you are welcome! I hope you were able to fix the issue!

Mystic Signals said...

Hi Natalia
Great Tutorial :)
Going back to part 2...
1 question...how do i view my sculptie if i dont have middle mouse button???
Ive been staring at my mouse for 10mins...ooppss cross-eyed lol
Thx

SLNatalia said...

Mystic, if you dont have a 3rd mouse button, you can change your Camera Modes (under Edit/Preferences/Camera/Camera Mode, "Maya" works pretty well if you are familiar with SL). You can then use an alternate set of keys to control the camera. But these keys are slightly diff than the ones in this tutorial...

Omei Turnbull said...

Natalia, your tutorials are superb, and thank you for your kind comments.

I wanted to let you know that the latest Wings plugin (080707) automatically creates the appropriate UV map, so most of the lengthy process you had to go through before is no longer necessary. Basically, steps 1-7 are no longer necessary.

Cheers!

SLNatalia said...

Omei, you are awesome! I tried it and it works great! :) Unfortunately, Im going on vacation and cannot update this tutorial until I get back. Meanwhile, I added a note to let people know about the great news :) Thank you so much for making this wonderful tool!

philippe shilova said...

hello expensive natalia

I am always interest by the scultes objects

I have just downloaded the pluging for WIND3D (wpc_sculpty_080707 (1 of 2) .zip and wpc_sculpty_080707 (2 of 2) .zip), but there is a small problem.

1) I created a simple cylinder with ROKURO (too much brilliant) (size of the image 128x128)

2) I modify my file TGA in BMP to import it in WIND3D

3) which option must I travel by bus WIND3D gives me like choice:
TYPOLOGY :
SPHERE, PLANE, TORUS, CYLINDER ?????

and a stage coach has not to put for triangulation ;-)

4) the object arrives well in WIND3D

5) but if I export it without making the least modification, WIND3D gives me like option of export:
BITMAP SIZE
16x16 32x32 64x64 128x128

and of the stage coaches for “Allow recentering” and “Allow rescaling”

6) I do not know what to choose, because WIND3D always says to me that “Unsupported mesh size”

can you help me???? : (: (: (: (: (

I kiss you well extremely, with very soon for new adventures

Philippe shilova

philippe shilova said...

cuckoo natalia

I have just found the solution has my problem. you had already explained all that higher :-). like say it to you, it is necessary to use version 0.9 of ROKURO (64 points) and to pay attention to take 64x64 at the time of export in wind3d towards a file *.BMP.
kisses, pretty young lady ;-)

SLNatalia said...

Philippe, Im so glad you fixed the problem! :)

BTW, there are new versions of ROKURO (1.02) and Wings 3D Exporter (080707). They make texturing MUCH easier!

Omei Turnbull said...

Natalia, I've put a copy of the 080707 exporter on PK Pounceworks. It's
http://pkpounceworks.sljoint.com/index.php?option=com_remository&Itemid=28&func=fileinfo&id=119

Omei Turnbull said...

Hm. Looks like long URLs don't display. Spread over two lines, it is

http://pkpounceworks.sljoint.com/index.php?
Itemid=28&func=fileinfo&id=119

SLNatalia said...

Omei, you are absolutely awesome! :) Thank you so much for creating the Wings 3D Exporter (and now making it available outside the SL Forums!) I updated Part 1 and Part 4 of this tutorial with the new link.

There would be a lot less sculptie flowers in SL without you! :)

Batty Raymaker said...

Hey Natalia! I know this trend seems to be dead since last August, but I just installed Wings 3D and got your tutorials, so I'm posting this in the hope that you -or someones else-read it and help me. The problem is very simple: when I open Wings and select Sphere, it keeps rezzing it straigth away wihout asking me first about the size I want, and it rezzes a sphere has a lower resolution than recommended -I think it's 16x15-. I've tried messing with preferences and some other options, but so far I haven't been able to find out what I'm doing wrong. How can I select a sphere suitable for SL, please?

SLNatalia said...

Batty, when you create the sphere, make sure you don't click on the word "Sphere". Instead, click on the little square box to the right of the word "Sphere". That will let you change the settings :)

Anonymous said...

Thank you very much for posting this great tutorial :)

But unfortunatlly it have some problems :(

When I import the UV-Map and put it on the sphere it looks kinda distorted and I can`t see any numbers or letters.

Here`s a screenie
http://i79.photobucket.com/albums/j151/strangelovehh/ball.jpg

Please can someone help me? What did I wrong?

cu
Strangelove

Natalia Zelmanov said...

Strangelove, heehee that's so weird ;P Be sure you click on the UV Map picture before you save it (it should be a 512x512 texture)...hope that works :P

Metroid Karu said...

Great job, I'll probably be using this in conjunction with another technique - do you know of the program sculptypaint? It's a great program for something like this - import your shape bmp, then the uv map as the texture (a copy of course). Then it allows you to directly paint onto the uv map and see changes in realtime! It's a little confusing to work with, but it's great to try out changes in this (even though photoshop or similar is required for making a nice texture).

Again, great job on the tutorials - I didn't know about some of the extra Wing 3D functions that we could still use for sculpties, for example. Thanks for keeping at it with updating the blog! It's always useful and interesting to read!

Natalia Zelmanov said...

Metroid, heehee thank you so much! I played with SculptyPaint a little bit (lol just havent had a chance to use it seriously). But its def a great program for making sulpties :)

Anonymous said...

HI i have a question for anyone who can help. I just bought the TATARA program and i have a problem becase it only lets me save in TGA files not bmp. What can i do please any help would be sorely appreciated.

Borges Zapatero said...

Hello Natalia...

Thanks for the tutorials. It's helping me a lot (I've just started at SL 2 - 3 months ago so I'm quite lost on it).

A small tip tha I discovered working with wings3d version 0.99.04a (the latest version at these days) that I'd like to share with all who visit your home page: after the UV maping, don't close the the AutoUV window - give a mouse right click on the AutoUV window and select "Create Texture", set the texture resolution (512 x 512) and voila !!! you have a white background with all the sculpted objects vertices, ready to work on Gimp. Export it to a PNG file (through Outliner window), open it on Gimp and work it as the UV layer for creating skins / clothes.

I hope this tip can be usefull for everybody.

Thanks for all. Best Regards.

Natalia Zelmanov said...

Dear Anonymous, you can use Photoshop or GIMP to convert a TGA file to BMP as needed ;)

Borges, thank you so much for the update! Lol there are constantly changes to all these tools...its hard to keep up :P

Anonymous said...

Hello, everything has been going great with wins 3d for me, but when i try the mapping for the texture i got a little problem, i followed every step in the tutorial when i finally get to this part:

Click on main window (on the messy candle itself) and press the [Space] bar to de-select everything. You should now see the UV Texture Map on the messy candle :)

...i ses the UV Texture Map on my messy candle, but i can't see the numbers and letters, they are like blurry, i can't say wich one is A or 4 or A4, etc. So i can't know where to give the proper color with photoshop. Also when i see your messy candle, I seems to me like you have more sections and slices than me, it is like more resolution. I followed every step.
What is the problem for me? resolution or something like that?, thank you.

Anonymous said...

Sorry, i forgot the image, here it is

http://img516.imageshack.us/my.php?image=dibujoro4.jpg

Anonymous said...

sorry again, the other link is not working, :P

http://hosting.deimagenes.com/imagenes/80ffdb0a4e4f6f3b0e593028a24435db.JPG

jasmine lumet said...

heya nat, this is jasmine lumet (teen grid) and when i try to import my shoe tht i made wings pretty much crashes, it wont work, i keep closing it and when i try again it does the same thing, maybe im doing somethin wrong or maybe my computer is just messing up, ima try and restart it and c wht tht does but iwas just wondering is u have a scientifiv reason for it acting...well...stupid lolz, thanks much and i luv all your tutorials (but when i looked a while ago ididnt c a tut for making wrinkles on a shirt- i was the one for making a wrinkly texture but not one just for making a few wrinkles but luckily i figured it out, i use gimp also, well i hope all of this will fit) bye

Jasmine Lumet said...

hey grly, this is jasmine lumet again (secondlife teen grid name) and i figured out the problem, well not really, i just kept uninstalling wings and reinstalling it and movin the stuff to a different place each time, lol, fnially i got it right, but i have a new problem and i think its gonna sound like deja vu when i say it, but like some of the other people, when i put the texture map thingy on there, it comes up blurry making it extremely hard for me to texture it on gimp, i supposed itll b easy if i just renumbered them on top of ur numbers maybe it will some in clear after tht, i dunno, HELP!! (^^^ i dunno y i have oppiphinies while im writing you, i guess ur just good luck lol)

Jasmine lumet (duh!!) said...

u r so gonna get tired of me....
now i have a whole nother problem, i was able to get around the fact tht the textures were all blurry by putting my own colors on top of the corresponding color of the map and puttin little different colored dots in them (say for A1 i put a big red dot thena tiny blur one in it, for B1 i put a big black dot with a tiny blue one in it and so on, and liek for the letters with 2s or threes i still followed the color guide lines but lets say instead of a tiny blue dot i put a light green dot- somethin easy to c against the colors) well... when i exported the image with out the textures it was fine, but when i tried to export it with the textures on it, it says unsupported mesh size, i didnt make n e changes to the actual image, but all of a sudden it says this, and when i try to import the original image, it crahses, wht to do wht to do wht to do!!! lolz ( and like i said, u and the rest of the users r gonna get tired of me leavin comments but wht can i say, ima chick in need) luv ya!!! (help me...)

Natalia Zelmanov said...

Dear Anonymous, be sure that you are using the large version of the "UV-Texture-Map.jpg" file. Click on the image in the blog (and you will see the big version), before you save it to disk :)

Jasmine, Im glad you got Wings 3D to work (lol be sure you are using the older version from this tutorial...Im not sure if the newer versions work or not).

For the texture map issue, click on the image first before saving it to disk (so you have the big version of it).

As for the problem with saving the image...are you using the older version of Wings 3D?

jasmine lumet said...

yea i am, but i figured tht out, but i still have the problem with the texturing, i tried using the texture map tht came with wings 3d (i forgot wht its called and im on another computer atm so i csant goto wings3d) and tht map had a bunch of the same letters and number and stuff and it was a whole lot of squares, and i did make the texture map big, but it doesnt fit, i dont know why, and i did everthing the tut said to do, so now i just make the shape, goto sl and put one texture on there tht i already had, it comes out okay, but it sucks when u want two or three textures on there. thanks much though.

Ubai said...

Thanks for the tutorials, they are very helpful! :) Unfortunately, I get the blurry texture problem too, and I have made sure I am using the 512 texture. I tried a render and it is blurry there too. Should I try bumping it up to 1024?

Omei said...

Re the blurry textures, there was a similar query on the SL Builders Forum. Here was my response.

"Thanks for the picture. I think I can guess the problem. It looks like you imported a 128x128 bitmap that was produced from a 32x32 model. That's actually a natural thing to do given the exporter options, but it would cause this problem.

"First, let me tell you how to fix it, in case that's all you care about. Before importing your bitmap into Wings, use your favorite 2D image program and re-size the bitmap to 32x32. Assuming I have correctly diagnosed the issue, that will solve your problem.

"Now, in case you actually want to understand what's happening -- when you export with (the default) 128x128 resolution, pixels will be replicated as needed. (I added this feature and made it the default at a time when there was no better way to work around compression-induced distortions that got introduced when the sculpty was imported into SL.) But this has a bad side effect when it comes to texturing, because only small "islands" of the texture you think you are applying will actually be visible on the surface when you re-import it. The rest of the texture will be assigned to degenerate surfaces that won't be visible.

"Given the present and future plans for sculpties, I recommend you always export at 64x64 for importing into SL. But if you don't save the .wings file, and need to re-import a bitmap, you'll still want to re-size it back to the original modeling dimensions before importing it."

Natalia Zelmanov said...

Jasmine, try the texture map from this webpage (the map should be a external file anyway, so you can change it).

Ubai, lol what Omei said...cause he knows what he's talking about :P

Omei, thank you so much for your comment! If it werent for you, there will be a lot fewer sculpties in SL (lol and definitely less of those pretty high-heels ;P) SL owes you a big thanks for all those sculpties in SL :)

Glenn said...

Holeee crap, Natalia you are a sweetie for all this awesome, specialized info. Thank you for the effort...just what i was looking for.

Natalia Zelmanov said...

Glenn, thank you :) Good luck with your project!

hitchup said...

Hi Natalia. This was a good tutorial for me. It cleared up my thinking of how to make textures for sculpted prims.

I ran into a few gotchas along the way. Some are in the tutorial and I will repeat them so I can cover things in sequence.

1. Use the Stable version, currently Wings3D 1.0.2. The release candidate 1.2rc3 cannot import from secondlife (bmp).
2. The UV-Texture-Map must be 512x512. This is obtained by first clicking on the image in the tutorial to expand from the displayed map which is 320x320. The indication that you have the smaller version is unreadable coordinates displayed on the image in Wings3D.
3. Related to the above is the size of the sculpted image. The tutorial stated to export as 128x128 but, the import secondlife(bmp) needs to be 32x32 for the same reason has in 2 above. So, you can export 128x128 for the sculpt map to upload to SL and export again 32x32 for later import into wings3D to make the texture. Or, you can change the image size in photoshop or GIMP. Be sure to change the image size and not the layer size. Changing the layer causes distortion in the image once imported into wings3D.
4. Be certain to upload into secondlife the 128x128 scuplt map. The 32x32 version is less detailed.

Natalia Zelmanov said...

Hitchup, thank you so much for the hints! This is a particularly tricky part of making sculpties. lol I finally gave in and got zbrush, which lets you paint directly onto the sculptie. It's expensive, but worth it if you make lots of sculpties.