Crinkly prims after importing to SL

Hello again!

After giving up with my old project, and starting it again (I decided to use subsurf now instead of multires) I've almost finished my shoe. I learned a lot during this time, and now I'm really satisfied with new project. Only two things stops me to continue and really makes me frustrated..
I have problems with nails. First of all I had to change them from planes to spheres because I noticed I can't make my whole shoe to desired size in SL - prims was too tiny. Now with spheres I can make them a little bigger by hiding some parts inside toes.
But after baking, exporting, and importing them into SL they are awfuly crinkly.
I have used standard prims - sphere 8x8 faces,lev 2, subsurf...
So why? What's wrong with them?

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toes&nails.blend303.55 KB
toes&nails in SL_001.png881.94 KB
Manny's picture

hey tutu

Hello again, it's been a long since the last time we have had contact in this forum, anyway...

Checked the .png and the .blend. I think the way you modeled the spheres is not properly correct if you want to get smooth surfaces, specially on its sides. I wouldn't use spheres, and if I would I would not model them the way you did, if you use the feature "import as sculpty" you will notice the 'crinkly effect' just right there in Blender that's a modeling procedure issue.

I would stick to the plane idea you left away, to show you I modeled a quick nail using a default 8x8 2 subsurf leves plane. Check it out and use it if you feel like, feel free to modify it, redistribute and do whatever ya want with it.

Remember you can change the object's origin point location and select 'Keep Center' from the Baking menu to gain an extra LOD, comes handy for small sculpties, though, they might need a re-tweak so they look the way it was meant to. 'Import as Sculptie' is useful to do so allowing us to check and re-tweak on fly.

.blend below.

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plane_nails_manny.blend 100.79 KB

Thank you Manny for your

Thank you Manny for your reply!
It helped me a lot!

Though I'm afraid it still doesn't solve my problem entirely.
I was thinking over what you say about sticking to the plane again, but I've decided to stay with spheres - just re-tweaked one of nails to previous state (I was there already - and it worked nice) - I just cleared this pin inside the toe, baked, exported and - bingo! All awful crimps are gone! I have pretty nice shape. You can see snapshot below..

So what is the problem? Why I can't make all prims like this one?
As I said in my previous post - I modified my nails creating pins inside toes because I couldn't make my model rescaled to desired shape. And I'm afraid - it doesn't matter what I will use as a shape, plane or sphere. Spheres gives me more control and power in creating, but maybe I'm wrong?

Well.. the main question this time is - how to resize my prims in SL? And what shape should I use to save high quality?

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Snapshot_001.png 895.4 KB
Manny's picture

hey tutu

Hello there tutu;

Q: 'how to resize my prims in SL? And what shape should I use to save high quality?'

A1: You must take into account the size while modeling it, which means, Blender. In my previous comment I mentioned "Keep Center" while baking, meant by that it will let you to manage the size and the location of the model in its bounding box, allowing you to bake smaller sculpties. That will retain its LOD in relation to its bounding box size, however the smaller the sculpty the worse it will look, distorted, and the more tweaks it's gonna need. If you change the object origin's point location and 'Keep Center' you will notice the new map contains different rgb values. The smaller and further the mesh is in relation to its object origin's point the obscurer (to analize) the rgb map becomes.

A2: To keep quality == LOD it takes a correct modeling procedure, depending on the shape, the way you model is the way the model will look once you finish it and render it. If you modeled on a sphere in Blender use the SL sculptie sphere shape, except if you know what you're doing and want to try something else.

Looked to the last .png the nail looks neat. Plane or Sphere it's up to you, just use the one that makes you feel comfortable while modeling and fits what you need.

Q: 'I can't make all prims like this one?' I don't know, what's stopping you...? If you duplicate the one that works and tweak those duplicated it should work as the original did.

Last but not least, this is important, beyond 3d modeling, this is something not to follow, and I don't recommend it at all: 

"Though I'm afraid it still doesn't solve my problem entirely."

To hope someone else to solve our problems is basically waiting in vain, society doesn't work like that. There are some who tend to make people to believe it's viable, those fellows are known as "Politicians" or "Businessmen". Luckily they are not the 'society' but a tiny part of it.

Looking for guidance is acceptable and senseful, looking for somebody else to solve our problems is not a good idea.

I'm sure you are looking for a guide on this, however it worths to mention that over there.

Keep it up! Smile

Manny, there was no vanity in

Manny, there was no vanity in my thinking and I never meant to demand anybody of solving my problem. I know it is only my problem, and I'm just asking for a help here. If you knew me personally you would know I do ask for help when I'm driven to extremes (in the last resort). As you could see in the example I asked for a help last time - it was long long time ago. But I understand you could feel offended because my reckless words - misunderstanding is almost always because of inappropriate words - my only excuse is my poor english - I'm not native and it's hard for me to understand some lingual nuances. I hope we could find some way to understand each other, and to be more tolerant, lenient. I hope we are clear with that matter now Wink

Back to the modeling matter..
I retweaked all my nails to the "normal shape" - cleared these pins inside toes. But I'm afraid I don't understand your answers well. Perhaps the way I think is wrong, so stay patient please.

1. "You must take into account the size while modeling it, which means, Blender."
Does it mean I have to resize my model inside Blender? And after that I could import it to SL with the right size?

2. "Keep Center" while baking..
Probably I don't understand this point well - "it will let you to manage the size and the location of the model in its bounding box, allowing you to bake smaller sculpties" - but how I can manage size of my model? Just by switching "Keep Center" on?
I did so, I tried to do two ways: with "Keep Center" on and off, and nothing works for me (still I can't resize my model in SL).

I'm close to conclusion it is impossible to resize my model because of SL restrictions - there are limits on prims - you can't make prim smaller than 0,01, and maybe this is my problem. But how do others do with their nails, tiny (sculpted) prims (e.g. jewellery) in SL then?

Manny's picture

hey tutu

1. You got that right, you can do that while modeling or you can do that in-world, you choose your path, I tend to fix its size while modeling. All it takes is to know how much is a blender unit and its correlative in SL.

2. "but how I can manage size of my model? Just by switching "Keep Center" on?" Likely... I explained it to you earlier in my first comment to this post. I wrote: Remember you can change the object's origin point location and select 'Keep Center', if you don't change the origin point's location it won't work, obviously.

Try this:

1) Create a default sphere, hit TAB to get into Edit Mode.

2) G;Z; -2; Enter

3) S; -.3; Enter

4) Select 'Keep Center' and bake.

Now repeat the same process but select 'Keep Center' & 'Keep Scale'.

In case you didn't do it, try to read articles related to: object's origin point (blender) and bounding box. If you did/do so you should get the concept/idea of using 'Keep Center' with the plus of 'Keep Scale' clearly.

"But how do others do with their nails, tiny (sculpted) prims (e.g. jewellery) in SL then?" The advantage is: they know how, that's known as knowledge and only a few are willing to share it, even if it's something as silly and insignificant like this.

Yes, please, let's be more tolerant, lenient. The world we know could be a better place.

Manny, you couldn't explain

Manny, you couldn't explain it clearer, thank you!
I got it finally and it works for me now.
Although I'm not handy with "Keep Center", "Keep Scale" and don't understand how it works exactly, and why object's origin point is so important here, but never mind - I will! And I'm finally on the way to understand it.
But the most important thing is that resizing in Blender works and after import I can have my model exactly resized in SL! I feel a little bit foolish.. It was so easy!
Thank you again!

Manny's picture

hey tutu

I'm glad you could sort it. Smile

Keep it up and may the source be with you Star

HD's picture

bake SL sculptie problem

hey! Smile why in render menu have no bake second life sculptie?
and if i take new sculpt mash then is this option different not like u have or in tutorial?
but i did exactly like in tutorial .
i have xp, i installed latest blender 2.49b, and installed python and copied primstar scripts , scripts folder. i can use only sculpties for second life but i want use prims too what i cant . please help , or rar your configuration and send to my mail then it will work im sure. sry my bad english. thx

Manny's picture

hey HD

First, welcome aboard! Star

Second, check these links: one; two (the last is about windows 7 but the same procedure applies to windows xp or vista)

Third, you should take a time to learn how this site works, you commented here about "bake SL sculptie problem" while we were talking about "Crinkly prims after importing to SL" *something* is wrong right... Let's make it easier and much more logically intuitive for everybody, take the time surfing the Forums so it's helpful for everyone out there and easier to track. Otherwise it's a mess.

Hope you can fix it! Smile

 

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