Baking sculptie maps

When you have finished editing the mesh, you can create (or update) the sculptie map by selecting Render - Bake Second Life Sculpties from the menus.
You can then set the baking options for the sculptie. Usually the default settings are fine.
Fill Holes will bake over any holes in the UV map.
Normalise maximises the scale of the sculpties to give the finest mesh detail level.
Compressible was a feature request by Aminom Marvin. It basically removes the interpolation on none vertex pixels of the sculpt map.
Clicking OK will update the sculptie maps for all selected meshes. They will use the same scale, so if you want maximum detail only select one mesh before baking.
If you are doing animated sculpties then all objects should have the same centre and any required offset done in mesh edit mode. Select all stages of the animation to bake at the same time.
You can see and save the map images in the UV/Image Editor window.
After saving, the sculptie map is scaled to one Blender Unit (1m in Second Life®) in all three directions. If you prefer the sculptie to keep it's proportions at a sacrifice of some detail, then you can uncheck "Normalise" in the bake options. The console window will have the LSL script commands to recreate the sculpties in SL.
The baker uses the UV map so any object mapped to a full flat square will work. If you have some mesh parts missing, then selecting "Fill Holes" will surface over missing pieces for the sculptie map.

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