Import a sculpt map

Domino Marama's picture

Simply select 'Second Life Sculptie' from the "File - Import" menu and choose the sculptie map to import (hint: click filename with middle mouse button to open quickly).

Blender Menu - File - Import - Second Life Sculptie

You will be given an options dialog that will let you select the sculptured prim type and the scale (these match the sizes in Second Life®).

Import Sculptie Options

The mesh will be imported with 3 multires levels. You can switch between them on the editing panel.

Blender Multires Options Panel

These correspond to the 3 highest levels of detail in Second Life® so you can check how gracefully your sculptie degrades when viewed from a distance.

Three Levels of Detail of Hemi Sculptie

Comments

I dont seem to have the Second Life Sculpte (.tga) option in Import menu. Is there a spicific way to get that there?

Hello Domino,

I've noticed that by default, the newest (or newer, anyways) scripts import sculpts with Multires already applied on them. For me, the "Level:" is always defaulted to 2. Since the sculpt or sculpts are "tagged" as multires upon import, I'm then unable to join them. The reason I'd want to join my sculpts, is to export them as a .obj file for texturing in Photoshop CS4. If theres some magical way to remove multires after importing, that would be amazing. Right now I've kinda hit a roadblock. Before reformatting this past week, I must have had some older scripts, because after importing my sculpts now Im able to join them and export that as an .obj file to use in CS4. I've tried setting it to 1, but that really takes away the detail of the sculpt. I've tried "Del Lower", still no dice. I'm not the best at understanding blender, but I've been using it to sculpt for quite a while. If this is a new feature, is there any hope in the future of being able to choose what level (if any) multires you'd want your sculpt to be upon import?

Thanks for your hard work on these scripts,

Nerolus

Domino Marama's picture

At the top of the multires panel is "Apply Multires" - that will convert the mesh to a single level (the currently displayed one). Do that on all the meshes you want to join and all should work fine.

Hi Domino, i've installed blender and primstar 0.9.28 and when i try to import a sculpt map that i already have, i don't get the options dialog window to select the  mesh type and scale. Blender just loads the file. I was using an older version (9.20) and i didnt get the option in that version either. I can get the "Add Sculpt Mesh" dialog if start out creating a new sculpted mesh.

Any light you can shed would be much appreciated.

 

i just reformatted my pc, running windows xp sp2.

 

thanks. 

-v

Domino Marama's picture

The instructions above haven't been updated for 0.9.x yet. They still describe how it's done in 0.5.0

Import in 0.9.x now detects the topology automatically - you can enable "Draw Seams" to check it's done the right thing.

Generally speaking, import is for building a scene from existing maps so you'd normally just use object mode scale and rotations on them. The file selector option when adding a sculpt mesh is for using an existing sculptie as a base for further modelling.

For fixing seams add a sculpt mesh with the desired topology, then use Mesh - Scripts - Update from Sculpt Map to set the shape from an existing sculpt map.

I'll move this comment into the documentation when I update this page, so please don't link to it. It'll be deleted soon.

Thank you for responding so quickly!

I tried fixing the seam in my existing sculpt map, and i uploaded a pair of before and after photos so you can see what it going on.

http://tinypic.com/r/2hdqlpc/6

this is the imported sculpt mesh i am using. there is a "gap" in the mesh that runs along the verticle axis. ( I think this is called the z axis in blender - I normally use wings 3d so its the Y axis in that program ) When i export the sculpt map as a 3d wavefront object, that gap persists. I am using photoshop to make the sculpt textures, and so far all my exports have this gap.

http://tinypic.com/r/2ql7eb9/6

Here is the same sculpt map applied as an attempt to fix the seams. While i am happy to know about that solution ( It looks incredibly useful ) It changed the whole look of my sculpt. I started with a cylinder in both cases.

 

It may be a function of the exporter in wings 3d , I'm not really sure. I'm submitting this information, not as a complaint, but as information in general. You're doing great things with primstar, and thats the main reason i want to learn blender.

have a fantastic day,

-v

 

Domino Marama's picture

Use multires for this technique, not subsurf. You need the full mesh to be real geometry rather than generated by the subsurf modifier.

 Got it. Thanks Smile