Problems baking sculptie made from 6 meshes

I'm trying to make a prim for am old-fashioed ship's steering wheel, but only part of the final object is baking. . Here's the steps I took:

- Add a sphere sculpt mesh, form it into a cylinder

- Clone it, manual-rotate it 90 degrees so the cylinders form a cross, join both meshes

- Clone the "cross," manual-rotate it 45 degrees, join both meshes

- Add a torus sculpt mesh, contort into desired size and shape, join to the previous work

- Add a sphere, shrink and contort to form the hub of the wheel, join to the previous work

When I uploaded the baked image to SL, it formed what initially looked like a wrinkled scroll, but when I stretched it here and shrank it there I found that it was really forming the initial cylinder, leaving off the additions.

File is attached. Can anyone see where I went wrong?

AttachmentSize
ship-wheel.blend184.5 KB
Domino Marama's picture

Joined mesh

You've joined the meshes and there's no reason to with this model. I'd have all the pieces separate, bake one spoke and delete the other two. After baking duplicate and rotate the spoke in object mode to replace the other two. Bake the center piece. Bake the torus. Now parent all the pieces to the center and do export_lsl. Put the script in a prim, upload the images and follow the script instructions. You should now have a 5 prim wheel from 3 sculpt maps all baked to optimum detail. If prim count is a concern, you could make all three spokes on one map by changing the image size to an oblong ratio and then joining the 3 spokes and arranging the uv layers in a column with gaps. This would reduce the count to 3 prims and 3 sculpt maps.

Is there some kind of

Is there some kind of tutorial explaining your directions for combining the spokes into one prim? Any that explain making single prims out of multiple meshes?

Manny's picture

multi-parts sculpty

Hey there, long ago I stumbled with this tutorial, it's not exactly the way Domino does it, I guess. But the results are about the same, check it out

Also I point you to this video-tutorial by Gaia Clary that would be useful for you since you want to create spokes and cylinders are a good starting point.

There are some more workflows for sure. But those are the ones I found *tutorialized*.

Something to keep into account:

I refer as: "multi-parts sculpty", Domino instead refers to  "disjointed sculptie" it's basically the same thing, the words really come into play up the workflow, the way he does it you actually manipulate disjointed meshes merging it all via the UV map, but there are different workflows the simplest and probably the most used by an important % of SL content creators is just to scale row of vertices  to 0, in that workflow there are no disjointed meshes it's a single mesh being stretched. Leaving apart the technical background mentioned I prefer call them "multi-parts sculpty" not because of the method used but because I find it easier to understand the concept for non-english speakers. Of course I can change my mind  and use the term "disjointed sculptie" but I will, likely, use it while refering to the specific workflow.

 

 

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