Sculpted dreamwork

gaia.clary's picture
in

There is not much to say about this:

http://forums.secondlife.com/showthread.php?t=336087

I always was impressed by black swan. Now they topped everything i have ever seen with Sculpted prims Wink For me it looks like a genius combination of precision sculpting, organic shaping, texturing and lighting...

Now back to "reality". Is it technically possible to create such artwork using blender and primstar ?I guess, the answer is "yes" but are we already there ? Or do we need some more fine tuning on the scripts (e.g. the new baker?)

Domino Marama's picture

we've always been there..

It's perfectly possible to do something like that in Blender without Primstar. All Primstar does is save the user time. The difference between that work and most sculpties out there is attention to detail. Spend the time on the details and there's no reason why anyone couldn't do something similar. With MakeHuman and a good knowledge of UV Unwrapping (or less knowledge and a shrinkwrap modifier ;) ) you're halfway there.

What the new edge baker will do is make things like that a lot easier as a single mesh made up of multiple sculpties will automatically bake each part at it's optimal size.

Manny's picture

details

I agree with Domino, I visited the place, amazing creation and a piece of art, but it's not something to pull off your hair all it needs' patience and the right methods, UV Unwrapping sounds like the perfect way, and the texture, that would be the harderst to get (at least for me) in Blender, but let's say model it in Blender and texture it in ZBrush using ZBrush ZProject and some polypainting for the details, with the right human pictures, easy. I have no idea which application/s they used. But it's possible to reach similar results with 3Ds Max using Uwrap UVW.

In addintion, I think I read somewhere, Blender has something similar to ZBrush ZProject but not sure, I currently only use Blender for modeling.

Thanks for the post, Gaia it was interesting to see. Smile

UV Unwrapping pluss

Hello there not sure if this is the best place but how does one get a good knowledge of UV Unwrapping? I've seen a great many tutorials out there and many have this function or button render sl or something like that and I don't have that in blender 2.48 or 2.52 not sure of the number now.

I have created some nice forms but I'm having trouble with mapping and texturing. where do I go from here?
Thanks for you great work and endless efforts toward creations Domino and helpers.

Domino Marama's picture

Unwrapping Blender sculpties

You need to learn how to use the UV tools in blender, so the education section on the Blender website is a good place to start. Or in your favourite search engine try keywords like "blender unwrap tutorial". Once you understand the tools, study the plane, torus and cylinder sculpt meshes in Blender. Look at the seams, face layout and how these relate to the LOD Bake where brighter blue pixels are more significant. From then it's just experience in using the tools to unwrap meshes that conform to the sculptie rules. UV unwrapping did change from earlier versions, so tutorials written for later versions will be more useful. Once you understand how to do tasks in the current version, it should be easier to see what to do differently when following old tutorials.

Manny's picture

Not sure what you mean

Not sure what you mean by "button render sl" I think you are mixing up the button: "Bake Second Life Sculpties" with the *Mode* option shown in older Blender versions video/tutorials known as "UV Face Select" which is related to the UV Calculation... Later versions, let's say since/included the 2.46, integrated that Mode option UV Face Select as a part of "Edit Mode", so, once you have your model in Blender choose Edit Mode, select the vertices/edges/faces you want to be displayed, hit "U" in your keyboard and choose the option that fits your needs from the menu. At that time you want your UV/Image Editor Area split somewhere.

UV Unwarp can be found as well in the "3D View"'s Header > "Mesh" > "UV Unwrap", in Edit Mode.

I'm not currently using Blender for texturing so this is all I can help with, I hope this information helps you to find your way in the applications a little more.

Read, read, read, watch some more videotutorials and enjoy blendering around unwrapping your 3D universe.

 

I feel myself motivated. Party

 

 

Blender Second life sculptie script

where can i find a blender script for sculpties in SL?? im 13 and on the teen grid and im trying to learn how to make a sculptie with blender but im lost! plz help! Sad

Manny's picture

Python scripts to speed up

Python scripts to speed up the creation of models compatible with SL in Blender, you can find them here:

over <-------- there (under the "Donate" button) you will see:

Forums

Primstar --- Your Future friend, the scripts.

  Downloads --- check it out, zip files containing all you need to start the adventure. (read)

  Manual --- check it out, learn how to install the scripts and the basics on creating a sculpt using Primstar. (read)

 

May the source be with you little fellow.

Domino Marama's picture

Things might move..

I'd avoid using arrows to point at stuff in the sidebars. When I did the layout, there was no content to get a feel for how it worked so I guessed a lot. Now things are filling up I'm thinking about rearranging things a bit and I might swap sides on the main navigation block (where those links are), Forum Posts, Recent Comments, Who's online and Who's new. This would place all the official posts from the site on the right, and all the user input and offsite sections on the left.

It's best just to use links to point to specific pages such as Primstar when posting so that the content never gets outdated.

Domino Marama's picture

Things have moved..

Over there now ----->>

I've added the links to Manny's post too, just to avoid confusing people too much Big smile

Manny's picture

The hack for that is to use

The hack for that is to use <------------> (double arrows),  *kidding*. Evil

Nah, honestly, my bad, thanks for fixing my previous comment adding the links. Last thing I wanted was to create confusion. Innocent

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