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	<title>Comments on: Sculpted Prims for the blender purist</title>
	<atom:link href="http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/</link>
	<description></description>
	<lastBuildDate>Wed, 10 Mar 2010 11:21:00 +0000</lastBuildDate>
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		<item>
		<title>By: Sca Shilova</title>
		<link>http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/comment-page-1/#comment-278</link>
		<dc:creator>Sca Shilova</dc:creator>
		<pubDate>Tue, 24 Feb 2009 12:46:31 +0000</pubDate>
		<guid isPermaLink="false">http://machinimatrix.wordpress.com/?p=189#comment-278</guid>
		<description>Hi Gaia
I am stuck at &quot;remove doubles&quot;. Not sure why but when I use it I get: &quot;removed 0 vertices&quot;.
Have tried by accessing the tool with shortcut w and thru menu: mesh&gt;vertices&gt;remove doubles.
I&#039;m using 2.48(1).
Thanks,
Sca</description>
		<content:encoded><![CDATA[<p>Hi Gaia<br />
I am stuck at &#8220;remove doubles&#8221;. Not sure why but when I use it I get: &#8220;removed 0 vertices&#8221;.<br />
Have tried by accessing the tool with shortcut w and thru menu: mesh&gt;vertices&gt;remove doubles.<br />
I&#8217;m using 2.48(1).<br />
Thanks,<br />
Sca</p>
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		<title>By: Gaia</title>
		<link>http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/comment-page-1/#comment-277</link>
		<dc:creator>Gaia</dc:creator>
		<pubDate>Wed, 04 Feb 2009 10:40:42 +0000</pubDate>
		<guid isPermaLink="false">http://machinimatrix.wordpress.com/?p=189#comment-277</guid>
		<description>@Lulu: You can always send me an IM in world. Then we can discuss about your issues there. IM &quot;Gaia Clary&quot;.</description>
		<content:encoded><![CDATA[<p>@Lulu: You can always send me an IM in world. Then we can discuss about your issues there. IM &#8220;Gaia Clary&#8221;.</p>
]]></content:encoded>
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	<item>
		<title>By: Gaia</title>
		<link>http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/comment-page-1/#comment-276</link>
		<dc:creator>Gaia</dc:creator>
		<pubDate>Wed, 04 Feb 2009 10:38:44 +0000</pubDate>
		<guid isPermaLink="false">http://machinimatrix.wordpress.com/?p=189#comment-276</guid>
		<description>@Corvius: the Export option can only export into EXISTING directories. So create a folder on your operating system, then tell blender to export to that folder. Then you see 2 files in that directory: the .tga is the sculptmap. the .lsl is a script, which you can use to restore position and scaling of your sculptie after you have imported it into SL.
I hope that helps.</description>
		<content:encoded><![CDATA[<p>@Corvius: the Export option can only export into EXISTING directories. So create a folder on your operating system, then tell blender to export to that folder. Then you see 2 files in that directory: the .tga is the sculptmap. the .lsl is a script, which you can use to restore position and scaling of your sculptie after you have imported it into SL.<br />
I hope that helps.</p>
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	<item>
		<title>By: Corvius</title>
		<link>http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/comment-page-1/#comment-275</link>
		<dc:creator>Corvius</dc:creator>
		<pubDate>Wed, 04 Feb 2009 08:16:56 +0000</pubDate>
		<guid isPermaLink="false">http://machinimatrix.wordpress.com/?p=189#comment-275</guid>
		<description>this prgoram is still saving *.Blend damn i got correctly installed the scripts to .blend folder n i can see options on import export selections but theres a problem on export selection it says Second Life LSL (to dir) im tryn to save it but i cant theres nothing happens plz help im gonno mad soon</description>
		<content:encoded><![CDATA[<p>this prgoram is still saving *.Blend damn i got correctly installed the scripts to .blend folder n i can see options on import export selections but theres a problem on export selection it says Second Life LSL (to dir) im tryn to save it but i cant theres nothing happens plz help im gonno mad soon</p>
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		<title>By: Lulu</title>
		<link>http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/comment-page-1/#comment-274</link>
		<dc:creator>Lulu</dc:creator>
		<pubDate>Tue, 03 Feb 2009 20:09:48 +0000</pubDate>
		<guid isPermaLink="false">http://machinimatrix.wordpress.com/?p=189#comment-274</guid>
		<description>Hi, I am a PHD student looking for some technical help to work on a fashion design project utilising SL and 3D  modelling. I am no tech expert...infact i have very little idea of how to do things, but i know what i want to do and believe it can be done.  I am looking for help with the project in terms of technical expertise.  Your tutorials have been great and i thought it worth asking if you would be interested in helping or can recommend where i can go to look? thanks in advance</description>
		<content:encoded><![CDATA[<p>Hi, I am a PHD student looking for some technical help to work on a fashion design project utilising SL and 3D  modelling. I am no tech expert&#8230;infact i have very little idea of how to do things, but i know what i want to do and believe it can be done.  I am looking for help with the project in terms of technical expertise.  Your tutorials have been great and i thought it worth asking if you would be interested in helping or can recommend where i can go to look? thanks in advance</p>
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		<title>By: Gaia</title>
		<link>http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/comment-page-1/#comment-273</link>
		<dc:creator>Gaia</dc:creator>
		<pubDate>Sat, 17 Jan 2009 02:29:42 +0000</pubDate>
		<guid isPermaLink="false">http://machinimatrix.wordpress.com/?p=189#comment-273</guid>
		<description>list of tutorials is here:

    http://blog.machinimatrix.org/video-tutorials

the black output at the end is maybe, because you have forgotten to select all vertices in edit mode before baking ?

another bad pitfall is: If you have deselected your object in object mode, then go to edit mode, blender does still edit the object, but the sculptie-scripts don&#039;t find any active object, so they do nothing.

workaround: go to object mode, select your object then bake from there. that should work.

There are tons of potential other things that can lead to black output. I never managed to make a full troubleshooting document for this and often it takes me some time to understand, what a customer has done wrong. well, that&#039;s life...

If you keep stuck, IM me, i will be back tomorrow night. Good luck so far  ;-)</description>
		<content:encoded><![CDATA[<p>list of tutorials is here:</p>
<p>    <a href="http://blog.machinimatrix.org/video-tutorials" rel="nofollow">http://blog.machinimatrix.org/video-tutorials</a></p>
<p>the black output at the end is maybe, because you have forgotten to select all vertices in edit mode before baking ?</p>
<p>another bad pitfall is: If you have deselected your object in object mode, then go to edit mode, blender does still edit the object, but the sculptie-scripts don&#8217;t find any active object, so they do nothing.</p>
<p>workaround: go to object mode, select your object then bake from there. that should work.</p>
<p>There are tons of potential other things that can lead to black output. I never managed to make a full troubleshooting document for this and often it takes me some time to understand, what a customer has done wrong. well, that&#8217;s life&#8230;</p>
<p>If you keep stuck, IM me, i will be back tomorrow night. Good luck so far  <img src='http://blog.machinimatrix.org/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
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		<title>By: Lavey Sirnah</title>
		<link>http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/comment-page-1/#comment-272</link>
		<dc:creator>Lavey Sirnah</dc:creator>
		<pubDate>Sat, 17 Jan 2009 02:22:32 +0000</pubDate>
		<guid isPermaLink="false">http://machinimatrix.wordpress.com/?p=189#comment-272</guid>
		<description>Thank you Gaia!  The s SHIFT is exactly what I needed.

I figured most of the stuff out already... Wish I could go back and edit my previous posts to reflect that.  And the tutorial is only lax in the fact it isn&#039;t for a n00b such as myself, but this tutorial is just the kind of stuff I was looking to do.

Is there a list of all of the tutorials here?  I managed to figure everything else out but the saving.  All of my outputs ended up being just a black .png.</description>
		<content:encoded><![CDATA[<p>Thank you Gaia!  The s SHIFT is exactly what I needed.</p>
<p>I figured most of the stuff out already&#8230; Wish I could go back and edit my previous posts to reflect that.  And the tutorial is only lax in the fact it isn&#8217;t for a n00b such as myself, but this tutorial is just the kind of stuff I was looking to do.</p>
<p>Is there a list of all of the tutorials here?  I managed to figure everything else out but the saving.  All of my outputs ended up being just a black .png.</p>
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		<title>By: Gaia</title>
		<link>http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/comment-page-1/#comment-271</link>
		<dc:creator>Gaia</dc:creator>
		<pubDate>Sat, 17 Jan 2009 02:19:41 +0000</pubDate>
		<guid isPermaLink="false">http://machinimatrix.wordpress.com/?p=189#comment-271</guid>
		<description>Oh, you also should be aware of this: The method i show to create the sculpt map is also a little bit too complex. I learned a few days after i created this video, how the sculpt map can be created ion a very easy way by using the node editor (see the tutorial &quot;from nurbs to sculptie&quot; )
And finally you should realy use Domino&#039;s scripts. they are the perfect tool for Sculpties with blender and you do not need to worry about how to make the sculpt map at all.

Gaia</description>
		<content:encoded><![CDATA[<p>Oh, you also should be aware of this: The method i show to create the sculpt map is also a little bit too complex. I learned a few days after i created this video, how the sculpt map can be created ion a very easy way by using the node editor (see the tutorial &#8220;from nurbs to sculptie&#8221; )<br />
And finally you should realy use Domino&#8217;s scripts. they are the perfect tool for Sculpties with blender and you do not need to worry about how to make the sculpt map at all.</p>
<p>Gaia</p>
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		<title>By: Gaia</title>
		<link>http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/comment-page-1/#comment-270</link>
		<dc:creator>Gaia</dc:creator>
		<pubDate>Sat, 17 Jan 2009 02:15:00 +0000</pubDate>
		<guid isPermaLink="false">http://machinimatrix.wordpress.com/?p=189#comment-270</guid>
		<description>@Lavey: scale only x and y:

 &quot;s SHIFT z&quot;  (scale everything but z)

you can also

&quot;s SHIFT y&quot;
&quot;s SHIFT x&quot;

which would scale x-z and y-z respecitvely.

I must admit, that this tutorial is a bit lax. I created it in a hurry, just wanting to show, how this can be done in principle. The focus lies on the &quot;blender purist&quot; so i thought, it is mostly interesting for the experienced blender user. Maybe you take another look at the blender primer (secnd tutorial in this series). We explained the basic scaling techniques there ;-)

From your explanation i do not understand exactly, what your problem is, but maybe i allready could help you ? If not, just call me, or send me an IM. i ususally do answer within 1 day.

Have fun
Gaia</description>
		<content:encoded><![CDATA[<p>@Lavey: scale only x and y:</p>
<p> &#8220;s SHIFT z&#8221;  (scale everything but z)</p>
<p>you can also</p>
<p>&#8220;s SHIFT y&#8221;<br />
&#8220;s SHIFT x&#8221;</p>
<p>which would scale x-z and y-z respecitvely.</p>
<p>I must admit, that this tutorial is a bit lax. I created it in a hurry, just wanting to show, how this can be done in principle. The focus lies on the &#8220;blender purist&#8221; so i thought, it is mostly interesting for the experienced blender user. Maybe you take another look at the blender primer (secnd tutorial in this series). We explained the basic scaling techniques there <img src='http://blog.machinimatrix.org/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p>From your explanation i do not understand exactly, what your problem is, but maybe i allready could help you ? If not, just call me, or send me an IM. i ususally do answer within 1 day.</p>
<p>Have fun<br />
Gaia</p>
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		<title>By: Lavey Sirnah</title>
		<link>http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/comment-page-1/#comment-269</link>
		<dc:creator>Lavey Sirnah</dc:creator>
		<pubDate>Fri, 16 Jan 2009 21:37:28 +0000</pubDate>
		<guid isPermaLink="false">http://machinimatrix.wordpress.com/?p=189#comment-269</guid>
		<description>After going back over the steps I listed above, I figure that all out.  And that wasn&#039;t what I thought it was... What I am trying to do is get the glass to scale the way you do.  Mine starts scaling at the top of the cylinder and the base gets small, so it ends up looking like a martini glass with a really tiny base.

Are you just scaling x and y?  How do I tell blender to leave Z out of the equation?</description>
		<content:encoded><![CDATA[<p>After going back over the steps I listed above, I figure that all out.  And that wasn&#8217;t what I thought it was&#8230; What I am trying to do is get the glass to scale the way you do.  Mine starts scaling at the top of the cylinder and the base gets small, so it ends up looking like a martini glass with a really tiny base.</p>
<p>Are you just scaling x and y?  How do I tell blender to leave Z out of the equation?</p>
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		<title>By: Lavey Sirnah</title>
		<link>http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/comment-page-1/#comment-268</link>
		<dc:creator>Lavey Sirnah</dc:creator>
		<pubDate>Fri, 16 Jan 2009 20:46:20 +0000</pubDate>
		<guid isPermaLink="false">http://machinimatrix.wordpress.com/?p=189#comment-268</guid>
		<description>Thank you for the tutorials.  I would have given up on blender a long time ago had it not been for this.  I am following this sculptie tutorial and am stuck once we start skewing the glass.  These steps are greek to me.

3. replace the material colors with vertex colors and then proceed to the texture panel
4. Create a new texture and use the texture type, blend.
5. Now go back to the material panel and focus on the texture tab.

Is there a tutorial that explains these steps?  If so could you link them in the text of the tutorials wiki like?  That way those of use that feel like we&#039;re a little kid in a grown up world can follow a little closer.</description>
		<content:encoded><![CDATA[<p>Thank you for the tutorials.  I would have given up on blender a long time ago had it not been for this.  I am following this sculptie tutorial and am stuck once we start skewing the glass.  These steps are greek to me.</p>
<p>3. replace the material colors with vertex colors and then proceed to the texture panel<br />
4. Create a new texture and use the texture type, blend.<br />
5. Now go back to the material panel and focus on the texture tab.</p>
<p>Is there a tutorial that explains these steps?  If so could you link them in the text of the tutorials wiki like?  That way those of use that feel like we&#8217;re a little kid in a grown up world can follow a little closer.</p>
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		<title>By: Ernie Folsom</title>
		<link>http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/comment-page-1/#comment-267</link>
		<dc:creator>Ernie Folsom</dc:creator>
		<pubDate>Mon, 05 Jan 2009 06:03:42 +0000</pubDate>
		<guid isPermaLink="false">http://machinimatrix.wordpress.com/?p=189#comment-267</guid>
		<description>If you find your scupltie looks strange- like it&#039;s inside out, or perhaps when you orbit your camera around it it seems like it rotates a bit to point at the camera from some angles- it IS inside out.

Click the &#039;inside out&#039; checkbox below the sculpt image selection area.
Maybe everybody else had that figured out, but it was throwing me for a bit.  Note- flipping the normals in blender had no evident effect on the texture bake.</description>
		<content:encoded><![CDATA[<p>If you find your scupltie looks strange- like it&#8217;s inside out, or perhaps when you orbit your camera around it it seems like it rotates a bit to point at the camera from some angles- it IS inside out.</p>
<p>Click the &#8216;inside out&#8217; checkbox below the sculpt image selection area.<br />
Maybe everybody else had that figured out, but it was throwing me for a bit.  Note- flipping the normals in blender had no evident effect on the texture bake.</p>
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		<title>By: ROMSEY Homewood</title>
		<link>http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/comment-page-1/#comment-266</link>
		<dc:creator>ROMSEY Homewood</dc:creator>
		<pubDate>Mon, 01 Dec 2008 09:22:03 +0000</pubDate>
		<guid isPermaLink="false">http://machinimatrix.wordpress.com/?p=189#comment-266</guid>
		<description>Hey Gaia
Gr8 video tutorial, easy to follow, unlike a lot of them!!!

But...theres always a but! Using Blender 2.46 &amp; Dominos&#039; xclnt script when i import back into Blender (after your tutorial) a simple cube it is still affected by LOD.

And when i zero alternate vertices&#039;s to create movable blocks for, say, a chair the results are terrible!

Am i missing something???

Thx for your help :O)

ROMSEY</description>
		<content:encoded><![CDATA[<p>Hey Gaia<br />
Gr8 video tutorial, easy to follow, unlike a lot of them!!!</p>
<p>But&#8230;theres always a but! Using Blender 2.46 &amp; Dominos&#8217; xclnt script when i import back into Blender (after your tutorial) a simple cube it is still affected by LOD.</p>
<p>And when i zero alternate vertices&#8217;s to create movable blocks for, say, a chair the results are terrible!</p>
<p>Am i missing something???</p>
<p>Thx for your help :O)</p>
<p>ROMSEY</p>
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		<title>By: Annon</title>
		<link>http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/comment-page-1/#comment-265</link>
		<dc:creator>Annon</dc:creator>
		<pubDate>Mon, 11 Aug 2008 01:58:34 +0000</pubDate>
		<guid isPermaLink="false">http://machinimatrix.wordpress.com/?p=189#comment-265</guid>
		<description>Oh got it figured out, hold shift and then hit W, you will then be able to warp it as much or as little as you want.</description>
		<content:encoded><![CDATA[<p>Oh got it figured out, hold shift and then hit W, you will then be able to warp it as much or as little as you want.</p>
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		<title>By: Annon</title>
		<link>http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/comment-page-1/#comment-264</link>
		<dc:creator>Annon</dc:creator>
		<pubDate>Mon, 11 Aug 2008 01:51:27 +0000</pubDate>
		<guid isPermaLink="false">http://machinimatrix.wordpress.com/?p=189#comment-264</guid>
		<description>Ah!  Help!  I can&#039;t seem to find the warp tool!  When I press &quot;W&#039; as the tutorial says I get a menu with &quot;Specials&#039; up at the top and none of the listed options are &#039;warp.&#039;  Is there an alternate way to &#039;warp&#039; the object?</description>
		<content:encoded><![CDATA[<p>Ah!  Help!  I can&#8217;t seem to find the warp tool!  When I press &#8220;W&#8217; as the tutorial says I get a menu with &#8220;Specials&#8217; up at the top and none of the listed options are &#8216;warp.&#8217;  Is there an alternate way to &#8216;warp&#8217; the object?</p>
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		<title>By: Gaia</title>
		<link>http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/comment-page-1/#comment-263</link>
		<dc:creator>Gaia</dc:creator>
		<pubDate>Wed, 23 Jul 2008 11:13:10 +0000</pubDate>
		<guid isPermaLink="false">http://machinimatrix.wordpress.com/?p=189#comment-263</guid>
		<description>Hi, Draco;

Did you import the sculpt with &quot;lossless&quot; checked ?

You can double check, that your sculpt is broken, by installing the
import/export scripts from Domino Marama. Just follow the tutorial about
&quot;Creating sculpties with blender&quot;. Dominos scripts include a sculptie importer.
So you can check directly in blender, whether your sculpties are broken, or the upload to SL is broken. Maybe that helps to find out, whats going wrong with your installation. In general the approach shown in the video here works as expected. There is only this ugly detail, that plains have only one surface ;-) So if you look inside the glass, it appears &quot;see through&quot;. I am preparing an upgrade of this tutorial that also covers this problem.</description>
		<content:encoded><![CDATA[<p>Hi, Draco;</p>
<p>Did you import the sculpt with &#8220;lossless&#8221; checked ?</p>
<p>You can double check, that your sculpt is broken, by installing the<br />
import/export scripts from Domino Marama. Just follow the tutorial about<br />
&#8220;Creating sculpties with blender&#8221;. Dominos scripts include a sculptie importer.<br />
So you can check directly in blender, whether your sculpties are broken, or the upload to SL is broken. Maybe that helps to find out, whats going wrong with your installation. In general the approach shown in the video here works as expected. There is only this ugly detail, that plains have only one surface <img src='http://blog.machinimatrix.org/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' />  So if you look inside the glass, it appears &#8220;see through&#8221;. I am preparing an upgrade of this tutorial that also covers this problem.</p>
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		<title>By: Draco Laval</title>
		<link>http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/comment-page-1/#comment-262</link>
		<dc:creator>Draco Laval</dc:creator>
		<pubDate>Wed, 23 Jul 2008 06:27:40 +0000</pubDate>
		<guid isPermaLink="false">http://machinimatrix.wordpress.com/?p=189#comment-262</guid>
		<description>2.46 I meant</description>
		<content:encoded><![CDATA[<p>2.46 I meant</p>
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		<title>By: Draco Laval</title>
		<link>http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/comment-page-1/#comment-261</link>
		<dc:creator>Draco Laval</dc:creator>
		<pubDate>Wed, 23 Jul 2008 06:10:46 +0000</pubDate>
		<guid isPermaLink="false">http://machinimatrix.wordpress.com/?p=189#comment-261</guid>
		<description>This is my SL name

I followed this tutorial to a T, but when I import the sculpt the ends look like they have a polygon on them that is warp and doesn&#039;t light correctly, also the scult appears horizontally scewed and vertically flatted and doesn&#039;t keep the original proportions.

Using blender 1.46</description>
		<content:encoded><![CDATA[<p>This is my SL name</p>
<p>I followed this tutorial to a T, but when I import the sculpt the ends look like they have a polygon on them that is warp and doesn&#8217;t light correctly, also the scult appears horizontally scewed and vertically flatted and doesn&#8217;t keep the original proportions.</p>
<p>Using blender 1.46</p>
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	<item>
		<title>By: saltycandy</title>
		<link>http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/comment-page-1/#comment-260</link>
		<dc:creator>saltycandy</dc:creator>
		<pubDate>Mon, 14 Jul 2008 11:04:38 +0000</pubDate>
		<guid isPermaLink="false">http://machinimatrix.wordpress.com/?p=189#comment-260</guid>
		<description>Dear Gaia,

Thank you so much for your fast reply.
And thank you for your nice contents again!

I see.
The first way that you proposed in your comment may be better wayat present.
I think, when we want to make some complicated objects like collars, plane is better mesh to mold, but objects made from plane will have invisible faces...

To tell the truth, I had already made some collars in almost same way that you explane in this article.
But I could not make  my object with all-visible faces...
Some objects has invisible face on side surface.
I tried to fix them. But the collar is little complicated model. So side face was no good...

So, I expected if I can make easily...(^^;


Anyway, thank you so much.
And I am waiting for your next contents!!!</description>
		<content:encoded><![CDATA[<p>Dear Gaia,</p>
<p>Thank you so much for your fast reply.<br />
And thank you for your nice contents again!</p>
<p>I see.<br />
The first way that you proposed in your comment may be better wayat present.<br />
I think, when we want to make some complicated objects like collars, plane is better mesh to mold, but objects made from plane will have invisible faces&#8230;</p>
<p>To tell the truth, I had already made some collars in almost same way that you explane in this article.<br />
But I could not make  my object with all-visible faces&#8230;<br />
Some objects has invisible face on side surface.<br />
I tried to fix them. But the collar is little complicated model. So side face was no good&#8230;</p>
<p>So, I expected if I can make easily&#8230;(^^;</p>
<p>Anyway, thank you so much.<br />
And I am waiting for your next contents!!!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Gaia</title>
		<link>http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/comment-page-1/#comment-259</link>
		<dc:creator>Gaia</dc:creator>
		<pubDate>Mon, 14 Jul 2008 03:30:56 +0000</pubDate>
		<guid isPermaLink="false">http://machinimatrix.wordpress.com/?p=189#comment-259</guid>
		<description>hi, saltycandy

planes do have only one surface in SL. ;-) and if you look close at any sculpty
cylinder, you will also see, that its inner side is  invisible, hence transparent.
you have 2 options to get rid of this problem

option1: fold the mesh once, like you would fold a piece of paper, so that you cant look at the transparent side of the mesh. of course you will loose half of the resolution then.

option2: instead of one sculptie, make 2 and place them so that only the &quot;outside&quot; can be seen.

concerning the glass, i have been playing around with simple vertex movements. for instance i took the top most row of vertices, scaled it down to 0 and placed the &quot;pole&quot; deep inside the glass. Then i took the
next to top row, scaled it down a bit and placed it a bit over the pole.
so the inner side of the glass is now covered with visible faces. i did the
same with the bottom most row and thus got a nice glas at the end, which cna be viewed from any angle without problems. maybe i should make these steps also into the movie...  hmm.

i hope, that helps a bit ?</description>
		<content:encoded><![CDATA[<p>hi, saltycandy</p>
<p>planes do have only one surface in SL. <img src='http://blog.machinimatrix.org/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' />  and if you look close at any sculpty<br />
cylinder, you will also see, that its inner side is  invisible, hence transparent.<br />
you have 2 options to get rid of this problem</p>
<p>option1: fold the mesh once, like you would fold a piece of paper, so that you cant look at the transparent side of the mesh. of course you will loose half of the resolution then.</p>
<p>option2: instead of one sculptie, make 2 and place them so that only the &#8220;outside&#8221; can be seen.</p>
<p>concerning the glass, i have been playing around with simple vertex movements. for instance i took the top most row of vertices, scaled it down to 0 and placed the &#8220;pole&#8221; deep inside the glass. Then i took the<br />
next to top row, scaled it down a bit and placed it a bit over the pole.<br />
so the inner side of the glass is now covered with visible faces. i did the<br />
same with the bottom most row and thus got a nice glas at the end, which cna be viewed from any angle without problems. maybe i should make these steps also into the movie&#8230;  hmm.</p>
<p>i hope, that helps a bit ?</p>
]]></content:encoded>
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