From plane to cube with no effort

abstract: Yet another tutorial about how to create a sculpty cube. This time i show, how you can successfully ignore all technical aspects of sculpties and yet achieve perfect crisp edges on a sculpty-cube. The shown technique is more than just of academic value. It can be used to create objects with more ease and it can create perfect texturizable sculpty surfaces …

or upload the high quality version:  FromPlaneToCube.wmv

7 comments to From plane to cube with no effort

  • Miss

    I like the concept, but the results are – at least for me – not as perfect as shown. Following the tutorial closely i can easily produce the mesh itself but the baked sculpt map then differs from your final one. The second uv baking on a 64×64 image does not change the overall look of the map for me, it’s just scaled up now, black areas where the vertices have been deleted. In SL this leads to a cube with weird glitches in the sides as if there are parts overlapping, the LOD is affected also. Do you use an other prim star version maybe? I’ve tried with 1.0 and the previous version.

  • Michael

    Wait, I am confused. I thought the previous tutorials said the sculptie needed to have 1024 faces, not more not less? This one has 6. Just when I thought I was getting it…
    Also I thought removing faces and vertices was not allowed.

    • Yes, you are right. The trick is that the baker tool reinserts missing vertices in a clever way. I just used this feature of the baker to make a clean modelling and let the software do most of the vertex shifting. You can see this when you look at the final sculptmap. it is again a square image qith 64*64 pixels (corresponmding to 32*32 faces). You can verify that the finished sculpty has the correct number of vertices by uploading it to blender and looking at the mesh…

  • Jona Jorda

    I’d really like to complete this tutorial. But the result is not as i wish. The shape i produce is more like an odd shaped triangle !

    any suggestion of what is wrong ?

  • It’s always nice to see obscure features of Primstar demonstrated :)

    A lot of thought went into the fill routine so that it could fill not only holes in the mesh, but also stretch the edges of the mesh out to fill the gaps. This is an interesting way to show how that can be used. It’s a little wasteful of the available sculpt map for my taste but is a good example of how flexible Primstar is designed to be.

  • 1 Question

    Ah nice one, taking it further it’s really handy to use Blender’s features in a model, (likely box-modeling) let’s say, you want to create a little building which is gonna be boxy, so you use Blender features like Extrude… Then you unwrap using Follow Active (quads) getting the UV map that is gonna be (work as) the base sketch for your sculpty modeling (probably adding Multires Simple subdivision levels), using this concept.

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