In this tutorial i want to let you look behind the curtains and explain what [...]
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So you have been working with sculpted prims for a while, but still wonder why your methods sometimes work and sometimes fail ? You wonder what is right and what is wrong about all of this ?
In this tutorial i want to let you look behind the curtains and explain what [...]
Important Note: Please take a minute to read the Tutorial license terms.
abstract:In this tutorial I will show you a technique how you can combine sculpties into one single sculptmap. The tutorial is accompanied with a purchaseable “tutorial-instruction-kit” containing: The video for download (and offline view) Modelling blend file with step by step examples You can get this kit from the Jass-shop (more…) We proudly announce the availablility of jass-2.3.6
Here are the changes (in Jass-pro-2.3.6) in a nutshell: Enhanced installer Jass now installs in “multiple blender mode” by default. This means, the application data will be placed right into the installation folder. It turned out to be the least problematic way to install blender. [...]
Important Note: Please take a minute to read the Tutorial license terms.
abstract:An add on shorty to show you how you can close the basic hat model thus providing an “inside” of the hat. The tutorial covers any recent blender-version up to the currently recommended release 2.49b and Jass2. (more…)
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abstract:In this tutorial I will create a screw using extrusion only. The finished model is turned into a sculpted Prim by use of the “sculptify objects” script. The tutorial covers any recent blender-version up to the currently recommended release 2.49b and Jass2. (more…)
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abstract:The tutorial gives an insight into the texturing tools of blender. We show the secrets of ambient occlusion, how to bake highlights, How to set up the blender light system, how to use the node editor and how to create and apply bump maps. (more…)
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Here is a simple model of a sculpted fork. It is not meant as a finished model but as a starting point for your refinements. I have made it out of an 8*8 sculptmap. So it is LOD0 resistant. You can add 2 levels of Multires or use subsurf on it. that will generate a default sculptmap of 32*32 faces. So there is plenty of room for your refinements to the model. And now it is your turn… No idea what i am talking about ? No problem. Go and watch the tutorials. At the end it becomes easy. Note: The link points to a blend file. So you will need either standard blender or the Jass-distribution to open it for examination. Have fun Gaia
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abstract:In this tutorial I will create a simple roman Column using the mirror modifier, Crease and Loop Subdivision. The tutorial covers any recent blender-version up to the currently recommended release 2.49b and Jass2. (more…)
Important Note: Please take a minute to read the Tutorial license terms. abstract:In this tutorial I will
introduce the curve-modifier and create a sculpted helix. The tutorial covers any recent blender-version up to the currently recommended release 2.49b and Jass2. (more…)
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abstract:The tutorial gives a more in depth introduction to the most important modelling tools in blender and shows some nice tricks for the every day usage of this tool. One highlight is the description of the primstar multi-sculptie export tool (more…)
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This short text based tutorial shows you how you can make a curtain by using blender’s physics engine together with the Weight Paint tool. This tutorial is mainly a technologie study about the possibilities of weight paint. It may serve your needs or not. But i love the idea to let the engine make the work for me. This tutorial is not specially aimed to sculptied prim creators, but more to the general blender users assuming you have at least some basic experience with blender. (more…)
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abstract:The tutorial shows in easy steps, how to sharpen the edges of your model and how to create a very simple texture by using multiple materials. We assume, that you have basic knowledge about the blender user interface. But we still provide (more…)
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abstract:The tutorial shows in easy steps: how to create an object with blender and export it as a sculptie map (UV-texture) for usage in Second life. We assume, that you have basic knowledge about the blender user interface. But we still provide enough background information, so that even blender newbies can follow the process. (more…) What is the GridAlign Tool ? Sculpties are encoded using a 2d-image containing a 32-bit image map, where each axis is encoded in an 8 bit value. Thus There are only 256 valid vertex positions available along each axis. This property of sculpties is equivalent to using a size dependent grid for each axis where the bounding box of the sculptie defines the grid spacing. It is not straight forward to make your model manually align to these constraints, although some clever solutions to the problem already exist: (more…)
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I am facing a few problems with texturing this wine glas. What you see here is a render output from blender.I use ray transparency with a fresnel value of 5. I think, this is very close to what i would expect from a wine glas to look alike. Now i want to bake a texture for this glas. I know that i can not create an exact look alike. But i expect to be able to create something very transparent with some highlights on top of it.
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abstract: We show you, how you can start with an empty mesh, draw an outline of an object and eventually create the full 3D-model. In the final step the object will be turned into a Sculptie using some primstar magic. (more…)
Infotainment at its best. This is a short film about a builder who receives the order to create a five pointed star. Unfortunately she has not the slightest idea how to manage this built in the given time. So she activates her strongest weapon against lack of knowledge (again) …
Please note, that this video contains embedded knowledge. Any accidental perception is on your own risk! Have fun. Sorry, there is no Transcription available for this tutorial.
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preliminary note: The following documentation is a short reference to primstar 0.9.23 This reference has not been created on behalf of Domino designs. Any erroneous description is entirely due to my lack of understanding. All screenshots have been made with blender 2.49a and primstar 0.9.23 on Windows XP. This post describes how the primstar baker is intended to be used and what its options are all about. This document is still under development but mostly ready for usage by now. Any feedback is appreciated. Especially if you do NOT understand parts of the document, please report that back!!! GUI – Bake mesh The following Popup Menu appears when you select the primstar baker from Render -> bake sculpt meshes The default settings of the baker are chosen in a meaningfull way, so you could in most cases end up with just hitting the “bake” button and keep the default settings. But sometimes life is a bit more complicated. In the remainder of this document you will find more in-depth descriptions about what the baker “also” can do for you. I believe it is a good idea to at least know about the options although you may not use them frequently at the end. Bake Keep center: Off(default): When you create a new Sculpt-mesh, its initial object center will be equal to its geometric center. During working on your object in edit mode the object center will always keep at its place. With Keep Center Off (the default settings), the object center will be adjusted to its geometric center before baking. This correction ensures that the sculptmap can use the full color range and thus the highest possible spatial resolution. As a side effect the object center will be corrected as if you had called object -> Transform -> Center new And of course the corrected geometric center is also used for the sculpt-map. In world the geometric Object center is exactly at the rez-location. Notes: You will want to bake with Keep center On if you need the visual center of the object to differ from the geometric center. This comes in very handy when you create rotating objects like swinging doors, which need their rotation center outside of the geometric center. Keep Scale: Off(default): The sculpty will be generated with a cubic bounding box (1 meter each axis). For multiple-sculptie bakes the baker determines the smallest possible bounding box that is capable to wrap around any partial sculptie in the set. Keep scale off typically creates the best results for single sculpties (the full resolution range is used). For multiple sculpty bakes the best possible resolution is calculated for the whole set. The most apparent benefit of a multiple sculpty bake is that all parts fit perfectly together on the level of vertices (all parts align!) while the full resolution is only achieved along the longest BBOX axis. In any case the single sculptie (or the whole set of partial sculpties) needs a rescaling in world. Notes: For most scenarios a bake without Keep Scale is what you want. Keep seams: Quote (Domino Marama): Improvements to the baker have made this option almost useless. When this was added, all vertices falling on a single pixel were averaged to give the final 3D position that was baked to the sculpt map. By selecting “Keep Seams”, any edges that were only part of one face or that were marked as seams disabled this averaging and just the position from the seam is used. Since then, the baker was improved and now gives preference to the vertices closest to the bottom left of the pixel rather than taking an average. This means that “Keep Seams” only has an effect when the UV layout has multiple edges aligned together. This situation doesn’t occur with normal sculpties, but the feature was left for cases where manual unwrapping has given problems due to multiple edges clashing. In those cases, you can mark the edge you really want as a seam and enable “Keep Seams” so it’s given priority over the others. Image Clear: On(default): the final image is cleared (all pixels set to [0,0,0] before bake) Fill: On (Default): Your mesh might have holes. Such holes typically lead to massive distortions of the final sculptmap as they typically will be rendered to black. The baker can interpolate over the holes thus filling them with a reasonable mesh data. The final result is a full mesh without holes. Finalize: This option prepares the sculptmap in such a way that the mirror option in world will create an exact mirror of the sculpty. As a side effect the resulting sculptmap is more compressible. On(default): You will enable finalize whenever you bake a sculptie in one step (just bake the sculptmap). This is the typical usage hence On is the default setting. Notes: The name “finalize” comes from the fact, that this operation is the last thing that will be done before the sculptmap is ready to use. Range Red,Green,Blue settings: Sculptmaps contain a set of vertex coordinates encoded as RGB-values. Each 3D axis corresponds to one axis in 3D space (x -> red,y -> green, z -> blue) The color range of each axis is [0,255] The default settings will force the usage of the best possible resolution on each axis. that is the reason why sculpties always render with perfect cubic Bounding boxes (all axes of the BBox have length 1m in world). As one matter of fact sculpties normaly can not be made smaller than 1 cm on each axis. And this is where the color range comes into play: If you reduce the color range, the resulting sculptie will become visibly smaller because only a fraction of the available space is used. You can reduce the color space from 256 values (0,…255) down to a minimum of 4 (e.g. 0,1,2,3) on each axis. Thus the smallest possible cube you can create with this technique would be: 4/256 cm = 15.5 Microns Note: The bounding box of the sculpty still remains the same as with full color range. Adjust Scale: Adjust scale is only used in the context of the LSL exporter which also creates a script for scaling adjustments. Adjust scale also only applies when you have modified the color range (see above). On(default): Due to the reduced color range the visible part of the sculpty will not fill out the whole object bounding box. So at the default size (1 m along each axis) the sculpty will look smaller. With this option checked, the sculptmap will be scaled up to the size it had if the full color range where used. Alpha Preview: use a silouette of the shape for better recognition of the sculptmap. Default settings Save : if this option is checked, all current settings will be reused when you recall the GUI the next time within the SAME blender session. If the option is NOT checked, the GUI will always popup with the default settings regardless of what you have used during the previous call of the GUI. With other words: if checked, the GUI remembers what you wanted the last time. The Primstar GUI – Bake mesh (link)
Important Note: Please take a minute to read the Tutorial license terms.
preliminary note: The following documentation is a short reference to primstar 0.9.21 This reference has not been created on behalf of Domino designs. Any erroneous description is entirely due to my lack of understanding. All screenshots have been made with blender 2.49a and primstar 0.9.21 on Windows XP. The GUI elements The following GUI pops up when you add -> mesh -> Sculp mesh : The GUI elements have the following meaning: Shape here you can select from a set of basic sculpt types (just click somewhere into the text field). After you clicked on the text field a selection menu pops up. Here you find the set of basic Sculptie types: At the right hand of the Shape field you find a “File-upload” symbol. If you click on this symbol a file browser pops up. You can upload any sculptmap available on your file system. Notes: The Torus X and Torus Z are 2 flavours of Torus with different UV-mapping: Torus-X: The marked seam on the image (the short seam) corresponds to the upper edge of the UV-map. When you cut along that seam you get the topology of a simple bended cylinder. For example you will use that torus flavor to create a collar. Torus-Z: Now the marked seam on the image (the long seam) corresponds to the upper edge of the UV-map. When you cut along that seam you get the shape of a car tyre: If you just need a torus, you can use either of them. Geometry X Faces: The number of faces in the U plane Notes: Remember that a sculpty always is born out of a simple plane. The numbers above give the numbers of faces in that plane. Citation (Domino Marama):There are some sizes such as the 64 x 128 maps where having Clean LODs enabled is the wrong choice if you want the modelling mesh to match the final sculpt mesh. The “Clean LODs” option will turn black in the GUI if enabled in those cases. It’s also possible to select face counts where neither enabled or disabled will give a match between the modelling mesh and the sculptie. The “Clean LODs” option stays black for both then. You need to adjust face counts for correct adjustment. Subdivision Subdivision controls the number of sub hierarchies of nodes in your sculptie. It is directly coupled with the subdivision type Subsurf uses a low poly cage (control points) around your sculptie while the Subdivision count determines how many vertices are manipulated with the control points of the cage. Subdivision type (Catmull vs. Simple): With Simple the subdivision is calculated linearly. Hence straight edges remain straight but get subdivided into “sub edges”. Notes: You will use Catmull for smooth rounded shapes. Simple will be most usefull for sharp edged sculpties like cubes.. Mesh type Quads : all faces are Quads (rectangles) Note: Domino stated that the development of triangles can be quickened up if you send him some donations. Map Size The map size is a read only GUI element. It shows you the number of pixels in x and in y! Below the top row you also find a table of LOD values. This table tells you how many faces you will have in each LOD level. Note: Geometry and Subdivision both influence the face count and the image size! GUI default settings The GUI comes with reasonable default settings. In order to support as many use cases as possible, the GUI allows to change the defaults. Below the “Build” button you find 2 checkmarks: Save : if this option is checked, all current settings will be reused when you recall the GUI the next time within the SAME blender session. If the option is NOT checked, the GUI will always popup with the default settings regardless of what you have used during the previous call of the GUI. With other words: if checked, the GUI remembers what you wanted the last time. General notes The following notes may help you to understand some of the quirks of the GUI: Sometimes GUI elements turn black. This is generally meant as warning. You need to review the settings and be sure that what you set is what you mean. One typical scenario is when you have selected non power of 2 face counts. In that case the “Clean LODs” checkmark turns black. That means: “Take care here! You may need to choose if you want Clean LOD’s or not…” If in doubt, please attach your question(s) to this Post or tell me about any missleading parts and or any necessary corrections. I will update this reference as needed. Have fun, Gaia
Important Note: Please take a minute to read the Tutorial license terms. 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 …
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