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Primstar-2 Create Bricks

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Bricks can be used to create fractional sculpties. A fractional sculptie is one single object which looks as if it where made out of two or more unconnected parts. But despite its look, it is still based on a regular sculpty mesh and all apparently isolated parts are connected to each other by “tiny tubes”. While you can see these connection lines in blender, they will go away once you have uploaded your sculptie to SL. With Primstar-2 you can temporarily separate the fractions into detached Submeshes. See below for instructions how to do that.

The number of generated Bricks will be highly dependent on the settings of Width, Height, Depth and Subdivision Levels. As a rule of thumb you can say: The more bricks you get the less faces are available for each brick (because the total number of faces may never exceed 1024 for the entire sculptie !)

The Construction Parameters:

  • Width (default=1): Range [1, ... ]
    Number of faces along each individual Brick’s X-Axis
  • Depth (default=1): Range [1, ... ]
    Number of faces along each individual Brick’s Y-axis.
  • Height (default=1): Range [1, ... ]
    Number of faces along each individual Brick’s Z-Axis
  • Rotate (default=0): Range [-360, 360]

Subdivision Levels and LOD 

Fractional sculpting is very sensitive to LOD. If you do not take care here, your model will fall badly apart when you move your camera just a few meters away. So you have to take special care how to cut your object into fractions. Primstar-2 tries to optimize the fraction to always get the best possible LOD behaviour. The number of Subdivision levels is the key here! Here is the mapping:

Subdivision Levels Stable LOD’s Bricks
0 3 up to 64
1 2,3 up to 16
2 1,2,3 up to 4
3 0,1,2,3 up to 1

Modeling with separated bricks

Once you have created your bricks array with a subdivision levels > 0 then you can temporarily separate the bricks as follows:

  1. Go to Object mode
  2. In the properties Tab select the “Modifiers”
  3. Apply the Subsurf Modifier
  4. Go to edit mode and select all collapsed vertices along the connection lines between the bricks. Take care to not select the vertices which are located on the surface of the bricks.
  5. delete the selected vertices. Now you will end up with all your bricks separated

Hint: Also remind that the vertices are collapsed, so just right clicking does not work as expected. Use the border select tool instead! And ensure that “limit selection to visible” is DISABLED(!)

Note that with Blender 2.4 this option was disabled by default, while with Blender 2.6 it is enabled by default.

 

 

Examples

16 Bricks (stable with LOD 2,3)
 
All bricks
1 Brick (scaled to Cube)
Width 1
Depth 1
Height 1
Rotate 0
Subdiv. level 1
 
8 Bricks (stable with LOD 2,3)
 
All bricks
1 Brick (scaled to Cube)
Width 1
Depth 2
Height 2
Rotate 0
Subdiv. level 1
 
4 Bricks (stable with LOD 1,2,3)
 
All bricks
1 Brick (scaled to Cube)
Width 1
Depth 1
Height 1
Rotate 0
Subdiv. level 2
 

 

8 comments to Primstar-2 Create Bricks

  • MG

    Hello Gaia,

    What stitching type are bricks? Is there a reference as to stitching types to use for the other ‘Add Mesh’ items?

    Thank you!
    MG

    • In the properties panel, select the Cube icon for object, scroll down and open up the “Primitive Properties” section. The original mapping type is shown there (Cylinder for bricks), in object mode it’ll also show the LOD face counts for the sculpt map. The settings there don’t do anything yet, and it’s likely they will move into the 3D View properties panel when I code the primitive editing features that interface is for.

  • Tony

    Hi, I am guessing you are very busy at the moment…but…I have left a couple of notes after the ‘texturizing sculpties I and II’ I am working with Blender 2.61 and the actions described in the vids don’t match with the newer blender. I have unwrapped all the surfaces and given them the textures I want (in both vids) and then I get lost. I can’t find a match to ‘consolidate into one image and from then on I am lost. I am building alot in blender and all my sculpts need multiple textures loaded onto them, it seems simple enough if i have the right actions. It’s such a crucial part of the link to sl, can you help please. Thanks

  • Tony

    Hi, I have now moved table and chair to sl without the connecting tubes showing, I think it might be susceptible to over manipulation / modelling so I was alot more simplistic and careful about how all the sections connected. :)

  • Tony

    Hi, I am able to successfully split the sections of the brick now and have modeled a 4 legged table using six bricks but when I bake and upload to second life the joining tubes between the 4 legs become visible. I have also made the same table by splitting a cube into sections and I still get the visible tubes in sl with a fair amount of distortion. Am I missing something in the process between finished model and sl.

    ps. I have added a few edge loops to the sections and deleted the bricks I did not use.

  • Tony

    Thanks Gaia,works great. :)

  • Tony

    Hi, I am using Blender 2.60 and when I get to deleting the vertices between the bricks nothing happens, the vertices become unselected and remain in place, is there a different procedure for 2.60 ?

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