I-Beams (Blender 2.49)

 The Tutorial explains, how to create an LOD invariant I-Beam.Important Note: Please take a minute to read the Tutorial license terms.

Transcription

Hello and welcome again!

Today we will create an LOD-invariant I-beam.

We start with a new sculpty using 16 X-faces and 4 Y-faces.
We will use 2 subdivisions of type simple, and we will use the cylinder as our starting template.
And finally we will work in Multi-res mode.

In top-view,let’s go to edit mode, and there look-up the multi-res control panel.

Go to multi-res-level 1.

Now delete all higher multi-res levels.

Rotate the sculpty by 11.25 degrees.

Scale the top and bottom-level vertices along the x-axis,
until they are located above and below the next-level vertices.

Now select the remaining eight inner-vertices, and scale them along the X-axis .
These vertices will make up the eye-beam’s central part.

When the x-position is convenient, scale them along y.

The central part of the construction is now almost ready.
But we still have to align the inner-most 4 vertices.

And then shift them along the y-axis, until they are positioned exactly
at the inner corners of the set(s+) eye-beam set(s–) .

Now we align the vertices so that they form a rectangular shape with sharp edges.
We also will adjust the width and the height of the whole construction,
so that it finally ends up with the typical eye-beam-shape.

Now the eye-beam is almost finished. We still need to close the top and the bottom
of the object. We do this, by selecting the upper-edge loop, and then scale the selected
vertices down to zero \pause=30 along the x-axis.

Lets do the same for the bottom-edge loop.

Then we go to front view, and scale up the inner part of the object by a factor of 2.
And here it is: a perfect LOD invariant \pause=0 set(s+) eye-beam set(s–) .

Bake the sculptmap, save it to disk, and enjoy your eye-beam in OpenSim or your preferred online world.

Have a nice day!

6 Enlightened Replies

1. סוליד טרסט פיי says:

I do believe all the ideas you’ve presented on your post. They’re really convincing and can certainly work. Still, the posts are too brief for starters. Could you please extend them a bit from next time? Thank you for the post.

2. Mel says:

Wonderful tutorial Gaia, some great tips and tricks there. One problem I have though is that my sculptie looks pretty much like yours in Blender, but appears all crooked in SL.

The only thing I did different was when I created the sculptie mesh: only options I have there are: mesh type, faces X&Y, subdivision level, use subsurf, clean LODs. “Multires” seems to’ve gone ever since I installed Domino’s 0.5 scripts. Any idea what I may be doing wrong?

• Gaia says:

Multires should turn on automatically as soon as you use subdivision levels > 0.
The script defaults are in terms of :

< x-faces, y-faces, subdivision level > = < 8, 8, 2 >

And you need to DISABLE “use subsurf” if you want to operate in Multires mode. So your way to go is values = < 16,4,2> , disable Subsurf and proceed as shown in the tutorial.
A better option for you is to switch to primstar-0.9.5 right now (The tutorial has been created with primstar-0.9.3) primstar is by far better in precision and functionality compared to the 0.5 version of the scripts. Well, there are some small tweeks, which i have introduced into JASS, which did not find their way into primstar, so you also might decide to go to JASS (which will certainly be updated to a newer version shortly after primstar gets mature).

• Mel says:

The page you requested does not exist. For your convenience, a search was performed using the query sites OR default OR files OR primstar OR 0 OR 9 OR 5.” (Both in Firefox and internet explorer).

Luckily I’m on XP so your JASS-1.4 binary Windows-XP distribution saved my day. Happy sculpting!

• Gaia says:

Hi, Mel;