you didn't show how exactly you export that prim to second life. i don't know how to use 3ds max yet but i want to learn it to create all kind of objects in sl, but i wonder...in what format do you export from 3ds max and how to you upload in your second life account? sl doesn't accept only image and music files for upload?
Good, informative tutorial. Do you think you can make another tutorial explaining how to do less "organic" shapes like machinery, and explain how to texture a sculpt using Max?
@1239the I probly will eventually, but for now I haven't really been into SL and I have had alot of other things I need to be doing. But I will keep that in mind when I do another one. Best thing I can say is subscribe and you'll know when I do. :P
ok now i can export sculpt map but its problem when i export them i get a folder with around 42 sculpt map but all is white no one is included a sculpt map can you help me
Hi when i make a airplane nose and then i click to export it i test export selected and export all i get a messege that say no prims selected or no prims in scene can anyone help me please
@TakronRust hi takron i ask you if i can send that to you and you help me i has buy a airplane model and then delete all without the nose and now i want to export it as a sculpt map
hi.i'm actually using prim composer to export to second life but i'm having a little prob wit the objects with holes like the torus.when uploading to second life the hole is gone and the sculpt is full.how can i keep the hole when uploading?
You need to model the hole into it. If you just leave a hole or an uncapped spot. The exporter will cap it. You need to make an uncappable hole so it stays.
great tutorial, dose require some familiarity with the 3DS interface but I learned about NURBS which I had been avoiding for fear of scary acronyms. I do have one question though, when I import the SL male model it's super tinny, the 32 by 32 NURBS ball is like 4 times bigger then it. any tips on what I'm doing wrong? Thanks for the tutorial it was great :)
What you do with the model. Import just the model. Scale it up so its bigger, whatever size you want. And then export it as a 3ds file and rename it 'stand in' or whatever you want. And when you go to make a sculpty just import the 3ds file you saved and it will be the right size, and then if you use import you can merge it with whatever work you are currently doing.
Yeah, this would work for helmets. You can make pretty much whatever you want with this. Just if it gets TOO complicated you need to use extra prims because of that smoothing effect I spoke about.
Only problem i have is when making things like this using cylinders but i find you have more control that way. However, if you weld the end vertices together - it seems to have a bad effect on the sculpty in SL *sigh*
What do you mean welding the ends? You shouldn't have to weld anything? What are you welding? If you are talking about the ends of the cylinder or whatever, the ends cap after you export the texture in max.
No, that's a technique if you are doing it by hand in blender or some of the other programs. The sculpty is already made how it needs to be made when you use the plug in. Just modify it. Plus, any holes that are left that are capable will get capped by the exporter.
Thank you very much for teaching how to use prim composer and build nurbs in 3ds max.
metatraveler 6 months ago
you didn't show how exactly you export that prim to second life. i don't know how to use 3ds max yet but i want to learn it to create all kind of objects in sl, but i wonder...in what format do you export from 3ds max and how to you upload in your second life account? sl doesn't accept only image and music files for upload?
Ariana2u 1 year ago
There is a problem the prim composer link seems to be broken can u please look into that
IMVUxclusive 1 year ago
{{Note}} vertex pushing method via 3ds nurbs.
inacentaur 1 year ago
im just wondering, after you export it. it is in .hpa format.. wth do i do with that, its not uploadable format so.. kinda confuzled there sry .
MilTownManiac 1 year ago
Good, informative tutorial. Do you think you can make another tutorial explaining how to do less "organic" shapes like machinery, and explain how to texture a sculpt using Max?
1239the 1 year ago
@1239the I probly will eventually, but for now I haven't really been into SL and I have had alot of other things I need to be doing. But I will keep that in mind when I do another one. Best thing I can say is subscribe and you'll know when I do. :P
TakronRust 1 year ago
ok now i can export sculpt map but its problem when i export them i get a folder with around 42 sculpt map but all is white no one is included a sculpt map can you help me
samermisr 1 year ago
@samermisr I really didn't quite
understand what you said there. Need to
use some punctuation and please be
alittle more clear with the wording.
TakronRust 1 year ago
Hi when i make a airplane nose and then i click to export it i test export selected and export all i get a messege that say no prims selected or no prims in scene can anyone help me please
samermisr 1 year ago
Are you making the prim with one of
the premade prims from the tutorial?
And if you don't choose the 'All Prims'
Option, you need to have it selected when
you select the export option.
TakronRust 1 year ago
@TakronRust hi takron i ask you if i can send that to you and you help me i has buy a airplane model and then delete all without the nose and now i want to export it as a sculpt map
samermisr 1 year ago
heh, 3:20 answered a question i had :P
amazing tutorial. i didnt use nerbs for the last few things i did because i never learned to use nerbs :P
Thanks a Lot!!!
Kuggar 1 year ago
hi.i'm actually using prim composer to export to second life but i'm having a little prob wit the objects with holes like the torus.when uploading to second life the hole is gone and the sculpt is full.how can i keep the hole when uploading?
sisijuli 1 year ago
You need to model the hole into it. If you just leave a hole or an uncapped spot. The exporter will cap it. You need to make an uncappable hole so it stays.
TakronRust 1 year ago
Now how do you texture them(sculpts)?
ONEzephyer 2 years ago
You need photo shop and download the sculpts textures
NoahEmu 2 years ago
great tutorial, dose require some familiarity with the 3DS interface but I learned about NURBS which I had been avoiding for fear of scary acronyms. I do have one question though, when I import the SL male model it's super tinny, the 32 by 32 NURBS ball is like 4 times bigger then it. any tips on what I'm doing wrong? Thanks for the tutorial it was great :)
P.S. sorry for the mass delete, I had meny typos
SatansPenguin 2 years ago
What you do with the model. Import just the model. Scale it up so its bigger, whatever size you want. And then export it as a 3ds file and rename it 'stand in' or whatever you want. And when you go to make a sculpty just import the 3ds file you saved and it will be the right size, and then if you use import you can merge it with whatever work you are currently doing.
TakronRust 2 years ago
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SatansPenguin 2 years ago
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SatansPenguin 2 years ago
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SatansPenguin 2 years ago
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SatansPenguin 2 years ago
Would this work okay for making helmets too?
I want to make some helmets but they're such a bitch to do! lol
Many thanks - would love to see more tutorials on sculpted prims =-)
CJCartoons 2 years ago
Yeah, this would work for helmets. You can make pretty much whatever you want with this. Just if it gets TOO complicated you need to use extra prims because of that smoothing effect I spoke about.
TakronRust 2 years ago
Thanks for the response :)
Only problem i have is when making things like this using cylinders but i find you have more control that way. However, if you weld the end vertices together - it seems to have a bad effect on the sculpty in SL *sigh*
(the ends become funky)
CJCartoons 2 years ago
What do you mean welding the ends? You shouldn't have to weld anything? What are you welding? If you are talking about the ends of the cylinder or whatever, the ends cap after you export the texture in max.
TakronRust 2 years ago
I was told that you have to bring the end vertices to a point and then weld them together =-/
CJCartoons 2 years ago
No, that's a technique if you are doing it by hand in blender or some of the other programs. The sculpty is already made how it needs to be made when you use the plug in. Just modify it. Plus, any holes that are left that are capable will get capped by the exporter.
TakronRust 1 year ago