Added: 2 years ago
From: TakronRust
Views: 8,165
Sort by time | Sort by thread (beta)

Link to this comment:

Share to:

All Comments (29)

Sign In or Sign Up now to post a comment!
  • Thank you very much for teaching how to use prim composer and build nurbs in 3ds max.

  • 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?

  • There is a problem the prim composer link seems to be broken can u please look into that

  • {{Note}} vertex pushing method via 3ds nurbs.

  • 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 .

  • 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

  • @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.

  • 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

  • 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 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

  • 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!!!

  • 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.

  • Now how do you texture them(sculpts)?

  • You need photo shop and download the sculpts textures

  • 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

  • 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.

  • Comment removed

  • Comment removed

  • 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 =-)

  • 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.

  • 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)

  • 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.

  • I was told that you have to bring the end vertices to a point and then weld them together =-/

  • 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.

Loading...
Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more