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| New Jessie (general) |
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| New Jessie (general) |
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| New Jessie (general) |
of Second Life
![]() |
| New Jessie (general) |
![]() |
| New Jessie (general) |
![]() |
| New Jessie (general) |

This isn't going to change any world - but I did finally master Blender to the point that I created an honest to gawd sculpty that's good enough to use. :)
Now I can do more interesting stuff. Learning the tool is boring but I know it's necessary. It's much easier to be motivated when you're creating something and not merely trying to figure stuff out .... not that I've figured it all out. I just finally understand enough to be able to work on some of the things I want to create.
Yay me! :)

I thought I'd update you on my progress in that long strange adventure I've been on in Blender. If you haven't read it I suggest you refer back to Part One on this topic. Remember I'm not an expert on Blender but sharing my journey gives me an excuse to take a break from it. :)
It has taken an obscene amount of time but I finally created the shape I want in Blender and successfully uploaded it to SL. I still need to fuss with baking textures but for the moment I'll be happy with a large argyle thing. I can tell you (if you're planning to embark on the Blender adventure) that it's a lot easier to do stuff once you know the way Blender works. That sounds obvious but learning the shortcuts and the keyboard functions makes a huge difference.
One of my objectives was to make a sculpty that doesn't lose its shape when you move away from it. This one holds its shape at more than 100m which makes me happy. I'd like to be able to put out trees that don't dissolve into a blob a few steps away.
Of course this means learning all about "LOD" and understanding what you have to do to achieve the effect you want.
"LOD" stands for "Level of Detail". For the purposes of Second Life you care about "LOD x size x distance". It doesn't matter how detailed you've made your sculptie, as your distance from it increases the number of vertices visible to you decreases. The larger the object the more distance required before the vertices start to disappear.
Machinimatrix has a lot of good videos and the one on LOD is well worth watching but I'll give you a brief overview here.....
To illustrate MultiRes I've added a cylinder mesh in Blender at Level 1 with 32 x 32 vertices. This size will give you the 64x64 pixel size you want for SL.
If I add a MultiRes level to 2, the number of vertices is increased.

At level 3 we've multiplied the number of vertices about as far as you'd need to go.

The video I mentioned will explain this much better than I but there are a couple of important points you should note which might not be clear.
If you create a masterpiece which requires visible vertices that only appear at Level 3 you're screwed unless you only want your brilliance visible from 1m.

Note: I wouldn't use this particular sculpty for anything except proof that I managed to create something and upload it successfully. :)
This is not a post for those people who know what they're doing....in fact, to minimize my humiliation, if you're an expert at 3d modelling please just leave now. This is also not a post which will explain in detail how to build a sculpty. That would take much more space than this blog would allow.
What I will try and do is give you, the novice, enough information that you can avoid some, if not all, of the mistakes I have made trying to learn this new skill. If you want to avoid a long explanation of how I got to them, just skip to the end where I make a series of recommendations based on my own angst ridden experiences so far.
There are a number of reasons that I haven't attempted sculpties before this. Well that's not quite true, I've done some basic shapes for branches and tree trunks in Sculpty Paint. But I've avoided anything more complex up until now.
The two main reasons I haven't dipped my toe into the 3d modelling vortex are:
I've recently seen sculpties that don't rezz in that manner - I believe they're a type of planar sculpty, that was cool and that gave me ideas.
In spite of being an admitted prim whore, I would like to give my customers lower prim versions of items and the type of cool stuff you can build with 3d technology, but the real motivation for finally learning how was the rumour that "mesh" will be available in the "near future" or "later this year". My naive, non-technical understanding of this is that instead of uploading the sculpty map as a texture we'll be able to upload the object itself. If this comes to pass, building in Second Life will never be the same. I don't want to be on the outside of this new world looking in. :) And the possibilities are very enticing.
So if, like me, you've decided to learn this new skill, allow me to share some of the lessons I've learned so far on my 3d journey. I'll describe some of my thinking along the way which will help you decide if you want to follow my suggestions. Again I'm hoping that by doing this I can save you some of the pain and angst I've endured.
If you have the access/resources to buy Maya then you should consider it. I'm not going to invest thousands in something I'm not sure I'll keep using - I would probably think differently if I had access to it for free, but for now this or similar 3d modelling tools are not an option for me.
I like free, and there are many free options for 3d modelling software. The one I liked immediately was Art of Illusion - it's intuitive, it's powerful (at least it seems to be) and it has some great tutorials and support. The downside of AofI is that you can't export your masterpiece as a sculpty map - you have to export a .obj file and convert it to a .tga for Second Life. If and when mesh is available this won't be a problem. But in the meantime if you want to know what kind of progress you're making you'll have to be able to find a way to upload that object you made to SL and that means a sculpty map.
I lost count of how many different ways I tried to convert my .obj files to sculpty maps - I finally decided that the logical way is by using Blender.
If you're as innocent as I was, you'd think you could download all three and be set now, right? Wrong. Think version control. You have to have the compatible versions to make them work together and it's not always easy to figure out just what they are. However, there is a solution.
The first recipient of my new Lindy Award for Service to Fellow SL Residents goes to the creator of JASS. In one download you get compatible versions of all three components and the Primstar scripts are already installed correctly in Blender. Trust me, if you're going to use Blender to create SL sculpties then you need to use JASS.
I'm making the following recommendations based on my own experience. I really really wish somebody had taken me by the scruff of the neck at the beginning of this odyssey and made me follow them.
I'll do a follow-up post once I've managed to make more progress and created something worth showing off. In the meantime, I'll go back to the classroom.