![]() ![]() normals) data and has nothing to do with creating or altering geometry at all. Normal maps stores surface shading vector (aka. 5.5,1, which basically means the shading vector is tilted none to the l/r (“middle” red - x), none up/dwn (“middle” green - y) and is facing directly at the camera (“max” blue - z) - a good color to know if you eve find the need to hand- edit the seams out of a normal map.)įor one, normal maps effect shading not actual geometry. It doesn’t even look like a object space normal map which tends to be more colorful, much less the more widely used tangent space normal map which is predominantly blue (RGB =. I know what a normal map is, and what SL uses is not a normal map… far from it. It’s good that they are changing this (I guess… ) but since it is beta, I assume the existence of a working Blender exporter that supports IT isn’t likely. It has to have a specific number of vertices, and once created to match the required 1 vertex = 1 pixel vertex order as depicted in the below link, you cannot add or delete vertices as this causes vertex renumbering, breaking the link between the geometry and the required 2D image output. SL doesn’t even support the direct import of 3D meshes, unless you are using the Beta version… SL exporters convert the 3D meshes into a 2D image map that stores the 3D data in the RGB channels of the image.Ī “sculptie” is the “specific, pre-existing primitive” I was referring to. In short… you can’t put a Sculptris mesh into SL due to the very nature of how Sculptris works… it creates vertices on the fly. Changing the mesh in any way other than moving around the existing vertices of the pre-made primitive results in a re-numbering of the vertex order, and therefore a failed export. SL content can only be created from specific, pre-existing primitives and you cannot some much as delete or add a single vertex as its successful conversion to the 2D image format used by SL depends an a specific vertex order. Perhaps you should have looked into the SL content creation requirements BEFORE you made something and tried to shove into the engine. I have Poser 7 and it does all that, and if you can get a older version cheaper that would be great, because Poser started out as a free program, and the company selling it is selling the models that added, and you can get it any other way.All game engines have strict requirements as to what can be realistically used for content, but SL has the most restrictive method for content creation I’ve ever seen. You just make the model morphs say "O" "E" and things like that so they look like they are actually saying the words, and the program does the rest. Poser with morphs of the mouth can make your model talk in sync with sound. Poser has wind so you can blow the hair cloth and anything you want effected by the wind. Poser has Cloth so you can make the clothes move with the model. Poser has hair strands so you can grow and style real looking hair. That might sound complicated, so I think I should tell you other things Poser can do. That keeps the model in one piece so you can import the model and Poser has a bone room that creates all the bones made the model bend at the joints. In Hexagon 2 you can select areas of your model without cutting it up and give each area a name. You could also be interested in uArtsy online classes, since we propose a 20 discount for the ones related to 3D printing, get the code for the discount here. That will add all the joints to your model. In order to have a 3D printed object of your model you can export your file into an OBJ format by following From Sculptris to Sculpteo: three points tutorial. This is called a hierarchy script and it is saved with a new extension as PHI. Then write a text list of body parts like When you create a model you should cut it into sections like the thigh, hip, abdomen, chest and so on. They have a few programs to do a lot.Īnd Bryce 7 creates the environment scenes.īut there is just on thing missing and it is not free. You can do that too, because the programs are free. I guess you can say the easiest program made me spoiled. I have worked at creating models in Maya, and 3D Max and they are not very easy, but not as hard as Java and other programs. ![]() It just don't look as easy to work with as some of the programs I have used. I never tried Blender enough to know a lot about it. ![]()
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