Second Life: How To Make Angular Sculpted Prims

Sculpted prims were (I believe) really intended for organic shapes more than angular ones, but they’re actually easier to shape into sharp corners than they are to mold into soft ones. For me anyway.

If you think of your initial shape as a puzzle, and understand the limitations of your medium, it’s pretty simple.

Take a standard mapped cylinder (mapped for SL sculpties) 32 x 32 with 272 vertices:
32 x 32 sculpted cylinder

The fastest and simplest way to get nice clean “pieces” for something like a bench is to make a set of vertices planar. You can get more bang for your sculpty buck if you plan this out and “hide” some vertices, but for this tutorial we’ll just do it quick and dirty.
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Steampunky

I’ve been working on some steampunk stuff for Blue Mars, and ran across this online:
Wave Disrupter - Sooo Steampunk

I do want.

Here for more steampunk.

Texturing 3D Objects With Photoshop CS4

I’m always looking for easier or better ways to handle UV unwrapping and texturing. Complex objects can be a real challenge to add graphics to, and Second Life sculpties are probably the biggest pain in the rear of all. Because a sculpted prim is actually dependent upon the UV map being a precise shape, you don’t have the option of moving parts here and there on your map to make texturing easier. Enter CS4 and its 3D capabilities.

And hey, since it’s Halloween I’ll do this tutorial on a witch hat :)
Witch Hat in Max
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