Single Prim Head

Ina Centaur has been busy making Sculptured Prims with great success! Here’s a one prim head Ina developed:

InaHead1.png

And more detail!

InaHead2.png

Beautiful work, Ina!

4 Responses to “Single Prim Head”


  1. 1 ina

    YAY for the post^^, but as you can see from my brief experiment above, i’m still a bit away from using that as a sl head replacement ;-)

    on the bottom pic, there’s the sharp bit pointing out from the back of the neck. do you have suggestions on improvement/minimizing that extremity?

    also, i still don’t really understand how the normal map(?) used for the sculpt texture is being generated… i thought it was the 3 planes, but i guess those are just simple texture locaters. what is calculating the normal positions and all?

  2. 2 Kerwin

    The sculpie map is not a normal map, though it looks a little like one. It is actually an “relative position map” to the object center and radiating in a spherical way from that center point (hence we use spherical maps to relate the 2D map to the object in three-space.) Red represents the “X” dimension (Right to Left, Dark to full Red), Green represents the “Y” dimension (Bottom to Top, Dark to full Green), and Blue represents the “Z” dimension (Front to Back, Dark to full Blue).

    My luminous gradients map these color onto your object, and then the “Bake” function scans the object, using the spherical map as the control of the 3D to 2D relationship, plopping down the appropriate colors based on the surface point’s position in three-D space.

    To fix you neck, I’d close the bottom of the neck with a polygon and shift that poly’s center point a little more to the exact center (y-axis) of your head. I might even bevel-in once just to smooth my transition on the bottom. I would also make sure that your spherical UV map has a nice clean line along the bottom, corner to corner as it looks like you have some open spots on the UV map peeking through where are getting “zeroed” (e.g. all black–Sculpies hate that.)

    -K

  3. 3 ina

    whee, sheepishly i admit i still don’t know enough of modo to understand exactly how to close the bottom of the neck with a polygon. i’ve linked the uuid on the wiki (5b48af61-a894-044e-1d10-c0ccb5c64eb4). time for another tutorial? >.

  4. 4 Kerwin

    I’ll see what I can do to give a tut on how to make the most of mapping your object. :)

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