View Single Post
Old 22nd February 2008, 07:26 PM   #9
lisa
Senior Member
Professional user
 
lisa's Avatar
 
Join Date: Mar 2005
Location: Phoenix, AZ
Posts: 917
Default Re: Second Life Export Troubles

No holes in the *UV map*... holes in the model are okay. The tutorial fills the holes in the model simply as a means to get rid of the holes in the uv map... it also mentions you could snap the points in the texture coordinate editor instead. I know, that's a bit counter-intuitive. I'll make sure a note gets added to clarify.

The size of the *prim* doesn't matter for the hole... it's the resolution of the *sculpt map*. SL only renders 32x32 pixel sculpt maps, regardless of what size you upload. They recommend 64x64 so it looks smooth when they scale it down. At 32x32 pixels, the hole percentage-wise is less than one pixel, so it doesn't render at all.

The second mapping isn't right at all. You want to think of it like unfolding a gift wrap, and completely flattening it out so none of the paper overlaps. It looks like you've got a planar map on it. What you really want is a cylindrical or spherical map.

The first map can probably be salvaged if you remap the top and move whatever point is connected up to the top right (might just fix itself when you remap the top). If you want to start over though, you can use your current shape as a template by locking it and then stretching your new shape to the same dimensions. Makes the job much quicker.
Attached Images
 
lisa is offline   Reply With Quote