Thursday 18 November 2010

Sculptie Tutorials

Created my first pack of full perm sculptie maps. On their usage, please find the tutorials below:


HOW TO USE SCULPT MAPS
After opening the package, copy the textures from it to your inventory. Right click on the ground,  choose "Create". The Edit menu will appear with your created box selected. Go to the "Object" tab in the Edit panel, choose "Sculptie" for "Building block type".


Your created box changes into an apple, and its sculpt map appears. Replace this texture by dragging the supplied sculpt "Map" texture from your inventory "LW::Open Book Map 2" in this example.


The texture loads and the apple changes into an open book. Your sculptie is ready.


Use of supplied image as texture: 
Edit the supplied book texture for your own needs, save the texture for your hard drive to edit in a graphic program. Upload your own modified texture, and use it in your creations.


Explanation of areas of the texture:


Tricky part is that you will have to distort your text slightly and keep quite a margin, and if you want it readable, you have to resize the texture for 1024*1024. For now  I did not find it possible to make a 1 prim book and make larger space for text on the texture, so unfortunately not too much text can be readable on the book. Also, the page is not flat, so the text will be somewhat curly. I will make a few example textures and include it in an update soon.

Examples:


Less of a problem, if you dont go for the "readable" look, but you want to give it a book like feel. It is enough to use 512*512 texture. Also, the lines look less curly from a normal distance:





HOW TO SET "LOD" SETTINGS
From a distance your sculpties look worse? Don't forget that you can adjust the level of details in your viewer in the following way: 


You can adjust LOD (Level of detail) in the Debug Settings.

1. CTRL+ALT+D = activate the Advanced menu

2. Go to "Debug Settings"

3. A panel appears, in the field enter:
    RenderVolumeLODFactor

4. Enter value 4 or higher.


Enjoy,
Lar