<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss'><id>tag:blogger.com,1999:blog-5863652957769760602</id><updated>2009-10-14T00:16:16.342-07:00</updated><title type='text'>A3DSculpt</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://a3dsculpt.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5863652957769760602/posts/default'/><link rel='alternate' type='text/html' href='http://a3dsculpt.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Rael Delcon</name><uri>http://www.blogger.com/profile/09494143081121580705</uri><email>noreply@blogger.com</email></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>7</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-5863652957769760602.post-8121863270536855146</id><published>2008-12-10T23:15:00.000-08:00</published><updated>2008-12-11T23:14:09.124-08:00</updated><title type='text'>Creating a sculptie from a 2D curve</title><content type='html'>Albatross 3D offers a "lathe" function that allow the creation of revolution solids. For those familiar with &lt;a href="http://kanae.net/secondlife/"&gt;ROKURO&lt;/a&gt; this shouldn't sound new.&lt;br /&gt;&lt;br /&gt;Here is how to create a spherical sculptie using a 2D curve and the leathe function. With some modification it can be adapted to cylindrical sculpties but this is left as an exercise for the reader :)&lt;br /&gt;&lt;br /&gt;We'll make use of the "2DCurve" and the "Lathe" functions that are located in the "Create" section of the toolbox:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_NBflq3iXHDk/SUC_7zs4LsI/AAAAAAAAAGQ/WXtPtcqHa9w/s1600-h/1.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 204px; height: 285px;" src="http://2.bp.blogspot.com/_NBflq3iXHDk/SUC_7zs4LsI/AAAAAAAAAGQ/WXtPtcqHa9w/s400/1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5278429797489848002" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Click on the "2DCurve" button and you can start define the profile of your object. Click on the "Line" type on the left and define 9 control points in the parameter area on the right (it is essential to make the object work with the sculpt exporter):&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_NBflq3iXHDk/SUDBImnqBbI/AAAAAAAAAGY/DNJHHnzgbWs/s1600-h/2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 313px;" src="http://3.bp.blogspot.com/_NBflq3iXHDk/SUDBImnqBbI/AAAAAAAAAGY/DNJHHnzgbWs/s400/2.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5278431116828214706" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Now modify the profile at your leisure but keep the end points on the x axis. Do not cross the x axis or you will have a self intersecting model. When done press the "OK" button on the left bottom corner.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_NBflq3iXHDk/SUDBlo-LmnI/AAAAAAAAAGg/WdL6HuoUU84/s1600-h/3.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 313px;" src="http://4.bp.blogspot.com/_NBflq3iXHDk/SUDBlo-LmnI/AAAAAAAAAGg/WdL6HuoUU84/s400/3.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5278431615675767410" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Now click on the "Lathe" button:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_NBflq3iXHDk/SUC_7zs4LsI/AAAAAAAAAGQ/WXtPtcqHa9w/s1600-h/1.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 204px; height: 285px;" src="http://2.bp.blogspot.com/_NBflq3iXHDk/SUC_7zs4LsI/AAAAAAAAAGQ/WXtPtcqHa9w/s400/1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5278429797489848002" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;and you will get a 3D solid that is generated by the rotation of your profile around the x axis. Well, actually the rotation is around the two endpoints of the curve but in this example we left them on the x axis.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_NBflq3iXHDk/SUDCrxYEHZI/AAAAAAAAAGo/ez9YwvEYtSo/s1600-h/4.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 313px;" src="http://2.bp.blogspot.com/_NBflq3iXHDk/SUDCrxYEHZI/AAAAAAAAAGo/ez9YwvEYtSo/s400/4.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5278432820522655122" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;In the parameter area on the right set the proper subdivision: 4 and the number of steps: 32. Those are not magic numbers. We started with 9 control points so our profile has 8 segments, we want a 32x32 mesh so we multiply the number of segments by 4! If you had started with 17 control points here you would have multiplied by 2.&lt;br /&gt;&lt;br /&gt;You can still adjust your profile at this time and directly see the effect on your 3D model! This is a great way to refine the control points so that faces are more evenly distributed (this is very useful when texturing!)&lt;br /&gt;&lt;br /&gt;Click on OK when you are happy with the shape you got.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_NBflq3iXHDk/SUDD84BkDjI/AAAAAAAAAG4/TK8Fgj46K7c/s1600-h/5.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 313px;" src="http://2.bp.blogspot.com/_NBflq3iXHDk/SUDD84BkDjI/AAAAAAAAAG4/TK8Fgj46K7c/s400/5.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5278434213876731442" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Now, unfortunately, we are not done yet! You can notice on the right that our solid has 994 vertices and this is wrong, it should have 962 vertices to be successfully exported to SL.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_NBflq3iXHDk/SUDESqoPjGI/AAAAAAAAAHA/lmfIgAAuGrc/s1600-h/5b.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 313px;" src="http://4.bp.blogspot.com/_NBflq3iXHDk/SUDESqoPjGI/AAAAAAAAAHA/lmfIgAAuGrc/s400/5b.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5278434588237991010" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The problem is that we have one subdivision more than we should and this accounts for the 32 vertices in excess. The simplest way is to remove a loop of vertices that is "inside" the solid:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_NBflq3iXHDk/SUDFGjnxqtI/AAAAAAAAAHI/v54GHtKR5V8/s1600-h/6.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 313px;" src="http://2.bp.blogspot.com/_NBflq3iXHDk/SUDFGjnxqtI/AAAAAAAAAHI/v54GHtKR5V8/s400/6.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5278435479710182098" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;If you experience any issue while removing the verices in excess, look at my &lt;a href="http://a3dsculpt.blogspot.com/2008/12/removing-loop-of-vertices.html"&gt;previous post&lt;/a&gt; for a safe way to do so.&lt;br /&gt;&lt;br /&gt;Now that the excess vertices are gone, the solid has the right number of vertices,&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_NBflq3iXHDk/SUDF5j56A0I/AAAAAAAAAHQ/ZX2XxkE1hEM/s1600-h/7.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 313px;" src="http://3.bp.blogspot.com/_NBflq3iXHDk/SUDF5j56A0I/AAAAAAAAAHQ/ZX2XxkE1hEM/s400/7.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5278436355959554882" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;and can be exported to a sculpty map:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_NBflq3iXHDk/SUDF9PdHxHI/AAAAAAAAAHY/N-AMXT7jMvo/s1600-h/lathe.bmp"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 128px; height: 128px;" src="http://2.bp.blogspot.com/_NBflq3iXHDk/SUDF9PdHxHI/AAAAAAAAAHY/N-AMXT7jMvo/s400/lathe.bmp" border="0" alt=""id="BLOGGER_PHOTO_ID_5278436419189589106" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;that can be imported in SL:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_NBflq3iXHDk/SUDJBjolGLI/AAAAAAAAAHg/INvhy-Zc7U0/s1600-h/8_sl.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 335px; height: 400px;" src="http://2.bp.blogspot.com/_NBflq3iXHDk/SUDJBjolGLI/AAAAAAAAAHg/INvhy-Zc7U0/s400/8_sl.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5278439791860717746" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5863652957769760602-8121863270536855146?l=a3dsculpt.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://a3dsculpt.blogspot.com/feeds/8121863270536855146/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=5863652957769760602&amp;postID=8121863270536855146' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5863652957769760602/posts/default/8121863270536855146'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5863652957769760602/posts/default/8121863270536855146'/><link rel='alternate' type='text/html' href='http://a3dsculpt.blogspot.com/2008/12/creating-sculptie-from-2d-curve.html' title='Creating a sculptie from a 2D curve'/><author><name>Rael Delcon</name><uri>http://www.blogger.com/profile/09494143081121580705</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='12493871694323966498'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_NBflq3iXHDk/SUC_7zs4LsI/AAAAAAAAAGQ/WXtPtcqHa9w/s72-c/1.jpg' height='72' width='72'/><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5863652957769760602.post-5190344034689926401</id><published>2008-12-10T22:26:00.000-08:00</published><updated>2008-12-10T23:14:43.060-08:00</updated><title type='text'>Removing a loop of vertices</title><content type='html'>Removing a loop of vertices can sometimes lead to unexpected results on the model. If this happens to you, here is a safe technique that always works (but requires you to do more work!&lt;br /&gt;&lt;br /&gt;First delete the loop of edges the vertices belong to. Use the "Select Tools/Loop" function to do it quickly.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_NBflq3iXHDk/SUC82VQZOJI/AAAAAAAAAFw/JgHDS19yYlg/s1600-h/6a.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 313px;" src="http://1.bp.blogspot.com/_NBflq3iXHDk/SUC82VQZOJI/AAAAAAAAAFw/JgHDS19yYlg/s400/6a.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5278426404883085458" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;As you can see in the next picture, this doesn't remove the vertices themselves!&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_NBflq3iXHDk/SUC9JWuUo6I/AAAAAAAAAF4/dXDNZacPeHI/s1600-h/6b.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 313px;" src="http://4.bp.blogspot.com/_NBflq3iXHDk/SUC9JWuUo6I/AAAAAAAAAF4/dXDNZacPeHI/s400/6b.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5278426731694564258" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;so they will have to be removed one by one. I use the rectangle selection to do it more quickly:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_NBflq3iXHDk/SUC9YFb9hwI/AAAAAAAAAGA/E_TTxEwoxEE/s1600-h/6c.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 313px;" src="http://4.bp.blogspot.com/_NBflq3iXHDk/SUC9YFb9hwI/AAAAAAAAAGA/E_TTxEwoxEE/s400/6c.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5278426984752187138" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;And here's the result: the vertices are gone and the faces have been merged correctly:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_NBflq3iXHDk/SUC9masPLUI/AAAAAAAAAGI/WxWJ3IG_w_o/s1600-h/6d.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 313px;" src="http://3.bp.blogspot.com/_NBflq3iXHDk/SUC9masPLUI/AAAAAAAAAGI/WxWJ3IG_w_o/s400/6d.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5278427230975765826" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5863652957769760602-5190344034689926401?l=a3dsculpt.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://a3dsculpt.blogspot.com/feeds/5190344034689926401/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=5863652957769760602&amp;postID=5190344034689926401' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5863652957769760602/posts/default/5190344034689926401'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5863652957769760602/posts/default/5190344034689926401'/><link rel='alternate' type='text/html' href='http://a3dsculpt.blogspot.com/2008/12/removing-loop-of-vertices.html' title='Removing a loop of vertices'/><author><name>Rael Delcon</name><uri>http://www.blogger.com/profile/09494143081121580705</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='12493871694323966498'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_NBflq3iXHDk/SUC82VQZOJI/AAAAAAAAAFw/JgHDS19yYlg/s72-c/6a.jpg' height='72' width='72'/><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5863652957769760602.post-3622545410948869040</id><published>2008-12-08T00:14:00.001-08:00</published><updated>2008-12-08T00:30:16.757-08:00</updated><title type='text'>UV mapping for sculpties</title><content type='html'>For simplicity let's discuss a sphere 4x3, the same principles will apply to a sphere with 32 vertices per slice.&lt;br /&gt;&lt;br /&gt;Here is the sphere.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_NBflq3iXHDk/STzbD_dUXVI/AAAAAAAAAEQ/LVCaHSOrJGA/s1600-h/cube4_1.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 326px; height: 327px;" src="http://2.bp.blogspot.com/_NBflq3iXHDk/STzbD_dUXVI/AAAAAAAAAEQ/LVCaHSOrJGA/s400/cube4_1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5277333724991872338" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Ok, it doesn't look much like a sphere, but with a stress of imagination ...&lt;br /&gt;&lt;br /&gt; Vertices are numbered 0-9 and faces designated with letters a-p (only some of the visibile elements have been marked to avoid confusion).&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_NBflq3iXHDk/STzXx6VicXI/AAAAAAAAAD4/ZcjH0Sbho5w/s1600-h/cube4.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 349px; height: 400px;" src="http://4.bp.blogspot.com/_NBflq3iXHDk/STzXx6VicXI/AAAAAAAAAD4/ZcjH0Sbho5w/s400/cube4.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5277330115844534642" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Here is how the vertices are connected with the association faces -&gt; vertices:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_NBflq3iXHDk/STzYw7bFjYI/AAAAAAAAAEA/N2Zen8UzPcc/s1600-h/cube4_pnt.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 308px;" src="http://3.bp.blogspot.com/_NBflq3iXHDk/STzYw7bFjYI/AAAAAAAAAEA/N2Zen8UzPcc/s400/cube4_pnt.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5277331198468001154" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Now, the UV mapping for each face is:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_NBflq3iXHDk/STzY9oV2G3I/AAAAAAAAAEI/eenjPpn9UuE/s1600-h/cube4_uv.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 344px;" src="http://3.bp.blogspot.com/_NBflq3iXHDk/STzY9oV2G3I/AAAAAAAAAEI/eenjPpn9UuE/s400/cube4_uv.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5277331416684043122" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5863652957769760602-3622545410948869040?l=a3dsculpt.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://a3dsculpt.blogspot.com/feeds/3622545410948869040/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=5863652957769760602&amp;postID=3622545410948869040' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5863652957769760602/posts/default/3622545410948869040'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5863652957769760602/posts/default/3622545410948869040'/><link rel='alternate' type='text/html' href='http://a3dsculpt.blogspot.com/2008/12/uv-mapping-for-sculpties.html' title='UV mapping for sculpties'/><author><name>Rael Delcon</name><uri>http://www.blogger.com/profile/09494143081121580705</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='12493871694323966498'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_NBflq3iXHDk/STzbD_dUXVI/AAAAAAAAAEQ/LVCaHSOrJGA/s72-c/cube4_1.jpg' height='72' width='72'/><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5863652957769760602.post-3288878232140118655</id><published>2008-12-05T01:05:00.000-08:00</published><updated>2008-12-05T01:11:21.232-08:00</updated><title type='text'>Creating planar sculpties</title><content type='html'>The current &lt;a href="http://code.google.com/p/a3dsculpt/"&gt;export plugin&lt;/a&gt; is also capable of exporting sculpties with planar stiching. &lt;br /&gt;&lt;br /&gt;Simply start from an object "Grid" (see picture below) with one of the following subdivisions: 7x7, 15x15, 31x31, 64x64.&lt;br /&gt;&lt;br /&gt;The model in Albatross3D:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_NBflq3iXHDk/STjvfylM-3I/AAAAAAAAADE/owQS9YVVNVo/s1600-h/pla_a3d.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 313px;" src="http://2.bp.blogspot.com/_NBflq3iXHDk/STjvfylM-3I/AAAAAAAAADE/owQS9YVVNVo/s400/pla_a3d.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5276230292897332082" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;the corresponding sculpt map:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_NBflq3iXHDk/STjvxxLi1PI/AAAAAAAAADU/8e6p9TBKwUY/s1600-h/pla1.bmp"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 128px; height: 128px;" src="http://4.bp.blogspot.com/_NBflq3iXHDk/STjvxxLi1PI/AAAAAAAAADU/8e6p9TBKwUY/s400/pla1.bmp" border="0" alt=""id="BLOGGER_PHOTO_ID_5276230601758921970" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;and the rendering in SL:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_NBflq3iXHDk/STjvrmobYbI/AAAAAAAAADM/KeA3P7d-YXs/s1600-h/pla_sl.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 374px;" src="http://4.bp.blogspot.com/_NBflq3iXHDk/STjvrmobYbI/AAAAAAAAADM/KeA3P7d-YXs/s400/pla_sl.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5276230495848063410" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5863652957769760602-3288878232140118655?l=a3dsculpt.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://a3dsculpt.blogspot.com/feeds/3288878232140118655/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=5863652957769760602&amp;postID=3288878232140118655' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5863652957769760602/posts/default/3288878232140118655'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5863652957769760602/posts/default/3288878232140118655'/><link rel='alternate' type='text/html' href='http://a3dsculpt.blogspot.com/2008/12/creating-planar-sculpties.html' title='Creating planar sculpties'/><author><name>Rael Delcon</name><uri>http://www.blogger.com/profile/09494143081121580705</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='12493871694323966498'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_NBflq3iXHDk/STjvfylM-3I/AAAAAAAAADE/owQS9YVVNVo/s72-c/pla_a3d.jpg' height='72' width='72'/><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5863652957769760602.post-7123658005178273368</id><published>2008-12-04T11:27:00.000-08:00</published><updated>2008-12-04T11:45:26.244-08:00</updated><title type='text'>Creating Cylindrical sculpties</title><content type='html'>The exporter has been updated to create sculpties with a cyilindrical stitching.&lt;br /&gt;&lt;br /&gt;Just start from a cylinder and the exporter will figure out the proper stitching to use.&lt;br /&gt;&lt;br /&gt;Available sizes are 7x8, 15x16, 31x32 and 63x64 cylinders.&lt;br /&gt;&lt;br /&gt;The new plugin is available on the project page: http://code.google.com/p/a3dsculpt/&lt;br /&gt;&lt;br /&gt;Here a model in Albatross3D:&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_NBflq3iXHDk/STgv-ZL-3EI/AAAAAAAAACs/09GvP0638yM/s1600-h/cyl_a3d.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 320px;" src="http://2.bp.blogspot.com/_NBflq3iXHDk/STgv-ZL-3EI/AAAAAAAAACs/09GvP0638yM/s400/cyl_a3d.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5276019712424074306" /&gt;&lt;/a&gt;&lt;br /&gt;its sculpt map:&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_NBflq3iXHDk/STgySMeipxI/AAAAAAAAAC8/OFKZ4RHFa28/s1600-h/cyl2.bmp"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 128px; height: 128px;" src="http://1.bp.blogspot.com/_NBflq3iXHDk/STgySMeipxI/AAAAAAAAAC8/OFKZ4RHFa28/s400/cyl2.bmp" border="0" alt=""id="BLOGGER_PHOTO_ID_5276022251632895762" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;and its rendering in SL:&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_NBflq3iXHDk/STgwJlS9fWI/AAAAAAAAAC0/HRS3z7xInd0/s1600-h/cyl_sl.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 315px; height: 400px;" src="http://2.bp.blogspot.com/_NBflq3iXHDk/STgwJlS9fWI/AAAAAAAAAC0/HRS3z7xInd0/s400/cyl_sl.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5276019904653131106" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5863652957769760602-7123658005178273368?l=a3dsculpt.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://a3dsculpt.blogspot.com/feeds/7123658005178273368/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=5863652957769760602&amp;postID=7123658005178273368' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5863652957769760602/posts/default/7123658005178273368'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5863652957769760602/posts/default/7123658005178273368'/><link rel='alternate' type='text/html' href='http://a3dsculpt.blogspot.com/2008/12/creating-cylindrical-sculpties.html' title='Creating Cylindrical sculpties'/><author><name>Rael Delcon</name><uri>http://www.blogger.com/profile/09494143081121580705</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='12493871694323966498'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_NBflq3iXHDk/STgv-ZL-3EI/AAAAAAAAACs/09GvP0638yM/s72-c/cyl_a3d.jpg' height='72' width='72'/><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5863652957769760602.post-1195063297057005675</id><published>2008-11-29T00:21:00.000-08:00</published><updated>2008-11-29T00:26:05.811-08:00</updated><title type='text'>Assign same z to a set of faces</title><content type='html'>Here the lattice modifier is your friend. &lt;br /&gt;I started from a 16x15 sphere and applied a lattice modifier with 16 subdivisions along z.&lt;br /&gt;&lt;br /&gt;Then I selected the control points four at time and lowered the corresponding slices down.&lt;br /&gt;&lt;br /&gt;Here is the result:&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_NBflq3iXHDk/STD8GYip7nI/AAAAAAAAACk/MegrX6tYHS8/s1600-h/samez.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 320px;" src="http://1.bp.blogspot.com/_NBflq3iXHDk/STD8GYip7nI/AAAAAAAAACk/MegrX6tYHS8/s400/samez.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5273992350248070770" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5863652957769760602-1195063297057005675?l=a3dsculpt.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://a3dsculpt.blogspot.com/feeds/1195063297057005675/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=5863652957769760602&amp;postID=1195063297057005675' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5863652957769760602/posts/default/1195063297057005675'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5863652957769760602/posts/default/1195063297057005675'/><link rel='alternate' type='text/html' href='http://a3dsculpt.blogspot.com/2008/11/assign-same-z-to-set-of-faces.html' title='Assign same z to a set of faces'/><author><name>Rael Delcon</name><uri>http://www.blogger.com/profile/09494143081121580705</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='12493871694323966498'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_NBflq3iXHDk/STD8GYip7nI/AAAAAAAAACk/MegrX6tYHS8/s72-c/samez.jpg' height='72' width='72'/><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5863652957769760602.post-967262734534665183</id><published>2008-11-27T15:04:00.000-08:00</published><updated>2008-12-11T15:25:00.696-08:00</updated><title type='text'>Creating sculpties with Albatross3D</title><content type='html'>First of all you should have downloaded Albatross3d from the website &lt;a href="http://www.ppmodeler.com"&gt;http://www.ppmodeler.com&lt;/a&gt;. I've used the version for Windows published on Jun 2008.&lt;br /&gt;&lt;br /&gt;Then you should get the &lt;a href="http://a3dsculpt.googlecode.com"&gt;exporter files&lt;/a&gt; and copy it in the scripts subdirectory of the Albatross installation directory.&lt;br /&gt;&lt;br /&gt;Now start Albatross and create a sphere with longitude 32 and latitude 31 (see picture).&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_NBflq3iXHDk/SS8tY5zHe7I/AAAAAAAAACE/5byY2yW5X4U/s1600-h/sph.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 296px;" src="http://4.bp.blogspot.com/_NBflq3iXHDk/SS8tY5zHe7I/AAAAAAAAACE/5byY2yW5X4U/s400/sph.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5273483594529471410" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The exporter currently works with spheres 8x7, 16x15, 32x31 and 64x63.&lt;br /&gt;&lt;br /&gt;Now modify your sphere moving the vertices and the faces or using the sculpting function or applying the modification tools (i.e. do not add or remove vertices).&lt;br /&gt;&lt;br /&gt;The following picture shows the lattice modifier:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_NBflq3iXHDk/SS8vNJPzs9I/AAAAAAAAACM/Q0iOiiKmTZs/s1600-h/latt.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 296px;" src="http://1.bp.blogspot.com/_NBflq3iXHDk/SS8vNJPzs9I/AAAAAAAAACM/Q0iOiiKmTZs/s400/latt.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5273485591541167058" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Now you simply export the model to a sculpty:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_NBflq3iXHDk/SS8w3rTAniI/AAAAAAAAACU/k8Vx1nQl9YY/s1600-h/exp.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 296px;" src="http://4.bp.blogspot.com/_NBflq3iXHDk/SS8w3rTAniI/AAAAAAAAACU/k8Vx1nQl9YY/s400/exp.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5273487421747535394" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;to obtain a 128x128 bitmap:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_NBflq3iXHDk/SS8w6gB6XlI/AAAAAAAAACc/-r5FVJR89jM/s1600-h/tst1.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 128px; height: 128px;" src="http://2.bp.blogspot.com/_NBflq3iXHDk/SS8w6gB6XlI/AAAAAAAAACc/-r5FVJR89jM/s400/tst1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5273487470262640210" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;that you can upload into SL.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5863652957769760602-967262734534665183?l=a3dsculpt.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://a3dsculpt.blogspot.com/feeds/967262734534665183/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=5863652957769760602&amp;postID=967262734534665183' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5863652957769760602/posts/default/967262734534665183'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5863652957769760602/posts/default/967262734534665183'/><link rel='alternate' type='text/html' href='http://a3dsculpt.blogspot.com/2008/11/creating-sculpties-with-albatross3d.html' title='Creating sculpties with Albatross3D'/><author><name>Rael Delcon</name><uri>http://www.blogger.com/profile/09494143081121580705</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='12493871694323966498'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_NBflq3iXHDk/SS8tY5zHe7I/AAAAAAAAACE/5byY2yW5X4U/s72-c/sph.jpg' height='72' width='72'/><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>1</thr:total></entry></feed>