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	<title>Comments on: Starter 4: Get Familiar With Multires and LOD</title>
	<atom:link href="http://robynhuffaker.com/sculptblender/2010/03/07/starter-04-multires/feed/" rel="self" type="application/rss+xml" />
	<link>http://robynhuffaker.com/sculptblender/2010/03/07/starter-04-multires/</link>
	<description>Second Life and OpenSim Builder Resource</description>
	<lastBuildDate>Sat, 05 May 2012 02:05:41 +0000</lastBuildDate>
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		<title>By: Murgy</title>
		<link>http://robynhuffaker.com/sculptblender/2010/03/07/starter-04-multires/comment-page-1/#comment-3986</link>
		<dc:creator>Murgy</dc:creator>
		<pubDate>Thu, 29 Dec 2011 16:42:50 +0000</pubDate>
		<guid isPermaLink="false">http://robynhuffaker.com/sculptblender/?p=183#comment-3986</guid>
		<description>Nope.  I&#039;ve tried using it before and they changed the way multires works, which doesn&#039;t work for how I make sculpties, so I still use Blender 2.49.</description>
		<content:encoded><![CDATA[<p>Nope.  I&#8217;ve tried using it before and they changed the way multires works, which doesn&#8217;t work for how I make sculpties, so I still use Blender 2.49.</p>
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		<title>By: Floogle</title>
		<link>http://robynhuffaker.com/sculptblender/2010/03/07/starter-04-multires/comment-page-1/#comment-3979</link>
		<dc:creator>Floogle</dc:creator>
		<pubDate>Thu, 29 Dec 2011 15:11:08 +0000</pubDate>
		<guid isPermaLink="false">http://robynhuffaker.com/sculptblender/?p=183#comment-3979</guid>
		<description>Umm, you have any tutorials over sculpting with the newest version of blender?</description>
		<content:encoded><![CDATA[<p>Umm, you have any tutorials over sculpting with the newest version of blender?</p>
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	<item>
		<title>By: Vicent</title>
		<link>http://robynhuffaker.com/sculptblender/2010/03/07/starter-04-multires/comment-page-1/#comment-2550</link>
		<dc:creator>Vicent</dc:creator>
		<pubDate>Wed, 05 Oct 2011 21:34:12 +0000</pubDate>
		<guid isPermaLink="false">http://robynhuffaker.com/sculptblender/?p=183#comment-2550</guid>
		<description>Hello, congratulations for your tutorial, if I&#039;m learning something is because of you. I would like to ask you a question that will surely help to all: Jass I state that I use (Blender-Pithon-PrimeStar all inclusive and it works fine), I suppose that a tube with a square section and would like to bend to 90 degrees for example, there is a more easily and accurately without resorting to divide the tube and then to combine the various parts (as you describe in your own lesson)?
Maybe it can be the ltema your next lesson.
Thanks and congratulations again.</description>
		<content:encoded><![CDATA[<p>Hello, congratulations for your tutorial, if I&#8217;m learning something is because of you. I would like to ask you a question that will surely help to all: Jass I state that I use (Blender-Pithon-PrimeStar all inclusive and it works fine), I suppose that a tube with a square section and would like to bend to 90 degrees for example, there is a more easily and accurately without resorting to divide the tube and then to combine the various parts (as you describe in your own lesson)?<br />
Maybe it can be the ltema your next lesson.<br />
Thanks and congratulations again.</p>
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	<item>
		<title>By: Murgy</title>
		<link>http://robynhuffaker.com/sculptblender/2010/03/07/starter-04-multires/comment-page-1/#comment-509</link>
		<dc:creator>Murgy</dc:creator>
		<pubDate>Thu, 23 Sep 2010 17:03:13 +0000</pubDate>
		<guid isPermaLink="false">http://robynhuffaker.com/sculptblender/?p=183#comment-509</guid>
		<description>Ah.  Yeah, sorry if I missed steps like that.  I&#039;ve been using Blender so long that selecting and deselecting vertices is second nature to me.  I don&#039;t think about doing it.  I just do.</description>
		<content:encoded><![CDATA[<p>Ah.  Yeah, sorry if I missed steps like that.  I&#8217;ve been using Blender so long that selecting and deselecting vertices is second nature to me.  I don&#8217;t think about doing it.  I just do.</p>
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	<item>
		<title>By: Jane Lazuli</title>
		<link>http://robynhuffaker.com/sculptblender/2010/03/07/starter-04-multires/comment-page-1/#comment-506</link>
		<dc:creator>Jane Lazuli</dc:creator>
		<pubDate>Thu, 23 Sep 2010 08:02:41 +0000</pubDate>
		<guid isPermaLink="false">http://robynhuffaker.com/sculptblender/?p=183#comment-506</guid>
		<description>Thanks a lot for this series of tutorials, they are very clear, easy to follow and pragmatic.

Keep up the good work!</description>
		<content:encoded><![CDATA[<p>Thanks a lot for this series of tutorials, they are very clear, easy to follow and pragmatic.</p>
<p>Keep up the good work!</p>
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	<item>
		<title>By: Jane Lazuli</title>
		<link>http://robynhuffaker.com/sculptblender/2010/03/07/starter-04-multires/comment-page-1/#comment-505</link>
		<dc:creator>Jane Lazuli</dc:creator>
		<pubDate>Thu, 23 Sep 2010 07:31:44 +0000</pubDate>
		<guid isPermaLink="false">http://robynhuffaker.com/sculptblender/?p=183#comment-505</guid>
		<description>The same happened to me, the reason for that behaviour is that an instruction is lacking in the sequence of actions. Once you have selected and done the first side of the square you must deselect it to do the next one, try typing A once the side is done and repeat for all the other sides.</description>
		<content:encoded><![CDATA[<p>The same happened to me, the reason for that behaviour is that an instruction is lacking in the sequence of actions. Once you have selected and done the first side of the square you must deselect it to do the next one, try typing A once the side is done and repeat for all the other sides.</p>
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	<item>
		<title>By: Murgy</title>
		<link>http://robynhuffaker.com/sculptblender/2010/03/07/starter-04-multires/comment-page-1/#comment-430</link>
		<dc:creator>Murgy</dc:creator>
		<pubDate>Mon, 30 Aug 2010 04:33:41 +0000</pubDate>
		<guid isPermaLink="false">http://robynhuffaker.com/sculptblender/?p=183#comment-430</guid>
		<description>There is actually a SL LOD level below the typical &quot;level 1&quot; used by most sculptie artists.  Usually most people don&#039;t bother about it there&#039;s not much you can do with it, and some of the oblong sizes can&#039;t work well at that LOD no matter what you do.

If you use the square sculpt map, you can replicate the lower LOD level by making your mesh 4x4 with three levels of multires, but if you think about oblong tessellation, you&#039;d have a size like... 2x8.  And you can&#039;t really have much of a 3D shape with only two faces.

As far as the .obj thing is concerned, if anyone&#039;s said anything about being able to import .obj files, they were talking specifically about importing them into Blender.  Not Second Life.  SL doesn&#039;t yet support mesh importing.  The Primstar scripts do have a .obj-to-sculptie importer, but even that is designed to import meshes that were made TO BE sculpties.  If the mesh was not made to be a sculptie there is a 99% chance that it CANNOT be a sculptie.</description>
		<content:encoded><![CDATA[<p>There is actually a SL LOD level below the typical &#8220;level 1&#8243; used by most sculptie artists.  Usually most people don&#8217;t bother about it there&#8217;s not much you can do with it, and some of the oblong sizes can&#8217;t work well at that LOD no matter what you do.</p>
<p>If you use the square sculpt map, you can replicate the lower LOD level by making your mesh 4&#215;4 with three levels of multires, but if you think about oblong tessellation, you&#8217;d have a size like&#8230; 2&#215;8.  And you can&#8217;t really have much of a 3D shape with only two faces.</p>
<p>As far as the .obj thing is concerned, if anyone&#8217;s said anything about being able to import .obj files, they were talking specifically about importing them into Blender.  Not Second Life.  SL doesn&#8217;t yet support mesh importing.  The Primstar scripts do have a .obj-to-sculptie importer, but even that is designed to import meshes that were made TO BE sculpties.  If the mesh was not made to be a sculptie there is a 99% chance that it CANNOT be a sculptie.</p>
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	<item>
		<title>By: Natasha</title>
		<link>http://robynhuffaker.com/sculptblender/2010/03/07/starter-04-multires/comment-page-1/#comment-428</link>
		<dc:creator>Natasha</dc:creator>
		<pubDate>Mon, 30 Aug 2010 00:11:22 +0000</pubDate>
		<guid isPermaLink="false">http://robynhuffaker.com/sculptblender/?p=183#comment-428</guid>
		<description>Hello Murgy,

I got some grip on this thanks to your web ...still getting familiar that there is a shortcut for everything instead of a button :) 

However, I build a common 8point star from a sphere using the oblong tesselation 16x4, started at multires 1 with simple subdiv. Everything went fine, and as for the star it is ok. Just when i zoom out really far in SL (using the default rendervolumeLOD), the star becomes a circle (or a sphere probably). There is some improvement if i use the resolution trick, but it does not look fine when zoomed in. Is there something like multires 0, or it is just impossible to make it appear ok also from a real big distance? If my description is not clear enough, I can send you the blend file somewhere, but I really dont want to bother you too much.

I also googled around the import possibility. There is a way to import *.obj files, but the uv map is not what is possible to use for sl. I am trying to export from maya, which has the option to export an *.obj file and has also many other functions, which could be possibly used to convert the uv map the way it is neccesary, just i really dont know where to begin regarding the uv map.

Thanks for your time</description>
		<content:encoded><![CDATA[<p>Hello Murgy,</p>
<p>I got some grip on this thanks to your web &#8230;still getting familiar that there is a shortcut for everything instead of a button <img src='http://robynhuffaker.com/sculptblender/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  </p>
<p>However, I build a common 8point star from a sphere using the oblong tesselation 16&#215;4, started at multires 1 with simple subdiv. Everything went fine, and as for the star it is ok. Just when i zoom out really far in SL (using the default rendervolumeLOD), the star becomes a circle (or a sphere probably). There is some improvement if i use the resolution trick, but it does not look fine when zoomed in. Is there something like multires 0, or it is just impossible to make it appear ok also from a real big distance? If my description is not clear enough, I can send you the blend file somewhere, but I really dont want to bother you too much.</p>
<p>I also googled around the import possibility. There is a way to import *.obj files, but the uv map is not what is possible to use for sl. I am trying to export from maya, which has the option to export an *.obj file and has also many other functions, which could be possibly used to convert the uv map the way it is neccesary, just i really dont know where to begin regarding the uv map.</p>
<p>Thanks for your time</p>
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	<item>
		<title>By: Murgy</title>
		<link>http://robynhuffaker.com/sculptblender/2010/03/07/starter-04-multires/comment-page-1/#comment-414</link>
		<dc:creator>Murgy</dc:creator>
		<pubDate>Fri, 27 Aug 2010 16:48:23 +0000</pubDate>
		<guid isPermaLink="false">http://robynhuffaker.com/sculptblender/?p=183#comment-414</guid>
		<description>Well it all depends on what is acceptable for the job.  If you read the tutorial on maintaining LOD, you&#039;ll read that larger objects maintain their LOD at a longer distance than small objects.

Sometimes I&#039;ll actually start modeling at multires level 2.  Especially if I&#039;m making furniture, which is a decent size and also people tend to prefer furniture that&#039;s low-prim so they can put more on their land.

For precision sculpties, the grid floor size doesn&#039;t matter that much.  From x,y, and z plane views, the grid will extend indefinitely.

As for making normal meshes into sculpties, the prerequisite is that the objects must be build it sculptie format.  Most conventional meshes do not fit the sculptie format.  If the mesh wasn&#039;t made to be a sculptie, chances are you won&#039;t be able to use it.</description>
		<content:encoded><![CDATA[<p>Well it all depends on what is acceptable for the job.  If you read the tutorial on maintaining LOD, you&#8217;ll read that larger objects maintain their LOD at a longer distance than small objects.</p>
<p>Sometimes I&#8217;ll actually start modeling at multires level 2.  Especially if I&#8217;m making furniture, which is a decent size and also people tend to prefer furniture that&#8217;s low-prim so they can put more on their land.</p>
<p>For precision sculpties, the grid floor size doesn&#8217;t matter that much.  From x,y, and z plane views, the grid will extend indefinitely.</p>
<p>As for making normal meshes into sculpties, the prerequisite is that the objects must be build it sculptie format.  Most conventional meshes do not fit the sculptie format.  If the mesh wasn&#8217;t made to be a sculptie, chances are you won&#8217;t be able to use it.</p>
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	<item>
		<title>By: Natasha</title>
		<link>http://robynhuffaker.com/sculptblender/2010/03/07/starter-04-multires/comment-page-1/#comment-410</link>
		<dc:creator>Natasha</dc:creator>
		<pubDate>Thu, 26 Aug 2010 22:06:23 +0000</pubDate>
		<guid isPermaLink="false">http://robynhuffaker.com/sculptblender/?p=183#comment-410</guid>
		<description>Wow, I believe I would not get such a fast answer if I emailed my issue to some kind of a paid customer service :)
Well, I am not a games creator or nothing like that. I just enjoy to be creative in my free time, and sl seems to be a good way to show the creations. And well, I am a bit picky about the detail.

So if I get it correct, the best way to do that is to create the object on a lower multires, then add another, finetune it a bit so that it does not affect the previous level too much. Since I suppose the final sculpt map image is done based on level 3. Which makes me actually wonder what if I dont add the multires 3, but well, I can do a test of this by myself as well :)

I am also trying to create precise sculpts (again based on your tutorial), but somehow I cannot get the grid big enough - it does not allow me to set more than 100 lines.

Last thing I would like to ask you if you know what prerequisite needs an object imported to Blender from other file formats (like eg. *.obj or *.max). I was unable to bake the texture (bake failed). I suspect it has something to do with the number of faces, or shapes of them, respectively a &quot;perfect UV map&quot;, which I am not sure I understand what is... although was trying to do a google research on it.

Sorry if my questions are too begginerlike, I hope it does not bother you too much :)

Thanks again.</description>
		<content:encoded><![CDATA[<p>Wow, I believe I would not get such a fast answer if I emailed my issue to some kind of a paid customer service <img src='http://robynhuffaker.com/sculptblender/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
Well, I am not a games creator or nothing like that. I just enjoy to be creative in my free time, and sl seems to be a good way to show the creations. And well, I am a bit picky about the detail.</p>
<p>So if I get it correct, the best way to do that is to create the object on a lower multires, then add another, finetune it a bit so that it does not affect the previous level too much. Since I suppose the final sculpt map image is done based on level 3. Which makes me actually wonder what if I dont add the multires 3, but well, I can do a test of this by myself as well <img src='http://robynhuffaker.com/sculptblender/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I am also trying to create precise sculpts (again based on your tutorial), but somehow I cannot get the grid big enough &#8211; it does not allow me to set more than 100 lines.</p>
<p>Last thing I would like to ask you if you know what prerequisite needs an object imported to Blender from other file formats (like eg. *.obj or *.max). I was unable to bake the texture (bake failed). I suspect it has something to do with the number of faces, or shapes of them, respectively a &#8220;perfect UV map&#8221;, which I am not sure I understand what is&#8230; although was trying to do a google research on it.</p>
<p>Sorry if my questions are too begginerlike, I hope it does not bother you too much <img src='http://robynhuffaker.com/sculptblender/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Thanks again.</p>
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