Sculpt Textures in Paint Programs

Feel free to add more tricks to these pages!

For a better understanding of the processes described in this article, read Sculpted Prims: Technical Explaination.

Paint programs like Photoshop or Paint Shop Pro or The GIMP are no substitute for a 3D modeling program. Still, there are some pretty cool things you can do with those tools. The processes themselves are not terribly difficult but an understanding of how sculpt textures work can help quite a bit.

Manipulating Existing Sculpt Textures

Credit goes to Deanna Trollop for these tricks.

Vinnie Baxter adds the following to the above instructions to make symmetrical objects:

The only difficult part is to figure out which rules apply to which channel. Reasoning along these lines of thought it's easy to flip orientation by interchanging the R/G/B channels.

Argent Stonecutter suggests this methood of creating "bumpmaps" on a sculpted object like a sphere.

"The following scheme came to mind, as a way to create a bump on a sphere in any direction. I don't think it would work exactly as I've laid it out, but soem such scheme where you use the math-like operations in adjustment layers on maps should be useful... any thoughts?

http://www.bentha.net/gimp-scripts/SL-GIMP-Scripts.html This page describes and provides 3 useful GIMP scripts for manipulating sculpted textures. Mostly the 2 last ones. One is a script to automate prim mirroring, the other helps prepare a good candidate for losless import.

Painting "Heightmaps" using RGB Channels

Pamagester Darracq figured out how to do this using Paint Shop Pro, but the same process should apply to any similar program.

Almia Thaler adds "The use of a script for setting sculpty type is no longer needed. There is a new option below the sculpty texture window called texture stitching. when you need a plane select plane. same goes for sphere,torus,cylinder. Torus allows for sculptys with holes in them so you can make actual working doors! you can go in and out of. I hope this has been of some help "

LaeMi Qian adds: You don't have to double up your blue chanel if you make the red chanel a single gradient and put a 2 pixel black border about the blue, causing the sides and bottom of the heightmap sculptie to be square below the field bounds, allowing more detail with a 60x60 (really 30x30 in-world) resolution. See my example at: http://members.optusnet.com.au/~laemi/impact-sculpt.png

Results: http://members.optusnet.com.au/~laemi/impacted.jpg

And the original PovRay one done with a 1024x1024 heightmap: http://members.optusnet.com.au/~laemi/impact.jpg

Converting images to models

With the GIMP

Converting an image to a mesh is a simple process from within the GIMP. This script can be plugged into the GIMP to allow any RGB image to be exported as a Wavefront OBJ, which can be uploaded to a 3D modelling tool to preview what it will look like in Second Life.

With Wings3D

The sculpty plugin for Wings has the capability to import sculpt maps as well as export them. From there you can tweak the resulting model directly in Wings or export it to the format of your choice; it can easily be exported back to a sculpt map so long as you don't change the number of faces and verticies.

With SIEE

It can import, export to and from .obj files. You can add, remove rows or columns of vertices, and do many other things.

With 3ds Max

Use [http://liferain.com/downloads/primcomposer/ Prim Composer. Read their documentation for details.

See also