7/29/2009

TUTOTIAL B02 Make boots by SHIBORI and TATARA.

Let's make the following boots.

Let's make boots from the following steps.
1) Look for the OBJ file used by SHIBORI.
2) Carry out ShrinkWrap of the OBJ file by SHIBORI, and output an OBJ file.
3) Operate orthopedically by TATARA and output the Sculpt-Map file of a right leg.
4) Upload to second life and make the boot of left leg.

Look for a material by TURBO SQUID http://www.turbosquid.com/this time.
Please make account to use this site.

Let's search free OBJ files.
First, click SEARCH of the menu bar of the site.

Choose the media type, and price and file type as follows, and search them.

You can find the following materials.
http://www.turbosquid.com/3d-models/3d-model-boot/403045

Download this file.
If you unzip it, you will look at two OBJ files, Boot.OBJ and Buckle.obj.

Let's shrink wrap the Boot.obj downloaded from TURBO SQUID by SHIBORI.

Boot SHIBORI and read Boot.obj by Load on the File menu.

You notice that boot is rotating as shown in the following figures.

Set RotX of Target of the pane of right side to 90.
B02-22.png

Then, boot will rotate to direction to wrap in.

Choose Drum 32x32 of Wrap Object Type.

Choose Projection of Wrap method.

If the OBJ file shrink wraped is edited by TATARA, I recommend to choose Projection.

If the Wrap button is clicked, it will become as it is shown in the following figures.

Because the target object has shifted from the center used as the target of a lap, you notice that the lap of the blue area is not carried out correctly.

So, you have to shift as follows so that a target object may include a vertical axis.

Set -2 to Y of Target of the pane of right side as follows.

Determine the range which drags and carries out the lap of the up-and-down black triangle, and click the Wrap button.
Then, it becomes as it is shown in the following figures.

The part (blue area) of the pin heel of the heel is not reproduced correctly.
This is the specification of Wrap. An inside cave is not reproduced because it wraps in from the outside. Let's modify this part by TATARA later.

Because it edits by TATARA 4.0 before, choose Flip for TATARA/SOMATO of Save Option.
If you use TATARA 5.0, set Save Option as Normal.

And save as an OBJ file by Save on the File menu.

It is because the OBJ file is higher-resolution than a Sculpt Map.

Let's edit the OBJ file shrink wrapped by SHIBORI.

Boot TATARA and read the OBJ file by Load on the File menu.

Then, it is displayed on a preview as follows.

Let's modify them, because there are wrinkles in the part of the heel (area C-D).

Choose TOKOROTEN tab.
Because Projection of Wrap method of SHIBORI is a level section, you can edit it easily in TOKOTOTEN mode.

Choose Select None on the Sides menu not to make an edit result reflect in another section.

Section to click and edit > button at the lower left of an edit pane into Move to C0-D1, each choose two groups surrounded in red, and carry out at equal intervals by Equal Intervals on the Edit menu. The shortcut is Ctrl-D.

If you arrange the form of boot, choose Maximize on the Edit menu and make the area of a Sculpt Map into the maximum.

Then, it is as follows.

Save by Save on the File menu.

Let's upload a sculpt-map file to the in-world.

When you upload a sculpt-map file, be sure to choose Upload Image on the File menu.
It costs 10L$ to upload one Sculpt-Map file.

And check by preview and check Use lossless compression.

Rotate an object, if the upper and lower sides are reverse.
And please adjust the form of boots.

We are making only the sculpt map of the boots of the right leg.

If Prim of a right leg is copied and the mirror of the object tab of edit is checked, the left leg will be made, as shown in the following figures.

The set of boots was completed.

Original text: http://rokuro.slmame.com/c51260.html

This article is automatically translated by the computer interpreter.

Please notify me of any mistakes in translation.


7/21/2009

TUTORIAL T18 Make a Wineglass

Let's make the following wineglass.

It was made by 1 Prim including wine.

I prepared one background image for making a wineglass.

The step which makes a wineglass is as follows.
1) Make the form of a wineglass in ROKURO mode.
2) In order to make a texture, save a mesh.
3) Make a texture.
4) Upload a sculpt-map file and a texture to an in world.

Let's make the wineglass.

Choose Sphere-32x32 on the File menu.

To work easily, set Grid on the View menu to one.

In order to make a rough form, set Level Of Detail on the View menu to Middle.

Read the background image which chose and prepared Load Bakground on the View menu.

Since an edit display is still ROKURO mode, it is displayed as follows.

Let's make the form of a wineglass in ROKURO mode.

Arrange the part of wine, as shown in the following figures.

As shown in the following figures, arrange the inner side of the wineglass which touches wine.

Please arrange a control point in the same position so that a wineglass and wine do not separate.

Arrange a control point, as shown in the following figures.

Please arrange a control point in the same position so that a wineglass and wine do not separate.

As shown in the following figures, expand the inner side of wine and a wineglass temporary, and arrange at the bottom of a cup.

Let's use two control points of a square for the edge of a cup.
Arrange the control points, as shown in the following figures.

Please be sure to arrange the control points of a square on the square of a part like the edge of a cup at which it turns rapidly.

Let's make the bottom of a cup. Arrange the control points, as shown in the following figures.

Please do not arrange the control points into an even part.

Let's make the outside of the wineglass in the control point which remained. Because there are few left-behind control points, please arrange them roughly.

As shown in the following figures, arrange a lower control point.

As shown in the following figures, arrange the upper control points.

Choose the control points inside the wine placed and the wineglass temporarily by range specification, and arrange on the edge of the wineglass.

Let's set Level of Detail on the View menu as Near, and arrange a round gray control points.

In the sculpted prim, the texture of an upper end and a lower end is mutually affected by influence.
For example, as shown in the following figures, a white point appears in the center of wine.

In order to prevent this, arrange the control points, as shown in the following figures.

Moreover, a red point appears in the center of the lower end of the wineglass.

In order to prevent this, arrange a control point, as shown in the following figures.

In order to take out the edge of a cup, arrange in piles the control point which exists in the center of edge as shown in the following figures with an outside control point.

And as shown in the following figures, arrange the round gray control points, so that the wineglass is displayed smoothly.

A preview is displayed as follows.

The inner side of a cup should see and check the boundary of wine and a cup.

In order to make a texture, save the texture of the mesh displayed by Save on the Texture menu in a left end now.

The following textures are saved.

If the color of wine is made into one color as shown in the following figures, the boundary line of a level part and the part which touches a wineglass will fade.

Then, let's make a level part into a somewhat bright color.

The texture of a wineglass is made as follows by considering the mesh image which saved the point as a background image.

Because this texture is simple, you may save it by 256x256.

Choose Load on the Texture menu and read the created texture.

A preview is displayed as follows.

Let's check whether the boundary line of wine and a wineglass is displayed correctly.

Choose Maximize on the Edit menu and maximize a sculpted prim.
T17-64.png

Because a form does not change, a texture does not shift.

Let's check the setup of preservation, before you save a sculpt-map file.

Choose Setup on the File menu.

-Set TGA Save Size to 64x64.
-Check Copy Protection by transparent.
-Check by the coordinate system of Second Life.
(If this is checked, the script of a boat will be able to be moved simply)
Click the OK button after checking.

Choose Save on the File menu and save a sculpt-map file.

Let's upload a sculpt-map file to the in-world.
When you upload a sculpt-map file, be sure to choose Upload Image on the File menu.
It costs 10L$ to upload one Sculpt-Map file.

And check by preview and check Use lossless compression.

Apply your sculpt-map file and your texture to an object, and set Transparency of a texture as 40.

The wineglass was completed.

Original text: http://rokuro.slmame.com/c58486.html

This article is automatically translated by the computer interpreter.

Please notify me of any mistakes in translation.