TUTORIAL T04 Make Paper Bag

Make a paper bag.

We will create it following step:

1) make a maximized open box
2) fold the both sides inside
3) make a triangle at the bottom of folded area
4) shut the mouth slight

Go menu and make new sphere 32x32.
Select Fill Pillar in Shape menu.

You will get something like below.

Select ROKURO tab, and move from top to 7th control points like the picture below.

Down the top-middle control point to the bottom. the slight interval means thickness of the paper. Length between 6th and 8th control points is thickness of the side paper. 7th control point is located at the middle of 6th and 8th.

Thickness of the paper is important. Don't make too thin paper. If thickness of the side is too thin, surface of one side might penetrate and appear on the other side when the paper is folded.

Both of 2nd and 6th control point have the same X-axis value.

Select the from 2nd to 6th control points and tap Ctrl + D key in order to put selected control points in equal intervals.

Equal Interval can be selected via pop menu called by right-click or Edit menu.

Now you will get something in the picture below.

Open Wappa tab. TATARA 4.0 has quite different improved Wappa mode from previous version.

User can select the layers which should be the same shape.

Now we need to fold from 10 layer to B1 layer. So eject the other layers from editing target layers.
Go Sides menu and select Custom.

Uncheck 00 and 01 (inner bottom), from C0 to G0 (outer bottom) in the dialog window.

Fold both of right and left side.

and do Equal Intervals again.

Select the control points encircled blue line in the picture above and tap CTRL-D.

After doing the same operation to 4 corners, you will get something like the picture below.

Next step is making a triangle part on the lower area of sides shown in the picture below.

Click the left bottom button and select the B1 layer.

Go Sides menu and choose Select None.

Now only one layer colored orange in preview window can be edited.

Select the control points encircled by red line in the picture below, and do Equal Intervals.

Equal Intervals can be done by CTRL-D, right-click pop menu or Edit menu.

Click the left bottom button and select the B0 layer. And select the control points encircled by red line in the picture below, and do Equal Intervals.

Click the left bottom button and select the A1 layer. And select the control points encircled by red line in the picture below, and do Equal Intervals.

And you get a triangle at the bottom of folded area as follows.

(One triangular neighborhood is beautiful. However, another side is distorted.
It is because a sculpted prim supports only one oblique side.
Another technique is needed to bend another side more finely.)

Next step is shuting the mouth of the paper bag slight.

Choose a TSUCHI tab and click the XZ button of the right bottom of an edit pane as follows.

Then, the side of a paper bag is displayed on an edit pane.
Let's make the upper portion of this thin.

Select a right-side one-half as following image.

Drag the control point of the square displayed on the upper-right of the selected span to the left, pressing the CTRL key.

Now, the upper portion of the paper bag became thin linearly.

Furthermore, let's swell the central part of a paper bag.
Drag the control point of the square at the upper right of a selection span to a upper-right, pressing the CTRL key without canceling a selection.

You acquire the side as shown in the following figure.

Do the same work about a left half.

Save your data as 64x64. Please set TGA Save size of setup dialog to 64x64. I recommend to add "_SP" to the back of sculpmap texture name. Then, you can find a sculpted prim immediately. If an object is set as mod, the Sculpt Map can be captured. To prevent it, check Copy Protect by tranparent of a setup dialog.

Please do not upload two or more Sculpt Maps at the same time. And when you upload, please check Use Lossless compression in the dialog of the following image.

Choose "Sculpted Prim" of "Preview image as" and see a preview.

Build an object, set Building Block Type of an Object tab to Sculpted, and drop the image uploaded to Sculpt Texture.

Next step is making the texture of a paper bag using SOMATO.

From a preview of TATARA, you get to know that a placement of a texture is the following.

Make the following textures from the above figure.

Next step is rendering of the shadow to a texture using SOMATO. You can know in detail by the following URL about SOMATO.


Boot SOMATO, choose Load Sculpt/OBJ of the File menu, and read scalpt map of a paper bag.

A paper bag is displayed as follows.

Next, choose Load of the Texture menu and load a texture.

SOMATO applies light from the orientation seen from the camera of the preview, and makes a shadow.
Drag an object by preview, decide the orientation where light hits, and click the Shadow button in a upper-right.

Please adjust two sliders up to the Shadow button, and prepare the tone of a shadow.

If the shadow with which you are pleased is made, save a texture by Save of the Texture menu.

A texture is automatically resized by 512x512. For example, the following textures will be made.

Upload this texture at a second life and apply to an object.

Now you would get your paper bag.


translated by Gumi Yao.


TUTORIAL T03 Make Twist Ring

1) Torus-type-stitching 
We will make a twist ring using Torus-type-Stitching sculpty. Default Torus is a donut like shape,  i.e. there is a  hole in the middle. This shape is useful for inner tube, ring, etc. Furthermore it would be useful for more complicated shape which has a hole. 

You know that there is a Torus shape among ordinary prims also.  I recommend the use of ordinary Torus when you need a simple donut shape.
We will make a twist ring shown in the image below.

2)Make a ring shape
Open the new file. Select File -> New -> Torus -> 32x32.
A shape by default is more like a tire than ring. First we will make simple thin ring

you will see the simple circle in cross-section.
Drag to select the whole circle. After confirming all control point are selected, drag the corner to shrink the circle.

3)Twist a ring
Before twisting, change cross-section from circle to square. Square cross-section will show twisted shape clearly. Go to menu and select  Shape -> Pillar.

Triangle cross-section will show clear twisted effect also. Next. Go to menu and select Edit -> Twist+.

You will get twisted ring as shown in the image below.

Give another Twist+, you will get more twisted ring.

You can  make much more twisted ring if you like, but too much twist will squash the jag.
Save the data in the case of editing later.
So, maximize the data in order to build the object easily in-world. choose Maximize from the Edit menu.
You will have something like the image below.

It might look something made from corrupted data. But this data is easily-handled after uploading. It uses the maximum resolution of sculpted prim.
And save the data. By checking the button of Copy Protection by transparent in Setup menu, your data will be saved as transparent data thanks of alpha channel effect. As your sculpmap data won't be shown even if the object is modifiable, you data can not be captured.
I recommend to add "_SP" to the back of sculpmap texture name.

4) Build a ring in-world
Upload the data. Be sure to confirm the data in preview window one by one, and don't forget to check the button of "loss less upload"

Nothing will be shown as a texture in the window because it is transparent data. To check the date as a sculpture, change preview mode from texture to sculpted prim.

The sculpty will have thin film at middle, this is because preview shows data as not torus-stetting but sphere. Don't worry about the film.

Create a ring in-world. Be sure to change the Stitching type from default Sphere to Torus.

Now you would get your twisted ring.


translated by Gumi Yao.