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

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