Let's make the following cherry using TATARA and SOMATO mainly.
To make this, I prepared the background image of the following cherry.
TATARA resizes the read background image automatically.
So, if you make a background image, please remove the space
I already made a tutorial to make a cherry by TATARA 4.0 before.
So, let's remake using the function added by TATARA5.0.
Let's make the cherry from the following steps.
1) Choose 32x32 of SPHERE by New on the File menu.
2)Make a cherry on MAGE mode.
3)Choose Save on the File menu and save the object by OBJ file format.
4)Boot SOMATO and make the texture of the cherry from the OBJ file made by TATARA and from the background image.
5)Modify the texture with your graphic tool.
6)Load and check the texture made by SOMATO on TATARA.
7)Choose Save on the File menu, and maximize and save the sculpt map file.
8)Upload to in-world and modify it.
Let's make the form of the cherry.
Boot TATARA and choose New on the File menu.
In the dialog displayed, choose 32x32 of SPHERE and click the OK button.
Click a MAGE tab and change to MAGE mode.
Choose Load Background on the View menu and display the following background image.
To edit easily, set Edit Level on the lower part of the Edit pane as Middle.
Arrange the control points as follows.
Arrange the control points as follows.
Arrange the control points as follows.
Let's arrange the control points of the stalk of the cherry at equal intervals.
Choose the control points shown in red area.
Choose Equal Distance on the pop up menu which right-clicks the edit pane.
Then, the selected control points are rearranged mostly at equal intervals, maintaining the curve.
Arrange the control points as follows.
Please do not put the moved control point together.
Arrange the control points as follows.
Check the preview pane whether the object is inside out.
If it is inside out, please replace the control point of a right-and-left pair.
Choose the control point shown in red area.
Arrange the control points as follows.
Arrange the control points as follows.
Let's rearrange the control point of the fruit of a cherry at equal intervals
Choose the control points shown in red area.
Choose Equal Distance on the pop up menu which right-clicks the edit pane.
The control points selected as follows are rearranged.
Please repeat this operation 2 to 3 times. They will be arranged well more appropriately.
Rearrange the control point shown in red area so that the fruit of a cherry bears round.
Rearrange the control point shown in red area, and adjust the stalk and the knot of the fruit of the cherry.
As follows, choose two control points of the lower end of a cherry.
Choose Magnet on the pop up menu which right-clicks an edit pane.
Now, the form of the cherry was completed.
Let's save the form of the cherry by OBJ so that it may be easy to process by SOMATO. The Auto Maximize option is not applied to preservation of an OBJ file.
Save the file by Save on the File menu.
Choose OBJ File (Mesh of Triangles).
Boot SOMATO without ending TATARA. SOMATO is a tool which makes the texture of a sculpted prim using the background image of TATARA.
choose Load Sculpt/OBJ on the File menu, and load the saved OBJ file.
I choose Load on the Source menu and read the image used as a background image by TATARA.
The window of SOMATO is displayed as follows.
Let's adjust the position of the image to project.
Choose Show Adjustment Pane on the Source menu.
Click the buttons of displayed Show Adjustment Pane and adjust the position of the image.
Click the X-ray radio button of an upper right pane, and click the Bake button.
You can check as follows the texture created on the preview pane. Please adjust Zoom and Offset of the image and push the Bake button. If a texture as you thought is made, choose Save on the Texture menu and save a texture.
The following textures were made.Please modify the yellow area with the knot etc by your graphic tool. Since the stalk has caved in very much, because it is red, please modify the area green. Please do not add the alpha channel, when you save the texture with your graphic tool.
Let's load the texture modified with the graphic tool on TATARA.
Load the texture saved by Load on the Texture menu.
To check a texture, uncheck Disp Mesh on the View menu.
The cherry is displayed on the preview pane as follows.
Let's check Setup before saving.
Choose Setup on the File menu.
Set TGA Save Size as 64x64 in the displayed dialog.
And let's check the following items.
-Copy Protection by transparent When a Prim is modified, you can make it transparent to prevent the texture from being copied by screen capture.
-Auto Maximize The object saved when you save a sculpt map file is maximized automatically.
If you check Auto Rename, overwrite of a sculpt-map file is prevented.
Let's save a sculpt-map file in TGA File format.
Select Save on the File menu.
Select TGA File of SaveDialog and save a file.
Let's upload the sculpt-map file to the in-world.
When you upload a sculpt-map file, be sure to choose Upload Image.
It costs 10L$ to upload one Sculpt-Map file.
Choose My Inventory from the side menu.
Click + button displayed on the lower part.
And choose Upload Image (L$10).
Check it by preview. Check Use lossless compression.
Similarly, also upload the texture of the cherry.
Set Building Block Type of an object to Sculpted. And apply the sculpt map uploaded to it.
Apply the texture uploaded to the texture of the Texture tab.
Modify the form of the cherry as follows.
The cherry was completed.
Original text: http://kanaenet.blogspot.com/2010/07/blog-post_19.html
This article is automatically translated by the computer interpreter.
Please notify me of any mistakes in translation.