关于3DSMAX模型导入SL的问题
2008-03-25 23:20
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小弟和想知道SL的3DSMAX插件在哪可以下,还有,3DSMAX的TGA文件可以上传到SL,但在使用sculpted prims是没法实现,高手们有教程可以简单说下3DSMAX模型导入SL的过程吗,谢谢
是通过TGA通道来实现形成RGB映像的,我这里有篇文章
http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html
I. Prepping the work area.
SculptTut.max file to do this tutorial.
Second Life Forums Thread
![](http://www.joe-brown.net/SecondLife/SculptTut/step_a1.png)
1. Open the SculptTut.max file and Create a 20x20x20 box.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_a2.png)
2. Center the box about the World Origin (the box position should be at 0.0, 0.0, -10.0).
![](http://www.joe-brown.net/SecondLife/SculptTut/step_a3.png)
3. Open the Material Editor and apply the Red Wire frame material on to the box.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_a4.png)
4. Right click the box and select properties.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_a5.png)
5. Check the Freeze box and uncheck the Show Frozen in Grey box in the display properties section.
II Setting up the Sculpt prim
![](http://www.joe-brown.net/SecondLife/SculptTut/step_b1.png)
1. Create a cylinder with;
Radius : 10.0
Height: 20.0
Height Segments : 32
Cap Segments: 1
Sides: 32
And check the Generate Mapping Cords box
![](http://www.joe-brown.net/SecondLife/SculptTut/step_b2.png)
2. Center it about the world Origin (the cylinder should be set to 0.0, 0.0, -10.0).
![](http://www.joe-brown.net/SecondLife/SculptTut/step_b3.png)
3. Go to the Modify tab for the cylinder and add Unwrap UVW to the Modifier Stack
![](http://www.joe-brown.net/SecondLife/SculptTut/step_b4.png)
4. With Unwrap UVW selected click edit in the modifiers options this will open the Edit UVW window.
5. Step 5 removed to reflect currnet version in Beta 1.16.0.1
![](http://www.joe-brown.net/SecondLife/SculptTut/step_b6.png)
6. Select all UV verts and Turn Snap on in the Render Texture window . Move all the UVs to fit with in the bold dark blue square. Use one of the corner to so snap in place. Close the Edit UVW window.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_b7.png)
7. Select Unwrap UVW making sure Select Face is not selected under Unwrap UVW.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_b8.png)
8. Add Edit Mesh modifier to the top of the cylinders modifier stack. Select the vertex button.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_b9.png)
9. Select the two center vertices of the cylinders top and bottom and delete them. Then click the vertex button off.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_b10.png)
10. Add UVW Map to the top of the stack
![](http://www.joe-brown.net/SecondLife/SculptTut/step_b11.png)
11. set mapping to Planer and the default should be 20.02 for the Length Width and Height. Also Set the Map Channel to 2
![](http://www.joe-brown.net/SecondLife/SculptTut/step_b12.png)
12. Open the Material Editor and apply the RGB Blend texture to the cylinder. Your prim is now ready to edit. Save this file a base template for creating sculpt prims.
III Render the Sculpt Texture.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_c1.png)
1. At this point if your sculpt prim is outside the Red bounding box we had setup earlier in section I. add another Edit Mesh Modifier to the stack just under the Top UVW mapping modifier.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_c2.png)
2. Use what ever method you would like vertex, edge, face協or me I choose vertex. Select all the vertices and scale down the object to fix with in the red box.Unselect the vertex button and select UVW mapping in the top of the modifier stack.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_c3.png)
3. With the object selected go to the Rending menu and select Render to Texture. Click the Add button in the Renter to Texture window.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_c4.png)
4. Select Complete Map in the dialog that pops up. And then click Add Elements button.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_c5.png)
5. In the Render to texture window edit the following settings Use Channel : 1
Edge Padding : 0
And click the 64x64 button
![](http://www.joe-brown.net/SecondLife/SculptTut/step_c6.png)
6. Now you are ready to render. Click the Render button in the bottom left corner of the Render to Texture window. If everything goes well you should see some thing like this. Click the little floppy disk icon and save this file as a TGA file in 24bit. Congrats you now have a sculpt prim texture.
(摘自 http://www.cnsecondlife.com/bbs/viewthread.php?tid=1305&extra=page%3D3)
是通过TGA通道来实现形成RGB映像的,我这里有篇文章
http://www.joe-brown.net/SecondLife/SculptTut/SculptTut.html
I. Prepping the work area.
SculptTut.max file to do this tutorial.
Second Life Forums Thread
![](http://www.joe-brown.net/SecondLife/SculptTut/step_a1.png)
1. Open the SculptTut.max file and Create a 20x20x20 box.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_a2.png)
2. Center the box about the World Origin (the box position should be at 0.0, 0.0, -10.0).
![](http://www.joe-brown.net/SecondLife/SculptTut/step_a3.png)
3. Open the Material Editor and apply the Red Wire frame material on to the box.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_a4.png)
4. Right click the box and select properties.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_a5.png)
5. Check the Freeze box and uncheck the Show Frozen in Grey box in the display properties section.
II Setting up the Sculpt prim
![](http://www.joe-brown.net/SecondLife/SculptTut/step_b1.png)
1. Create a cylinder with;
Radius : 10.0
Height: 20.0
Height Segments : 32
Cap Segments: 1
Sides: 32
And check the Generate Mapping Cords box
![](http://www.joe-brown.net/SecondLife/SculptTut/step_b2.png)
2. Center it about the world Origin (the cylinder should be set to 0.0, 0.0, -10.0).
![](http://www.joe-brown.net/SecondLife/SculptTut/step_b3.png)
3. Go to the Modify tab for the cylinder and add Unwrap UVW to the Modifier Stack
![](http://www.joe-brown.net/SecondLife/SculptTut/step_b4.png)
4. With Unwrap UVW selected click edit in the modifiers options this will open the Edit UVW window.
5. Step 5 removed to reflect currnet version in Beta 1.16.0.1
![](http://www.joe-brown.net/SecondLife/SculptTut/step_b6.png)
6. Select all UV verts and Turn Snap on in the Render Texture window . Move all the UVs to fit with in the bold dark blue square. Use one of the corner to so snap in place. Close the Edit UVW window.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_b7.png)
7. Select Unwrap UVW making sure Select Face is not selected under Unwrap UVW.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_b8.png)
8. Add Edit Mesh modifier to the top of the cylinders modifier stack. Select the vertex button.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_b9.png)
9. Select the two center vertices of the cylinders top and bottom and delete them. Then click the vertex button off.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_b10.png)
10. Add UVW Map to the top of the stack
![](http://www.joe-brown.net/SecondLife/SculptTut/step_b11.png)
11. set mapping to Planer and the default should be 20.02 for the Length Width and Height. Also Set the Map Channel to 2
![](http://www.joe-brown.net/SecondLife/SculptTut/step_b12.png)
12. Open the Material Editor and apply the RGB Blend texture to the cylinder. Your prim is now ready to edit. Save this file a base template for creating sculpt prims.
III Render the Sculpt Texture.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_c1.png)
1. At this point if your sculpt prim is outside the Red bounding box we had setup earlier in section I. add another Edit Mesh Modifier to the stack just under the Top UVW mapping modifier.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_c2.png)
2. Use what ever method you would like vertex, edge, face協or me I choose vertex. Select all the vertices and scale down the object to fix with in the red box.Unselect the vertex button and select UVW mapping in the top of the modifier stack.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_c3.png)
3. With the object selected go to the Rending menu and select Render to Texture. Click the Add button in the Renter to Texture window.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_c4.png)
4. Select Complete Map in the dialog that pops up. And then click Add Elements button.
![](http://www.joe-brown.net/SecondLife/SculptTut/step_c5.png)
5. In the Render to texture window edit the following settings Use Channel : 1
Edge Padding : 0
And click the 64x64 button
![](http://www.joe-brown.net/SecondLife/SculptTut/step_c6.png)
6. Now you are ready to render. Click the Render button in the bottom left corner of the Render to Texture window. If everything goes well you should see some thing like this. Click the little floppy disk icon and save this file as a TGA file in 24bit. Congrats you now have a sculpt prim texture.
(摘自 http://www.cnsecondlife.com/bbs/viewthread.php?tid=1305&extra=page%3D3)
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