You are on page 1of 22

Hexagon Second Life Sculpties

Draft
May 13, 2008

TRADEMARK & COPYRIGHT NOTICE


The Hexagon™ software and logo are a copyright of ©2005-2008 DAZ 3D, Inc. The
DAZ 3D™ logo is a copyright of ©2005 DAZ 3D, Inc. DAZ® is a registered trademark of
DAZ 3D, Inc.

All other product names mentioned in this manual and other documentation are for
identification purposes only. Trademarks, registered or not, listed herein are the
exclusive property of their respective owners.
Hexagon Second Life Sculpties

Table of Contents
Hexagon 2.5 - Second Life Sculpties .............................................................................. 1
Using the Sculpty Primitives ........................................................................................ 1
Creating Second Life Primitives................................................................................... 1
Importing Sculpty Maps............................................................................................ 2
Hexagon Tool Use on Sculpties .................................................................................. 3
Tools that can be safely used .................................................................................. 3
Projection tools that can be used ............................................................................. 4
Tools that can be used with caution ......................................................................... 4
Tools that cannot be used on sculpties .................................................................... 5
Remapping SL Primitives ............................................................................................ 5
Using Default Hexagon Primitives ............................................................................... 7
Exporting Sculpty Maps ............................................................................................... 9
Texturing the Sculpty Primitive .................................................................................. 10
Importing the Sculpty Map Into Second Life .............................................................. 12
Applying the Map to a Sculpted Prim......................................................................... 13
Index ............................................................................................................................. 17

i
Hexagon Second Life Sculpties

Hexagon 2.5 - Second Life Sculpties


Hexagon provides sculpty primitives for modeling objects that can be exported in TGA
format then imported into Second Life (SL) and applied to a sculpted primitive in SL.
See the following topics for information on creating, exporting, and using sculpties in
Hexagon:

Using the Sculpty Primitives


The following steps are used to create, modify, and export scultpies in Hexagon, as well
as importing and applying the maps into Second Life.
1. Create an SL Primitive and click on Validate.
2. Modify the sculpty as needed using the tools listed as safe to use in "Hexagon
Tool Use on Sculpties."
3. Save the scene file as a .HXN file.
4. Texture the sculpty.
5. Export the sculpty map.
6. Texture the sculpty (hints only).
7. Import the sculpty map into Second Life.
8. Apply the sculpty map to a sculpted prim in Second Life.

Creating Second Life Primitives


To create a Second Life primitive (sculpty):
1. In Hexagon, click on the Second Life tab next to the 3D Primitives tab.

This will bring up the Second Life primitives panel:

OR

1
Hexagon Second Life Sculpties

Choose Tools > Second Life > <primitive> from the menu.

2. Click on the primitive tool icon you want to use.


3. Create the primitive in the viewport just like you would a regular 3D primitive.

Importing Sculpty Maps


If you have previously exported out a sculpty TGA file or have one from some other
source, they can be imported into Hexagon and worked on. One caveat is that some
older sculpty files (like those available on the Second Life web site), may come in too
"crumpled" to work with.
To import a TGA file into Hexagon:
1. Choose File > Import from the menu.

2
Hexagon Second Life Sculpties

2. Change the file type to Second Life Sculptie (*.tga).

3. Locate and select the TGA file and click on Open. The object will be imported
into Hexagon.

Hexagon Tool Use on Sculpties


By default, the SL Sculpties in Hexagon are already mapped and you should not need
to remap the primitives. It is not recommended that you remap the sculpties but if you
absolutely insist on doing so, remap the sculpties following the guidelines in
"Remapping SL Primitives" but do so before you make any modifications to the
primitive.

Tools that can be safely used


The following Hexagon tools can safely be used to modify sculpties:
• All manipulators: Translate, Rotate, Scale, and Universal
• All selection tools: Object, Faces, Edges, Points, and Auto Select

3
Hexagon Second Life Sculpties

• Displacement
• Inflate
• Orient - Does not break SL primitive by itself, but unknown what other tools used
with this might break it
• Pinch
• Quad Tessalation - Lessens edge smoothing on map and may provide better
results in SL
• Stretch
• Soften
• Brush
• Export Bump
• Increase Smoothing
• Paint
• Smooth
• Taper - All types> Taper Deformer, Bender Deformer, Twister Deformer, and
Deformer but may flip the UV Map requiring that the TGA file be flipped
horizontally in a paint program. Do not re-UV map after using any tool.

Projection tools that can be used


The following mapping projections can be used on the sculpties prior to modifying them.
• Spherical - Cube (on Y-axis), Sphere, Cylinder, Cone
• Cylindrical - Torus

Tools that can be used with caution


The following tools may break the sculpty when using, but judicious use may fix
problems with the mapping. Save a backup of the file before using. Results will vary and
are up to the user’s skill.
• UV Stretch
• Projection Editor
• Unfold

4
Hexagon Second Life Sculpties

Tools that cannot be used on sculpties


The following Hexagon tool(s) should not be used to modify sculpties as using them will
"break" the sculpty.
• Bend - Breaks the SL primitive and even if UV Mapped before using, will still not
perform as expected. Interesting results can be made but it is not generally
recommended.

Remapping SL Primitives
The Second Life Primitives are mapped correctly by default so should not require any
remapping. But if you must remap (and be very sure of this before doing so), use the
mapping methods detailed below. Do not remap after you have used any tools that
moved points, edges, or vertices.
To remap sculpties in Hexagon:
1. Click on the UV Map & Paint tab.
2. Click on the appropriate mapping projection depending on the primitive type:
• Cube: Spherical Projection on Y-axis
1. Click on the Spherical Projection tool.

The cube will look like the image below.

5
Hexagon Second Life Sculpties

2. In the Properties panel, click on the Init Gizmo on Y axis tool.

The cube will look like the image below.

3. Click on the Validate button.


• Sphere, Cylinder, & Cone: Spherical Projection
1. Click on the Spherical Projection tool.

The primitives will look like the images below.

2. Click on the Validate button.

6
Hexagon Second Life Sculpties

• Torus: Cylindrical Projection


1. Click on the Cylindrical Projection tool.

The torus will look like the image below.

2. Click on the Validate button.


CAUTION! Once you've used a tool on the primitive, do not remap it!

Using Default Hexagon Primitives


The default Hexagon primitives have no mapping applied to them by default and so will
not export as TGA files until they are mapped
While the default Hexagon primitives can be mapped and exported as sculpty maps,
their use is not recommended as there may be issues with reversed normals, crumpling,
and the mapping will have to be fixed in Hexagon before exporting or in another
mapping program to close up any holes in the mapping or move vertices/edges that are
off the map area.
Once you use a mapping method (as detailed in "Remapping SL Primitives") on one of
the default Hexagon primitives, change to UV View and make sure that no polygons,
vertices, or edges are off the edges of the map and that there are no "holes" in the map,
i.e., the map must be fully covered.
You can modify the UV in Hexagon or export the OBJ and modify the UVs in UVMapper
or other mapping program, then re-import into Hexagon and export as a sculpty map.
Check for reversed normals, etc. before bringing into Second Life.

7
Hexagon Second Life Sculpties

Examples:
• Default Hexagon sphere, mapped spherically, exported as TGA, then re-imported
into Hexagon:

• Default Hexagon cube, mapped spherically on Y-axis, exported as TGA, then re-
imported into Hexagon:

• Default Hexagon cylinder, mapped spherically, exported as TGA, then re-


imported into Hexagon:

8
Hexagon Second Life Sculpties

Exporting Sculpty Maps


To export the modified SL primitive:
1. Choose File > Export > Second Life Sculptie from the menu.

2. A default save dialog will come up. Navigate to the folder where you want to save
the file, enter a filename, and click on Save.

9
Hexagon Second Life Sculpties

If you used a default Hexagon primitive and did not map it, you will get the
following error message:

NOTE! The Mac version of the exported TGA file may look slightly different than the
same one exported from a Win machine, however, it does not seem to affect how the
sculpty looks in Second Life although it might slightly affect the rotation of any applied
texture.

Texturing the Sculpty Primitive


The sculpty primitive can be textured in Hexagon or in a paint program by exporting in
OBJ format then saving the UV Map out using UV Mapper or some other program.
You can also used Hexagon's painting tools, then save out the texture by exporting the
object out in OBJ format. If you re-import the texture into Hexagon, make sure that the
Flip Textures Vertically option is not checked. See the Hexagon documentation for more
on using the Hexagon paint tools.
If you apply a texture to the SL sculpty in Hexagon, you will notice a section on the UV
map seam (except for the cylinder) that looks similar to the image below:

10
Hexagon Second Life Sculpties

But it looks fine in Second Life. Basically, this is the area at the top and bottom of the
UV Map that is "blank" and not actually mapped to the object. The only issue is painting
in Hexagon and trying to ignore this section at the same time. This appears to be
because of the way sculpties are mapped in Second Life and how the Hexagon
mapping has to be adjusted to work with the sculpty maps.

And here is the cylinder in Hexagon ... no odd areas in sight.

11
Hexagon Second Life Sculpties

Importing the Sculpty Map Into Second Life


To import the sculpty map you just created into Second Life:
1. In Second LIfe, choose File > Upload Image (L$10) from the menu.

2. A default open dialog will come up. Locate the sculpty file, select it, and click on
Open.
3. To preview the map as a sculpted prim, click on the Image tab and choose
Sculpted Prim from the menu.

12
Hexagon Second Life Sculpties

4. The object will be visible in the preview window (you may need to zoom in on it).
Click on Upload (L$10) to upload the map (this will cost you L$10 to upload so
make sure you have the funds available).

5. The map will be uploaded and a preview window will come up as well. Click on
Keep and the map will be placed into your Textures folder in the Inventory dialog.

Applying the Map to a Sculpted Prim


To apply the sculpty map to a sculpted prim in Second Life:
1. Make sure you are in a location that allows you to build/create objects.
2. Right-click on the ground and choose Create from the pie menu.

13
Hexagon Second Life Sculpties

3. The Create dialog will come up but don't worry about selecting a particular type
of primitive. Just click on the ground to create the default cube.

4. In the Create dialog, click on the More button if needed.

5. Click on the Object tab and choose Sculpted from the Building Block Type
menu.

14
Hexagon Second Life Sculpties

The default apple sculpty map will be loaded and the sculpty will now look like an
apple.

6. Click on the Sculpt Texture box to access the Pick:Sculpt Texture dialog,
locate your map, and click on Select.

15
Hexagon Second Life Sculpties

The sculpty map will be applied to the primitive. It may be on its side though.

7. If the sculpty is inside out after applying the sculpty map, the tool you used may
have flipped the UV Map (like the taper tool). Open the sculpty map in a paint
program and flip the map horizontally, then re-import into Second Life.
8. On the object tab or using the rotate widget, rotate the primitive until it is right
side up.

9. Now texture the sculpty and have fun.

16
Hexagon Second Life Sculpties

Index
3 I
3D Primitives ........................................ 1 Image ........................................... 10, 12
A Importing ............................................ 12
Applying ............................................. 13 Sculpty Map Into Second Life ......... 12
Map................................................. 13 Increase Smoothing ............................. 3
Auto Select........................................... 3 Init Gizmo ............................................. 5
B Inventory dialog .................................. 12
Bend..................................................... 3 M
Bender Deformer.................................. 3 Map .................................................... 13
Break.................................................... 3 Applying.......................................... 13
Building Block Type menu.................. 13 Modified............................................ 1, 9
C sculpty .............................................. 1
Choose File .......................................... 9 UV Map............................................. 9
Cone................................................. 3, 5 O
Create ............................................ 1, 13 OBJ ................................................ 7, 10
Second Life Primitives ...................... 1 export................................................ 7
Create dialog...................................... 13 Object................................................. 13
Cylindrical Projection............................ 5 Open .................................................. 12
D Orient ................................................... 3
Deformer .............................................. 3 P
E Paint ........................................... 3, 5, 10
Edges ................................................... 3 Pick .................................................... 13
Export Bump ........................................ 3 Points ................................................... 3
Exporting .............................................. 9 Projection Editor ................................... 3
Sculpty Maps .................................... 9 Properties............................................. 5
F Q
Flip Textures Vertically ....................... 10 Quad Tessalation ................................. 3
H R
Hexagon Tool Use on Sculpties ........... 3 Remapping........................................... 5
SL Primitives..................................... 5

17
Hexagon Second Life Sculpties

S SL sculptie............................................ 9
Save ..................................................... 9 Sphere, Cylinder .............................. 3, 5
Scale .................................................... 3 Spherical - Cube .................................. 3
Sculpt Texture .................................... 13 Spherical Projection ............................. 5
Sculpt Texture dialog.......................... 13 T
Sculpted ............................................. 13 Taper.................................................... 3
Sculpted Prim............................... 12, 13 Taper Deformer .................................... 3
Sculpties....................................... 1, 3, 5 Textures ....................................... 10, 12
Sculpty ................................. 1, 3, 12, 13 TGA...................................................... 7
break................................................. 3 Translate, Rotate.................................. 3
Modify ............................................... 1 Twister Deformer.................................. 3
Sculpty file.......................................... 12 U
Locate............................................. 12 Universal .............................................. 3
Sculpty Map Into Second Life............. 12 Upload................................................ 12
Importing......................................... 12 Upload Image..................................... 12
Sculpty Maps........................................ 9 Using .................................................... 1
Exporting .......................................... 9 Sculpty Primitives ............................. 1
Sculpty Primitives ................................. 1 Using Default Hexagon Primitives ........ 7
Using ................................................ 1 UV Map ........................................ 3, 5, 9
Second Life .............................. 1, 12, 13 modified ............................................ 9
create................................................ 1 UV Stretch............................................ 3
Second Life Primitives.......................... 1 UV View ............................................... 7
Creating ............................................ 1 UVMapper ............................................ 7
Second Life Sculptie............................. 9 UVs ...................................................... 7
Select ................................................. 13 V
SL Primitives ........................................ 5 Validate ................................................ 1
Remapping ....................................... 5 Validate button ..................................... 5

18

You might also like