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.
The following sections provide information on creating, exporting, and using sculpties in Hexagon.
The following steps are used to create, modify, and export scultpies in Hexagon, as well as importing and applying the maps into Second Life.
To create a Second Life primitive (sculpty) from the tool palette:
To create a Second Life primitive (sculpty) from the menu:
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:
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.
The following Hexagon tools can safely be used to modify sculpties:
The following mapping projections can be used on the sculpties prior to modifying them.
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.
The following Hexagon tool(s) should not be used to modify sculpties as using them will “break” the sculpty.
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:
CAUTION! Once you've used a tool on the primitive, do not remap it!
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.
Examples:
To export the modified SL primitive:
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.
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:
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.
To import the sculpty map you just created into Second Life:
To apply the sculpty map to a sculpted prim in Second Life: