Second Life Sculpt Map (a.k.a. sculptie) Tutorial for Cinema 4D

Written and translated by Kimmo Rinta-Pollari/Kraphik 3D

www.kraphik3d.com/tutorials.html

(this tutorial and translation is loosely based on KS 3D tutorial at http://www.ks-3d.de/KS-3D_SCULPTIES_(SCULPTED_PRIMS).htm)

Part 1.

Creating a sculpt map material in Cinema 4D

a.Make a new material

b. In color channel create a new layer texture and select a a gradient from shader menu.

c. Select 3D-linear as a gradient type.

d. Select the white gradient color in gradient knot and change that to red.

Red: (R=255, G=0, B=0)

Your gradient should have a black color on left end and a red color on right end.

Left end: Black (R=0, G=0, B=0) Right end: Red (R=255, G=0, B=0)

The first red color in gradient represents the X-direction.

e. Change the first value on first number box (X) on top left (start) into value –50 and (end) on box below into value 50.

These three boxes with numbers under the gradient represent the orientation of RGB-colors in XYZ-space. However the coordinate system is bit different in Second Life than in Cinema 4D.

f. Create a new gradient for next color from shader menu in layer.

Change the gradient type to 3D-linear. Change right end knot color to blue (R=0, G=0, B=255)

The gradient values now should be:

Left end: Black (R=0, G=0, B=0)

Right end: Blue (R=0, G=0, B=255)

The second blue color in gradient represents the Y-direction.

Now change the number values:

on top middle number box (Y) and on the box below.

(start) value is –50 and (end) on box below value is 50.

g. Now we create the third gradient.

Create a new gradient for next color from layer shader menu.

Change the gradient type to 3D-linear.

Now change the end knot color on the right to green. (R = 0, G = 255, B = 0)

Left: Black (R = 0, G = 0, B = 0)
Right: Green (R = 0, G = 255, B = 0)

The third green color in gradient represents the Z-direction.

Now change the number values:

on top right number box (Y) and on the box below.

(start) value is –50 and (end) on box below value is 50.

h. change the filter type on all layers to ADD. Now you can see how all the colors except green can be seen on material preview. The green color is also there but is located on the “back” of the sphere.

Changing the filter mix type to ADD. The layers of Cinema 4D work the same way as in the Photoshop.

i. Now rename the material for example as SL sculpt map and save the material in materials file menu for later use. In the future it will be handy just to load the sculpt map preset material rather than make it again from the scratch.

j. Now you should have the gradient material ready for the sculpt model.

For Second Life sculpt model you should now be able to use the –50 to 50 sized working space.

If the working space is exceeded the sculpt texture will not be functioning properly in Second Life.

You can always see the sculpt map in Second Life texture preview when uploading if it works properly or not. But we deal this Second Life uploading detail later on this tutorial.

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Part 2 is under construction, please check back soon.