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$150 sculptie tool for free

12 comments

Hexagon 2.5 is a 3D modelling application from Daz3D that has Second Life sculptie export built right in! that’s a huge plus because you just export the TGA file

hexagonHexagon is a real 3D tool that works with polygons (meshes) but what caught my attention (after Sarge bonked me on the head and told me about it) is its native sculptie export. i don’t know about you but i am intimidated about making meshes and totally terrified of trying to figure out how to import them into OpenSim

it’s weird because i like using Blender and have used it for real work projects (although it’s been like two years ago). for some reason, i have it really stuck in my head that exporting the mesh and then importing it is an incredibly complex task. clearly it’s not an impossible one and there are many great virtual world content creators doing awesome mesh work!

Hexagon 2.5′s built-in TGA export to create in-world sculpties eases my fear and is something i am going to try. plus since they are sculpties, i don’t need to worry if people have a mesh viewer. i’m still a proponent of sticking to native prims for most work but sometimes a sculptie would be really nice, like to make sofa and chair cushions and pillows =)

Hexagon 2.5 is currently free (list price of $149.95)and all you have to do is create an account on Daz3D, then go “buy” Hexagon from their store, and you’ll get a registration number on your account page (last image below). good luck!

ps – here’s the Daz3D video of Hexagon being used for Second Life

hexagon

hexagon

hexagon

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written by Ener Hax

April 27th, 2012 at 10:31 am

12 comments to '$150 sculptie tool for free'

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  1. Is it good for Mac, tho …./me goes to see..

    soror Nishi

    27 Apr 12 at 10:56 am

  2. please let me know if it does work and what you think of it :)

    Ener Hax

    27 Apr 12 at 11:13 am

  3. I downloaded Hexagon when they 1st published this deal couple months ago, the interface is quite frustrating I thought, the menus keep corrupting on me, and I have to like run my mouse cursor over all the mouse menus to get them to redraw, couple that with crashing quite a bit and I got frustrated with this app, what was kind of cool though was I was able to make a pretty simple mesh with just Basic Blender no add ones, then export it as a .obj file into Hexagon and then save it as a sculpty texture, still all in all I find Hexagon way to frustrating to use for anything serious myself.

    Nebadon Izumi

    27 Apr 12 at 11:20 am

  4. gee, that’s not so great then! if you have issues with it, then i’m screwed! (Nebadon is passive computer guru imo)

    thanks for the warning and i’ll see if the same happens for me

    pretty interesting work flow though: blender -> hexagon -> opensim

    Ener Hax

    27 Apr 12 at 12:17 pm

  5. Ener if you look at the daz3d studio they have other tools for a limited time, just look at the other applications.

    Xpontaneus

    27 Apr 12 at 2:51 pm

  6. I’m gonna check this out. I dunno tho, I really didn’t like Daz3D, and I DO like Blender – use it for OpenSim and Inworldz nearly every day. Altho, I do use Primstar 1 and Avastar (Plug-ins) with blender to work in it.

    ELQ

    27 Apr 12 at 3:20 pm

  7. “Is it good for Mac, tho …./me goes to see”

    Its better. They’ve made the interface more ethereal yet edgy. So as to appeal to that market.

    Breen Whitman

    27 Apr 12 at 6:08 pm

  8. I got Hexagon, when Daz offered a discount as a crossover with version 2.1 when they first acquired it from Evolia. From what I read in the Daz forum about support and updates looks like it’s almost an orphaned product now. And yes Hex is memory intensive.

    SketchUp updated their collada exporter in their last maintenance update. I was able to upload without any artifacts or distortion by exporting as obj then using MeshLab to convert to collada. Packt publishing released good starting guide for workflow, “Google SketchUp for Game Design.” Even though it’s written with the Unity engine in mind, what I read so far looks like excluding the Unity specific parts can be used as is for sl/opensim content.

    Some studios like Massive Black and Naughty Dog went with SU because it was easier to use, didn’t require several years to become proficient using it, and prototyping was fast.

    Two issues with Hex, for sculpties is that you have to be familiar with modeler software (which almost negates being intimidated about making meshes) and if the build has more than one part, each of the meshes have to be moved and aligned inworld. ZBrush 3D Max, and Maya generated a script that would position each part inworld like they were in the modeler program.

    What I read about export/import between the different modeler software is that it won’t preserve the sculpty vertices so the imported model is no longer sculpty compatible. But if the modeler software has a “shrink wrap” type feature, a sculpty primitive can be placed over the model, reproducing the non sculpty shape, then the non sculpty shape is deleted, leaving the sculpty compatible model.

    joe

    27 Apr 12 at 6:58 pm

  9. I’m just now checking out the interface..it kind of looks like a middle ground between the Tatara apps and Blender. I’m going to give it a go because a tool is a tool. Maybe we’ll find something it does better than Blender :)

    ELQ

    27 Apr 12 at 7:13 pm

  10. Well, I noticed that it DOES export to sculpties, but I’ve had to set each of them inworld to “Inside-Out”. Also, there’s gotta be a trick to handle it in Hex that I don’t know yet, but the seam is awesomely huge.

    ELQ

    27 Apr 12 at 8:18 pm

  11. Some of us terrified of 3D in non viewer editors would truly love you to pieces if you’d be so kind as to create some tutorials for how to even “do stuff”…and get it inworld.

    There are scant few vids on YT for that specific task and most of the ones making tutorials are too far advanced that they forget the part they were on the clueless side of the fence with zero understanding of what’s what so they’re off clicking things and well, people get lost fast.

    Blender and OS would be lovely. I’ve been intimidated by it far too long.

    Virtual Clover

    30 Apr 12 at 8:48 pm

  12. Yes i have to agree with Virtual Clover, some things are just 2 complicated, that’s why i love to build in world:)

    ZZ Bottom

    3 May 12 at 1:31 pm

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