Tutorial3: How to create Sculpty Material in Blender 2.5

Preview of sculpty material.You have been using sculpty material for a while and you could wonder how this material has been created?

Well, This tutorial will teach you how to do that!

Follow instruction in this page to begin create sculpty material by your own. You can even save it to Blender’s setting so it become available everytime you open Blender by default.

Note: for beginner you won’t need to follow all these steps. Just skip this page to start read How to using Sculpty Material which already provided download file for you.



Screen capture from Blender2.53 bate

Lest’s Start!


1. We’re using Blender 2.5 series. You can download Blender for free from Blender.org.

On Right screenshot is default layout of Blender2.53 beta.








Selected a cube on the 3d layout.2. Open Blender2.5 then Right Click on a default cube to select object.

We need to select a cube mesh since material button only show up when mesh has active.









Material Button in the right panel.3. Look at right bar in Blender layout, there’re small buttons listed in horizon row.

Left Click on the Material button which is look like a small red sphere. (oranger circle in right screenshot)

In case the Material button does not appear in the list. Just hover your mouse over buttons row and use wheel mouse to rotate it (or you can use Middle Click and drag to left side to rotate buttons). You should be able to see Material button by now.



Type in new name into textbox.4. Left Click at the default “Material” (yellow circle) to select it.

To make it easy to use later you will give a unique name to this material by Left Click inside below text box (orange cycle) and type in any name you want and press key “Enter” to confirm rename.

From now on, I give my material name as “Sculpty Material”.





Options section in material panel.5. Still in material panel, scroll down and find section Options (yellow circle).

Activate Vertex Color Paint only and disable everything else.

Follow what you see in the right screenshot.









Select the texture button to activate.6. Go back to button row, find and click the Texture button (yellow circle).

This will change the whole panel to work with texture parameter.











Add new texture in the list.7. You’ll see there’s 1 texture in the list. It’s name ‘Tex’ assigned to our material but we need more two.

Left click on check-board icon (yellow circle) in the list and press ‘New’ button (orange circle).

Do this two times until you get 3 textures available inside the list. (see right below screenshot)

















Type new name in the text-box.8. Let’s rename those textures by Left Click on each one and then Left Click on below text box (yellow circle) and type in new name like this:

001” for 1st texture
002” for 2nd texture
003” for 3rd texture







Set all texture to Blend mode.9. From now you’ll have to work with all 3 textures in step 9-12.

First thing we need to set all texture’s to Blend type.

You can do this by Left click at each texture (yellow circle) one by one and Let Click below drop-down box and select Blend type.

Repeat doing this for all 3 textures.









Set Coordinates in each Texture.10. Scroll down and look for Mapping section (yellow circle).

In Mapping section, there’s an Coordinates parameter showing in default: X, Y ,Z (orange circle).

Make change for all 3 texture differently like this:

“001″ ==> Set X, none, none
“002″ ==> Set Y, none, none
“003″ ==> Set Z, none, none

Remember to swap working on each texture by scroll up and select each one from texture list.























Make some change in Influence section.11. Scroll down again to find Influence section (yellow circle).

Change all 3 textures to Blend: Add (orange circle) using drop-down menu.















Color Picker in Influence section.12. Still working in Influence section, we need to change color setting for all 3 textures differently.

Start by Left Click on nearby Color Tab (yellow circle) a Color Picker will pop-up.

Pay attention on the bottom of Color Picker windows there’re 3 gauge: R, G, B with a value between 0.000-1.000 (orange circle).

Double Click inside each gauge and type number in like these:

“001″ ==> R 1.000, G 0.000, B 0.000
“002″ ==> R 0.000, G 1.000, B 0.000
“003″ ==> R 0.000, G 0.000, B 1.000

Check out 3 specific screenshot for each texture on the right bottom.

At this step we’re finished with texture setting but there’re stilll some options need to be done. Follow on to next step!
























Switch to working in Render panel.13. Back to top button row again, this time Left Click on Render button (camera icon – see yellow circle).

Look inside Shading section (blue circle) and Disable Color Management (orange circle) by untick it.








Use Texture Baking Option14. At Last, scroll down and find the Bake section and change Bake Mode to Textures (orange circle) using drop-down menu.













A new material preview in Material panel15. Finished!! Go back to first Material panel let’s look inside Preview section. You should see a bit pink shading appear on preview sphere.

Your work here is done. You can start import any sculpt mesh you want and start using sculpty material to bake Second Life sculpted prim.

TIP: In case you want Sculpty Material to be available by default everytime you open Blender. Just press Ctrl+U key and click confirm ‘Save User Setting’. This command will save the current working scene, data and everything else into Blender’s default setting. Next time when you open Blender a sculpty material will ready to use immediately.

(Also if you want to revert back to default setting you can do by select ‘File >> Load Factory Settings’ from top left menu).

5 Responses to “Tutorial3: How to create Sculpty Material in Blender 2.5”

  1. butterbread says:

    its officialy.

    i love you dude.
    you made my life much simplier with this tutorial.

    thank you so much

  2. Kristen says:

    Am I to assume that after following this procedure any object I create and bake with these settings will create a sculpty image that I can import into SL?

    I only ask because its not really working for me. Ive saved these settings as default. Im sure there could be something Im missing. I just havent figured it out yet. When I bring the sculpty png into SL it doesnt look right. its all totally flat and wierd looking.

    Can you suggest any helpful tips?

  3. Tonka says:

    @Kristen,

    Nope, I think this will only work if you use the special meshes from primstar or setup your own equivallents.

  4. Conrad says:

    Initially I accidentally messed up my UV mesh but the colors were working correctly. Now that I fixed the mesh so it’s back into a perfect square, the colors are only coming out on that little patch?

    Any help? Thanks

    http://i.imgur.com/bP3cJ.png

  5. Kathrin says:

    Nice tutorial, nice to see this repeated from those for Blender 2.4. For most sculpties this is also completely adequate. However there seems to be a problem left:

    Build a cylinder this way. You can export it as a sculpty to SL no problem.

    However: Then try closing an open side by scaling a slice of the cylinder to zero. Same applies for instance when you try to divide a sculpy this way into two virtually disconnected objects. The slices generated this way will look wrong, ragged in SL (or indeed in another sculpty map viewer).
    “Primstar” is getting the same trick right! So what’s missing with the basic approach shown in this tutorial?

    Any ideas?

Leave a Reply