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Sculpted prims are three dimensional meshes created from textures. Each texture is a mapping of vertex positions, where at full resolution each pixel would be one vertex, this can be less due to sampling (read below how the Second Life viewer treats your data). Each row of pixels (vertices) links
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This article is substantially duplicated by a piece in an external publication. Since the external publication copied
Knowledge rather than the reverse, please do not flag this article as a copyright violation of the following source:
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The part about UV map seems to be incorrect, the texture has X, Y and Z encoded in it. Either it's incorrect or absurdly poorly worded and isn't saying what it was meant to say. (or I'm somehow seriously misreading it)
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for the original 3D object in the modeling space, "U" and "V" are the coordinates of the transformed object. This creates the effect of painting the image onto the surface of the 3D object.
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back to itself, and for every block of four pixels two triangles are formed. At the top and bottom the vertices link to their respective pole.
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process of making a 2D image representing a 3D model. The map transforms the 3D object onto an image known as a
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on
Knowledge. If you would like to participate, please visit the project page, where you can join
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Sculpted prim: Second Life, parametric object, UV Map, geometric primitive, displacement mapping
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from the beginning of the page linked that provides further techincal detials about sculpties:
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Am I the only one that clearly sees that those two bits of info contradict:
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Surhone, L. M., Timpledon, M. T., & Marseken, S. F. (2010),
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