For those of you who haven't heard, Shack Dougall has created a plug-in to 3DS max to integrate it with Second Life, allowing you to build with prims OR sculpties seamlessly and have baked textures for BOTH. To top it all off, it even uploads it for you and assembles everything perfectly. Truly, it is am amazing tool.
See the original article here: http://dusanwriter.com/?p=931
Honestly, I agree with Arminasx Saiman. Integrating with something like blender would have been a lot more powerful. Though I suspect that 3DS was what Shack was more familiar with, and therefore we probably wouldn't have seen this at all if not in 3DS.
One thing I see as a potential problem is that this creates grossly inefficient builds! 6 textures for a single cube? For EVERY prim? People with less than spectacular machines (the majority of the Second Life population by my gauge) would choke at having to load potentially THOUSANDS of textures for ONE prefab house.
Don't get me wrong, I am by no means criticizing what shack has done, it's truly great. What I'm thinking, though, is that a later feature would be the ability to convert prims to sculpts without losing detail, so say you'd have that same house the poster made, but wherever possible, multiple (or sometimes single) prims would be consolidated into a single sculpty.
Edit: I thought about this some more and such sculpty optimization coupled with a system to "export" prim builds into 3ds max for this tool to use would mean you could build something in Second Life fairly quickly and then export it to 3ds max using Shack Douggall's tool to optimize it and then import the now less primmy (and possibly less texture-y) back into Second Life.
Why, you ask? Well, because despite the fact that a single sculpty is about the laggiest SINGLE prim you can find, when you start turning multiple prims into a single sculpty you'll start finding not only a savings in geometry rendering time, but also in texture loading time! A bunch of cubes that form an in auspicious rafter in said house, which may normally take EIGHTEEN textures loaded into SL (three prims: beam, and two brackets to hold it up) would take a SINGLE baked sculpt map. I think the results would be mind-bending and be the TRUE revolution of leveraging the power of these outside applications to build inside Second Life.
The ability to "optimize" a build would be a difficult task, but honestly no more difficult than what Shack has already done, so we KNOW it is possible.


