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#1

Converting absolutly any item into its material equivalent.

Archive: 24 posts


Hey Everyone

I dont know if this has been mentioned before, and most of you may allready know about it but for those who dont... youll soon find out!

Im going to explain to you how to convert any object ( story or community ) into any material. The process will just give you the outline or 'cardboad cutout'
of the object your using.

So.... heres what do through the use of interpretive photos.

Step uno)

http://i557.photobucket.com/albums/ss13/theamilien_photo/APhoto_2.jpg

make a square piece of any material 3 layers thick.

Step dos)

http://i557.photobucket.com/albums/ss13/theamilien_photo/APhoto_3.jpg

embed the object that your using (in my case the boot) into your material.

step tres)

http://i557.photobucket.com/albums/ss13/theamilien_photo/APhoto_4.jpg

make another peice of material 3 layers thick ( make sure its different from your material with the object in)

Step cuatro)

http://i557.photobucket.com/albums/ss13/theamilien_photo/APhoto_5-1.jpg

delete the object out of your first peice of material

Step cinco)

http://i557.photobucket.com/albums/ss13/theamilien_photo/APhoto_6-1.jpg

select the peice of material that you deleted the object from and press R3 (push the right stick down) to copy it. Then move it so that the gap from the object is surrounded by the second material. Press 'X' to paste it and embed it into the other material.

Step seis)

http://i557.photobucket.com/albums/ss13/theamilien_photo/APhoto_7-1.jpg

then just delete the material surrounding your object and voila!

You now have a material version of an object!

So if your struggling to make bannans, or you want to make un-anoyying cogs, just grab the objects and use this method.

With it, you can make your item thinner or fatter, larger or smaller. You can also edit it with the corner edit tool and add more material to it. Youll only get the cutouts of the objects so youll have to add stickers and whatnot yourself.

This technique also saves you a bunch of thermo. The boot alone takes up about 2 little bars of thermo, however the cutout takes up just about nothing

So there you go.... have fun converting !
2009-11-08 20:52:00

Author:
theamilien
Posts: 485


I never thought of that! Nicely explained too, thanks!2009-11-08 20:57:00

Author:
Leather-Monkey
Posts: 2266


Thanks man, Though the pictures did all the work. Its like im the fat, double left footed dirty dance partner... or something along those lines...2009-11-08 21:13:00

Author:
theamilien
Posts: 485


You should make a note that it doesn't work with all objects.

Cogs, for example, will give an outline that doesn't match the object. The same goes for spotlights.
2009-11-08 21:24:00

Author:
comphermc
Posts: 5338


oh yeah i know about the cogs being triangular i was just saying in case you wanted to make to make trangular teethed cogs 2009-11-08 21:29:00

Author:
theamilien
Posts: 485


Awesome guide, man! I've wondered forever how jump button makes those wonderful cogs in his levels.

>.>
2009-11-10 23:39:00

Author:
TheMarvelousHat
Posts: 542


I've been doing this for a while.

Try a basketball, it looks completely messed up.

Also, a Goldfish or Piranha object is real cool too.

I always keep the item in the cutout for special items like lasers though, because you'd need it to make the light.
2009-11-10 23:45:00

Author:
KlawwTheClown
Posts: 1106


You can actually do this with other object for very interesting effects. For instance, I figured out how to do this with a two layer object (The tree with breanches and made of materials), and now I can edit one of MM's tree's with my corner editor and such

You should post a tut on how to do multiple layered objects. It's harder but cool

And note that sometimes when I do this with objects with a hole in the middle (like a donut), materials merge with the merging materials glitch, so I delete the wrong thing sometimes...
2009-11-11 06:38:00

Author:
goldenclaw13
Posts: 224


You should post a tut on how to do multiple layered objects. It's harder ...

Not really, you just make the negative out of multiple pieces of material on top of each other (or thicker pieces of material and it's the exact same process. You just have to add bolts / glue as required.

rocket cheetah => sewer rat
2009-11-11 13:27:00

Author:
rtm223
Posts: 6497


I've been doing this for what seems like forever, lol. It surprises me people don't know about this. Well, good tutorial 2009-11-11 17:17:00

Author:
Incinerator22
Posts: 3251


Oh nice! How thermo-heavy though? Y'know, so many corners and all 2009-11-11 19:07:00

Author:
KoRnDawwg
Posts: 1424


well i supose it depends on the object, but the story objects take up masses amount of thermo (have you seen that wodden mask thing ) but materials dont take up very much. Plus you can get rid of some corners with the corner edit tool. 2009-11-11 19:19:00

Author:
theamilien
Posts: 485


Hello! This way of converting the items to their material equivalents sounds really interesting ! Congrats on this one! And hehe yes I agree with your post concerning the use of corner edit tool to try reducing thermo consumption !2009-11-12 22:55:00

Author:
AlvaroShiokawa
Posts: 126


This was actually one of the very first things I did when I got Little Big Planet. I actually do this with any cogs I use because its easier to see the teeth. Nice tutorial, I never think to put any up, but I love reading/watching them.2009-11-13 07:36:00

Author:
thefrozenpenquin
Posts: 479


Thanks for the great idea. I was doing some concept testing for an upcoming level, "Repairing SCP-914" (a level based off something at the SCP Foundation; go google it if you want), and I was shocked at how much thermo was nommed by one of each kind of premade gear, one material, and an Entry Barrel. Yeah, I know how the thermo works with copied objects, but it was still shocking. If I use this method, I can 1) save a lot of thermo I could use for the bonus fight against SCP-682 , 2) choose the gear material (I think Tin Foil would look good...), and 3) be able to make thin and multilayer gears without excessive gluing and gratuitous Sprung Bolts.2010-01-03 02:20:00

Author:
KimuraOkagawa
Posts: 19


This technique was very helpful to me. I was able to create many nice shapes out of it.2010-01-03 02:24:00

Author:
warlord_evil
Posts: 4193


This technique was very helpful to me. I was able to create many nice shapes out of it.

Great Im glad you found a use for it
2010-01-03 12:24:00

Author:
theamilien
Posts: 485


Hey I made some too =D
http://img684.imageshack.us/img684/245/aphoto1e.jpg
http://img442.imageshack.us/img442/6103/aphoto2.jpg
thanks for the tip.
2010-01-04 19:42:00

Author:
Dexist
Posts: 570


Hey I made some too =D


thanks for the tip.


No problem
2010-01-05 16:42:00

Author:
theamilien
Posts: 485


i have a level full of shapes created with that method it realy awsome but u also can by that way remade whole objects but then without copyright and thats not realy cool2010-01-05 17:06:00

Author:
Smelling-Cowboy
Posts: 668


u also can by that way remade whole objects but then without copyright and thats not realy cool

eh? I don't really understand what your saying. What do you mean by 'remade whole objects' ?
2010-01-06 16:39:00

Author:
theamilien
Posts: 485


eh? I don't really understand what your saying. What do you mean by 'remade whole objects' ?
I think he may mean objects that are by other players.
2010-01-07 00:59:00

Author:
warlord_evil
Posts: 4193


Great tutorial! Plus, I get to learn how to count in Spanish!2010-01-09 10:08:00

Author:
Botak_boy
Posts: 56


Great tutorial! Plus, I get to learn how to count in Spanish!

Tee Hee - Someone noticed :hero:
2010-01-10 12:55:00

Author:
theamilien
Posts: 485


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