Archive for April, 2025
Just unwrapping and low poly stuff today
Yesterday was my birthday, so things for a little busy, and today I think I’m getting sick from something, so there is that.
Despite that, the show must go on, I’ve completed the low-poly model, with optional chain parts and the ring (they both have a split since, again, we are going weld-free here). I did a very brief in-engine test too.
Most of the unwrapping is done, and it might actually all fit inside a 512×1024 (proportion-wise). Now, where should I put the KDC logo…
Learning new tricks
After several around of experimentation, I feel that I am learning new tricks to add to my Blender skills. It appears that you can use the “UV Warp” modifier to manipulate texture UVs after a mirror modifier, without having to apply the mirror modifier (I prefer working in symmetry whenever possible).
In this quick example, the body of my character has a full central symmetry, including all the texture UVs, but I was able to select the UVs of the right arm and offset them to make the tattoos vanish, without touching the left arm of the pelvis. And likewise, the doodle on the belly rather than mirroring at the center is “unfolded” into a left & right half.
I know; This is really easy to do “by hand” if you apply the model’s mirror modifier, but the entire point of the exercise was to avoid doing so, and to see what kind of Texture UV operations are possible using non-destructive modifiers.
… Success?
Morgiana shackles progress
I spent some time on a bit of “feature creep”…
That’s just a concept I’ve always liked: forcing the wearer to walk on tip toes by having a section of chain wrapped under their feet. I played with a few ideas, but given that this can’t be weight painted (rigged) without getting some terrible deformations, the best I can probably do is to include it as a variant to the ankle cuffs, extra anchor bows on the cuff surface, and a few sections of chain (1,2,3 links maybe?) as well as an animation to freeze the foot position.
I will most likely make one for my Ai High-feet, but it should be easy to adapt to just about any “tiptoe” feet on the market, with a little bit of in-world editing.
Product updates
I’m pushing yet another update to the Meat Market Collar & Cuff set!
- A bug slipped in during the last round of updates, causing locks and chains on the mobile shackle to remain once the shackle has been removed.
- The collar had some clicking issues, the usual “object changes sometimes not sticking” once I put them back into my inventory, hopefully it will stick this time.
Morgiana shackles low-poly
Moving along on the Morgiana shackles low-poly, somewhat slowly.
I’m having some weird baking issues on these but I’m not gonna focus on it just yet. And for some reason I did half of the collar low-poly before realizing that what I really should have started with is the ankle set. Distraction I guess… There was a lot of that this week.
I wonder if i should add an optional piece of mesh chain that wraps around the underside of the foot, as an extra little gimmick. Just not sure how to make it work with bodies, but also make it adjustable though.
I’m seriously sleep deprived so I’m probably going to stop here and get some much needed rest.