Author Archive

Jacket and pants stitching complete.

The jacket and pants stitching phase went quickly, I did some cleanup on the panels, but it doesn’t appear to matter in the final renders.

I haven’t worked a lot over the Christmas/New year period.

I’m still trying to make the baking process simpler than my usual approach: Cut the model into separate baking scenes to go around the usual overlapping issues. The alternative seem to be the baking cage route. I found an interesting approach for tweaking the bake cage using a vertex group and a displacement modifier, and effectively “painting” the cage rather than manually shuffling the vertices directly, but it might not be enough for tight spots.

I’m going to try a few other approaches in the coming days. If all fail, splitting the bake is always possible.

Another update, right before x-mas

I’ve achieved very little in the past few days, but I’ve updated my stitching workflow to a method that doesn’t involve making really large bump map textures and is relatively quick & fun to use. I’ve also been cleaning up the high polygon model a little so it works a bit better when subdivided (normal map baking process).

I’m leaving tomorrow to spend a few days with my family, wish me luck 😅.

Happy holidays!

Texture tests!

This update was very delayed, but hey… Christmas stuff happening, so here is a few texture tests. I’ve rebuilt the elbow caps proper and did some optimization/cleanup on the sleeves and pant legs. And here are a few texture tests. It turns out the weave I wanted to use is causing too many issues (moire effect), and I have some other noises in the shader already anyway.

1024×1024 for the top, and for the bottom, with an extra 1024×128 and a 512×512 for the accent stripes.

There are a lot of baking glitches I need to sort out, but other than that? I’m pretty happy with the result.

 

One leg done, one leg to go.

I’ve made a symmetric copy for the other leg to save time, but I still have to “massage” it into position and tweak some of the folds that differ from the other side.

It weights 8931 triangles currently, and that’s with everything included: “Not great, not terrible” (as Dyatlov would say).

Seeing the model in a “somewhat” complete state makes me a bit more confident that I might actually be able to finish this soon.

A lot remains to be done.

 

 

Late modeling update

Modeling feel so slow lately…

Not much to say otherwise, I have now far too many edges on the front part of the leg below that weird “fold” and not enough on the back.

Progress is still progress right?

 

Prisoner uniform jacket low-poly nearly complete!

The (almost) completed prisoner uniform jacket low-polygon model clocks at about 5300 triangles. I’d like to push it lower, but it appears to be on part with the school uniform I did before, so there probably isn’t a lot to remove really. The elbows still need some work and so does the bottom edge of the jacket (where you can see below it).

Or so I thought! Looking at the parts of the pants I had completed, the two aren’t quite matching, so that’s another thing I need to fix if I’m going to have any hope of the two layering neatly on top of each others.

There is always something, isn’t it?

Little by little…

Little by little, progress is happening… But this is going way too slowly.

I was kinda dreading the part where the collar goes over & under, but I’ve cobbled something together that should survive a “glance”. I’m definitely overdoing it on what really is minute details.

Furthermore, I’ve done some quick tests to simulate a 16×48 flexible dot matrix display, potentially for a future cyberpunk-ish project?

New internet, more speed, more headaches

I wasted almost two whole days sorting out issues with my brand-new internet access (FTTH yay!). I think I have almost every issue squashed. Now I’m just waiting for a replacement Gigabit Ethernet adapter.

I’ll post a modeling progress update as soon as I have more to show.

Good prisoner uniform progress.

The prisoner uniform low-poly model is taking shape!

As with other projects like this one, I really struggle working around those large folds in the geometry. The front looks quite good in my opinion, the back on the other hand is a janky mess and I hate it.

I’ll just keep redoing it until it becomes acceptable.

I’m probably not going to use symmetry, but if I can nail a nice, clean topology on the first half, I will copy it over to the second half, where possible.

Practicing retopoflow

I gave Marvelous Designer’s retopology tool another go and… god… it is such an awful tool.

I mean, I get that this isn’t really their specialty, but still.

The pictures I’ve included, are the results, so far of my attempts using RetopoFlow (Try it out, it is quite good https://github.com/CGCookie/retopoflow). Progress is slow, but I feel that the result is a lot smoother than when I did this completely manually.

The surface constrained smoothing tool is especially useful… (when it doesn’t snap to the underside of the original model)

Kyrah Abattoir
Creator of BDSM and fetish content in Second Life since 2004.

Seasoned 3D artist and programmer, aspiring video game creator.

November 2024
M T W T F S S
 123
45678910
11121314151617
18192021222324
252627282930  
Archives
Categories