Archive for the ‘3D Stuffs’ Category
Last minute additions to the padded cell!
I’m almost done with the padded cell, I swear! But I did make a few last-minute changes that were requested by some friends. Namely, ceiling padding (yes it is a bit weird with the lamp) and a few requested presets.
I also made a preset “demo” feature but that’s mostly for the store demo than anything.
I can’t really release this weekend as I’m not gonna have the time to do it, so I’ll wrap everything up on Monday or something.
The padded cell is almost ready to go!
I’m almost done with the padded cell project! All the creasing is done, and it makes everything looks 1000% better in my opinion. I still need to fix a few issues, such as the new anchors having the wrong mesh orientation and the script is getting a bit confused by it.
The new customization menu is really simple with a section for the door label, a handful of color presets for all the parts, and you can choose between creased and uncreased normal maps. If you don’t have materials enabled in your viewer it won’t do anything and… well… it’s 2022! You should be getting on with the program 😛
I might add a menu section with a few common sets of specular properties for the padding, but I know most people are going to tweak to their liking anyway.
Anchor points & creasing
I’ve finished the new anchor points that I want to ship with the padded cell as well as some subtle creasing on the wall padding. Picture re-ordering appears to be currently broken on the site.
The creasing was a little bit weird to nail down and I had to tone down the shading on the diffuse texture a little bit to prevent it from breaking the effect.
Also, a goofy picture today, the wordle cell >_>
Padded cell in-world testing
I’m nearly done with the padded cell body and door models. I am still struggling with some door collision issues (I keep forgetting the proper way of doing this…). Most of the padding textures are test uploads and unfinished, as I’d like to add some sculpted details & irregularities here and there to make them look a little more natural.
That being said, the flawless look has its own appeal… almost comfy.
I couldn’t complete much work last week, some of my equipment came back from repair and I wasted a ton of time with that.
Some kind of handcuff project?
A little handcuff side project I’ve been meaning to work on for a while. These are based on a pair of existing handcuffs but I intend on modifying the design somewhat and making them something a bit more unique looking. Must make it chunkier :3
The first picture was my initial attempt, but I did not like it and got lost in details that probably didn’t need to be added yet.
Padded anchor plates and a few more things
I had to get rid of the diamond-shaped top on the padding because it did not allow me to put anything on top of them. Which was an issue, since the new padded anchor plates I’m making for this cell version are designed to sit there.
The new chain anchors are based on the ones in Tang‘s “Horny Jail” set (go check it out), those are kinda meant to be low-profile floor/wall inserts. It would be better with straps, but I can’t really have that.
The low-poly door padding is also complete and I’ve closed off the bottom hatch of the door with a little umm… kick plate? I don’t know, I could have removed everything but it looked a bit bare. The door padding will have to be colored all as one because I do not have an extra mesh “face” to spare for the bottom section. Oh well.
More padded cell progress
More padded cell progress! I’m so original with titles, isn’t it?
I’ve unwrapped all the cell padding and done some test normal/texture baking. It pretty much looks identical, so this is another case of me trying too hard… I guess? The mesh “faces” I reclaimed from the floor/walls of the cell are just enough to have the door side pads, the walls, and the accent pads.
I’ve also started to modify the low-poly door, I’m wondering if I should make those door pads even thicker, I’m just not sure that it is going to clear the doorframe anymore if I do. It is also going to eat an extra mesh “face” and I don’t really have any spare unless I remove the bars from the window and go for glass-only.
Padded cell refining & low poly work
Small update, I’ve refined the padding shape a little, tightened the gaps between the cushions, and fixed alignment issues left and right.
The last picture is the updated high-poly, and I also used blender’s new denoiser for the render so it takes less time (not that it is of any use for the model itself, but hey fancier picture), I need to use this more/remember that it exists.
I also modeled a big chunk of the low-polygon mesh. I haven’t tried rendering my normal maps yet or done any preliminary unwrapping either. This is a bit dense geometry-wise for a piece of structural mesh but it should be very easy to optimize on the lower LODs.
I’m still debating on re-adding the lower hatch on the door. Simply because it means I don’t have to create a texture variant for the door itself and only have to pad the inside 😛
(Well, the hatches also add a lot of visual appeal to the door’s otherwise flat surface)
Bikini HUD pretty much complete
The Bikini HUD is almost complete, I wanted to post earlier but I had nothing that I could really showcase.
You can see the options on the attached pictures, it uses my usual “preset script” for colors, and all the menus support multiple pages of options if you really need it as well as RGB entry.
I’ve added one last feature to the material preset system to have, or not have a fine “noise” in the specular map to simulate fabrics like cotton and lycra, or to go for a smooth specular map for things like latex.
I’m including a handful of fun texture options for the panels & the straps.
Of mistakes and texture
The past two days have been filled with weight painting mistakes and texture attempts.
Long story short, I ended up shifting the bikini bra lower tie about 2cm down to avoid a specific spot in the back that caused unwanted clipping that no one but me would have noticed. And it led to many, many back and forths where every upload that I thought was final, needed more fixing.
The ribbons & panels can be tinted independently, but I’ve also made some simple texture variants: classic shima-pantsu and a Chinese prison-themed one (because obsessions never go away).
I’ve started writing an over-engineered HUD to go with it with a few handy functions for setting colors, hiding the ties, and setting material properties (it is way too complex for what it does and is still subject to change).