Archive for the ‘3D Stuffs’ Category
More remeshing horror…
I don’t know why I’m posting this, there is so much wrong going on…
At least the collar is (almost) done, that’s one of the annoying bits due to the overhangs/underside.
Dead realm urban area rework.
I’ve timidly posted a few pictures of the school I was working on before, it is part of a much bigger rework that will replace the dead realm “urban” area.
It is getting to a point where I think it might be ready to replace the old area.
Remeshing agony
I’d love to find a tool to ease up the process of remeshing retopologizing , but the reality is that I haven’t seen anything that did something I’d consider to be good enough to replace “Ye olde manual way”.
It is usually my most disliked step on any given model but especially for dresses.
Crest, belt, pockets, fabric, leather…
Not a ton accomplished today but I think the high polygon model is complete. I might look for other possibilities for the fabric grain (even if I suspect none of that will show in the final texture).
- Made a clean vectorized copy of the crest (not sure if I will make that a separate texture or not).
- Added belt loops.
- Slimmed down the belt.
- Fixed the leather shine.
- Added a little trim line on the pockets.
There are some weird color space issues between my different projects but I think it’s fixed now.
All cleaned up
I’ve done a bunch of cleaning up after importing everything into blender (some odd little holes left and right… curious) and smoothed all the edges so it’s all nice and fabric-like.
I even got some time to start building a proper belt! But it might be a bit too thick right now.
Some slight tweaking… I think I’m done here.
I tried to make a version with wider straps but I’m told that it looks a little off. Which is kinda true I suppose.
I’ve reshaped the collar once more and gave it a new, smooth edge instead of the hard fold I had there initially.
I still don’t know if I want to make this an actual product.
Something that has plagued my entire weekend.
Some unusual japanese school uniform I found online (http://www.shoin-jhs.ac.jp).
I’m not even sure that I’m gonna use it for anything…
…but I had to try making one. 😀
The headcage model is complete!
I’ve rebuilt the high-poly version of the padlock adapter, made the final uv map (128×1024 + 512×1024), made the degraded versions of the model for the LOD system, rendered the texture maps and I have everything pretty much ready for scripting in world.
I still have a couple of animations to make but I should be done with this item sometime during the next week!
Headcage inworld tests!
I’m not sure I’m even going to USE those masks it took me so long to create >_<. I mean this looks nice already.
Headcage unwrapping and a couple of other things.
The two first pictures are a before/after using data transfer, look at those nice and clean rounded edges and those smooth welds 🙂
I’ve done some unwrapping on the low polygon mesh, it’s missing the logo, the lock adapter, and frankly it’s really not there yet.
I also made several attempts at auto unwrapping the high poly model, but due to some really bad seams, I guess I’m gonna end up unwrapping it manually :(. It is a bit of a pain because the model is a bit too dense. Live and learn I guess.
Last picture is a closeup of the low-polygon lock adapter, it looks already very nice, even without a normal map.