Archive for the ‘3D Stuffs’ Category
Back to the latex maid dress!
Sick, once again, for almost half of last week… And if You add the hay fever too… I’m sick of this.
I called the hospital to lower my prescription, hopefully tomorrow I can go pick up a lower dosage and that should stop my stomach from getting upset every few days. While it isn’t really excusing everything, this has definitely taken a toll on my productivity this year, and while I thought I could just handle it, the reality is that I cannot do this AND be productive in any capacity.
It’s not all bad news thankfully, I’ve finally returned to work on the latex maid dress. I’ve done some cleaning up on my files, and started “de-symmetrizing” elements that need to be, such as the corset lacing. I also made a somewhat decent bow for the apron (which was another sticking point of the design).
Still a few things I’m not 100% sure of:
- The latex maid dress upper back still feels empty. I thought several times about adding a diamond cutout, but that will complicate cross body compatibility.
- Seam layout still feels too basic, but outlining the chest will only make it harder to open the cleavage later.
- Need to figure out how I’m going to connect the shoulder straps to the apron belt.
- Some kind of headband/headdress, and I don’t know what style would work and look unique enough from all the others I’ve made already (I’d rather not reuse an existing one).
As always, any suggestion/comment is greatly appreciated.
Inching towards the finish line!
I had a very productive night on the stun prod!
I managed to wrap up all the animations that I needed to be done for the stun prod, the code to drive them, the holster system and the Doodle & Strikes integration.
There is now 3 striking heights, 4 idle stances (those two “over the shoulder” ones are just so precious) and one medium height “threaten” animation (when you aren’t aiming at anyone) that does a little wrist flick right as the electrodes begin sparking.
What is left to do: A HUD texture, A multi-crop HUD update for this one (at this point that’s like 3 tools that would use it, isn’t that a bit much?) and one very important texture set: the electrical bruise marks for the Doodle & Strikes system. Thankfully, a friend has given me… helpful references for this :3
Sidenote, would there be some interest for a Doodle & Strikes version that support [eL] Normal Tit Kit & [eL] Big Tit Kit?
Very little to show today
I spent a lot of time on “private” projects this week, but I’ve managed to remodel, fit & weight the Micro Bikini top to the [eL] Big Tit Kit for Avatar 2.0 (which I use occasionally). The fabric is still the same size as the other variants which makes it hilariously small on such large breasts.
I kind of like it as is, despite that.
Unless I’ve completely messed up something It looks smooth enough to upload.
Lattice Cage prototype on VRChat!
Since I already spent the time to make metalness/roughness maps for the Lattice Cage, I figured I would dust my c# skills a little bit and try to port it to VRChat.
If you ignore… most of the TouchBound features really, I did a pretty good job in just two days.
I’m not quite ready for a release on Booth.pm, but I’ve put out a little demonstration world you can visit (with a VRChat account obviously), the world should work fine whether you use desktop or VR mode.
Be warned that being inside a cage will prevent you from escaping with the respawn function or from unlocking it, that is by design.
The locks are a little iffy-looking, but I mostly focused on the code and animation side of things. That’s something I still need to work on.
Animation! sound?
Full disclosure, I was sick as a dog yesterday (Monday part 2 I guess), I tried to make up for the time lost today.
I finally tracked down a timing bug that caused the auto-recharge to fire unreliably, so that’s one less thing to worry about.
I came up with a clean and crisp sound for the electric arcing, combined with the particle effect & animation, I think it works well enough.
Animation wise, I just started really. The medium-height hit feel serviceable, but I’m not 100% sold on it.
I’d have posted a video, but I can’t record sound with it for some reason.
Anyway, until next update~
Fallback stun prod textures
I decided that I was going to make fallback “material” textures for the stun prod after all, and it took me way too long to rework my rendering and materials to accommodate for it (PBR texture rendering is unaffected by lighting, the old material system is).
I’ve also added a little charging socket on the handle pommel, and yes, that’s the one typically used on old radios :D. This is only part of the texture, but I could make it a little modeled detail too…
Another one of those days I wish I had more to show, but this is all I’ve got.
Stun prod LODs and normal map issues
I’ve finished the LOD models for the stun prod project, that gives us a “final” triangle budget of:
- High: 3134
- Medium: 1516
- Low: 608
- Lowest: 128
Which I think is fairly decent, the “lowest” could probably go even lower if I steal a few more polygons here and there, but I’ll only do that if I end up with an LI that I feel is unacceptable. I still want to maintain a pretty good general silhouette of the object.
I ended up doing a ton of work on my PBR/ORM workflow to speed things up, and I now have a cool little node setup to export ORM textures in a single stage, fast & convenient!
I wasted a bunch of time trying to figure out why my renders in blender look a lot glossier than my texture tests in SL and initially thought it was a color space issue, in the end I just dialed down the roughness scale in SL and that was good enough.
There is an issue with the normal map and I cannot find a good way to fix it at the moment, I get some banding effect, which I assume is due to some limitations of 8bit RGB normal map encoding as they do not occur if I render my normal maps in 16 or even 32bits. I can’t use 16/32 bit images in SL obviously, and I haven’t found a good way to work with those that doesn’t make the banding re-appear as soon as I crunch them back down to 8bit.
Three options there:
- Tweak the high-poly in such a way that the banding either disappears, or becomes less visible.
- Paint over the offending area manually in Krita, if I can see them at all.
- Live with it.
I’m going to try to remember to use larger images in posts from now on :3
The sick little busy bee
As usual, my stomach disagrees with my cravings and after struggling half of Monday with cramps, things resolved themselves with an empty stomach around 4am…
I’m sticking with “some” yogurt today.
Work wise, I have some very “minor” visual updates to the stun prod. I ended up ditching the solution I had used for the decals because it turns out that those do not come out properly when baking occlusion or normals. The floating decals were a pain in the ass in general, and I ended up re-drawing them in Krita (which I’m still learning how to use) as a simple shader mask.
I also got almost all the rendering glitches sorted. I need 3 separate renders per texture, which then have to be composed together in Krita (albedo, occlusion, metalness, roughness, normal). You could probably save time by baking the ORM texture as single step… and I might end up doing that before I get sick of fiddling with my material settings.
The stun prod mesh is about 3000 triangles and uses a single PBR material in 1024×512. The last picture of the stun prod is taken within SL… It feels a lot less glossy for some reason?
I’m pondering about replacing the electrodes by something a bit more sci-fi and aggressive than the typical “blunt needle” shape, what do you guys think?
Lastly, I’ve also included a picture of some VR avatar work I’ve been doing this weekend, just… because?
First stun prod PBR attempt!
Finally, PBR rendering for my stun prod! Getting my hands dirty with the new ORM texture maps. I had to do a lot of messing around in Blender to get metallic and albedo maps baked (nothing I couldn’t handle).
The texture bake is really quick and dirty, and I’ll separate a few parts to get a cleaner set of textures.
I probably should add some discrete wear here and there, and maybe some slightly uneven shine on the black plastic?
Auto exposure makes it a little hard to take “bright” screenshots, but I’ll figure it out eventually.
Stunprod project unwrapping
I have done the bulk of the unwrapping on the stunprod today as well as some face normal cleanup (I just cannot get over how good models tend to look after I’ve done this) especially around those 45° bevels I have everywhere.
A lot of parts are going to share textures, and I’ve purposely gone for a relatively “flat” kind of unwrap to ensure that I can keep texture distortion around labels minimal.
One of the “doors” on the front I cannot mirror or even reuse because of where I’ve placed the little round LED, so I’m wondering if I should add some unique markings on those for the front and the back side of the stun prod, or if I should tweak the model to make it share texture too.
Yesterday I had some trouble putting my head into “work” mode, so here is some cool sci-fi door for the prison “map” project instead.