Archive for the ‘3D Stuffs’ Category
Finally getting somewhere!
Good things happened today, I Came up with a really nice weathering of the floor plate and a pretty convincing concrete slab to support the cage, complete with corrosion stains.
It is getting VERY close to where I want it.
Interesting material results
I need to go back to actually finishing the model, there is still a few bits that aren’t ready for texturing. Here are a couple more tests that i did last night.
Dirt and grime
Piecing the normal map together took me the better part of the day because I had to restart a few times. The second and 3rd shots are with some quick material tests, not bad but we aren’t there yet.
A new year, and new projects.
This time I’m working on something a little different from what I usually do: a cage.
As you can see I’m making it up as i go, the first door looked awful, and so did the first version of the “food hatch” at the bottom of the door.
Pop in a few rivets and it’s already more like it (what about welding tho?).
The base could use some embellishment and I still need to slap a few chaining plates here and there for good measure.
Almost done
And it still doesn’t have a name, feel free to make a suggestion 🙂
I had to redo all the textures (as usual) due to a lighting issue and a UVmapping error. Today I rewrote my classic “coloring HUD” code to make it independent from the main code base.
Why? Because on many items, it’s the only reason that they have custom code and their own code branch and that’s just not optimal considering that the coloring HUDs are their own independent “thing”.
Only a few more details before the collar is ready: a name, HUD graphics, and to decide how to deal with the stud variations.
- All in one with extra coloring HUD options? That’s a lot of hidden meshes…
- All in the same package? That’s a lot of items in one box…
- Sold separately? Feels a bit like nickel&diming…
Collar optimized and a first texture test.
No spikes, studs or frills yet, (although I am not sure that I will end up doing those frills. ), but otherwise, the bulk of the model is done. I also did a little texture test, and there might be a little resolution issue going on. I see a few rendering glitches here and there, but nothing that cannot be fixed.
Am I getting carried away?
Maybe just a little bit… I never had the opportunity to use spikes on anything. I’m not sure about the ruffled version however, I don’t like how it is attached on the inside.
Attempt #2, much improved collar shape.
All right, so for the list of changes… the back leather pieces is a lot narrower, I’ve removed the rounded corner which looked dumb and moved the small strap edge almost edge to edge of the back piece. I also changed the angle where the two pieces meet because 90° was just too extreme and unnatural. Then there is the back ring stuff.
Pro tip, the Blender bolt generator plugin makes some nice rivet heads with a flattened top… aaand it’s pretty quick.
I got some good feedback on the pillowed aspect of the inside so I’m keeping it for now.
LPM Complete!
Well, almost, I still need to put my logo somewhere…
I did another quick attempt with this glossy “patent leather” matcap idea, it didn’t work at all, so back to the drawing board with this aspect.
Texturing nearly completed
I’m getting better at this, it’s taking less and less time. However there is something new. I’m experimenting with a normal based method to make metal and other highly reflective surfaces, and so far I like what I’m seeing. The real test will begin once I bake it to a static texture, I’m curious to see what will be left of it then.
I did some preliminary tests for an eventual patent leather version, but don’t hold your breath just yet. Without a model to bake to, it is pointless to do more material testing so I’ll resume on that part once I’m done with the low polygon model.