Archive for the ‘3D Stuffs’ Category
This is a shit work update but it will do.
As i mentioned before I think, I’ve been dragging my feet and dreading to actually start working on this new collar project. I’m not sure what it will or should look like in the end, and i spent a little while brainstorming how to accommodate the built-in chin rest that I want to have on it, and the number two attachment after collars: Gags.
Gags all (almost) use the express_open_mouth face morph, so at least it will be standard. I know that KaS’s approach is to have two versions of the collar, but I didn’t want to do this. I pondered about a mobile chin cup that could rotate, but I hate this idea too because I’d prefer it to be an integral part of the collar structure. It struck me today that all I really had to do was to use two neck poses, one for closed and one for open mouths (looking a few degrees up basically). Simple, yet I was oblivious to the solution the entire time.
Now to the design itself, I will probably go for tapered sides and IF possible a vertical front, in my head, this needs to be a fairly imposing piece, more than the Classic posture collar (altho I’m not sure how much more) with the chin cup jutting out horizontally in a slight, half-pipe shape (open at the end) with some generous padding everywhere. A very restrictive, yet comfortable looking piece basically.
EDIT: Why do I always forget to spellcheck myself?
All the codes.
I finished compositing the textures over the weekend and also a little bit of Monday. I also got the basic aspects of the script working and spent most of Tuesday working on an RLV enabled blindfold effect. I might have found one that I like and it looks even better with RLV 2.9 (which is only supported by Marine’s viewer at the moment I believe?). I have a fallback version for earlier versions of RLV.
Small issue tho, if you aren’t running advanced lighting+ambient occlusion, you won’t really see “much”. But maybe that’s what you want from a blindfold after all? Here are a few examples, I’m still trying to find a color “mood” that work well for multiple viewers and isn’t too bright.
Blindfold texturing
Again, good progress has been made, I actually rendered all the textures required but I might do an attempt at a higher resolution in order to get more details for compositing.
Also included a shot with and without materials, so you can see what you are missing… in the event that you are still running SL like it’s 2004.
Do all the LPM things!
I thought that I would post this before starting the unwrapping. I came pretty low in my opinion, it’s around 1300 triangles without the metallic bits… not too bad. I’ve been pretty aggressive with the inside, more than I normally do, but that’s the area nobody will see anyway :/
Next step, as I said, unwrapping.
Now in glorious full colors!
I just finished unwrapping and making the stitch masks for the blindfold, so I thought that it would be a good time to post an update 🙂
Trains, nipple rings and blindfolds
I will try to keep this brief. I rebuilt the train signals over the weekend and added dwarf signals to the Dead Realm railway.
I also pushed a small update to the KDC Nipple rings: First, a simple code patch and second, you should now get a second set called “light” that only have the captive bead/RLV locking, no chaining, padlocking or accessories. You will receive both either ways.
Next: I started working on a blindfold project that will be part of a small set of items I’ve wanted to create for a little while. I’ve settled for a “disc type” of blindfold, I can still change my mind if I end up hating it. So far… it does look like a really terrible attempt at sunglasses, but it will get better (I hope)!
Things over the weekend.
I started the remodeling of dead realm! I built the track models and worked some more on a house during the week. I finally gave in and nuked the sandbox from orbit ( It’s still there, but in a much abbreviated form). About a third to half of the track work is laid. There is a couple of steep grades but nothing I can really do about them. I wrote the switch code from scratch and it ‘should” be 100% SLRR compliant, there is a few rough spots i still need to deal with, mostly with the “spring back” train detectors being a little slow/blind.
In the meantime, Shigeko has found some inspiration that had to be crystallized into a build…
Remotes and zappy animations
Been very busy again, ethernia.net is now ready for IPV6, I made some blueprints to eventually remodel the Dead Realm region (again!) And I had to move all the shock box code back into a separate script, because as I suspected: Out of memory! I got the shock effect pretty much like I wanted, the screen scramble as you get shocked, you are also prevented to move for the duration of the shock and there is a rather… discrete animation playing along with appropriate sound effects and a little bit of light.
And i just noticed that I forgot to put the facial expression.
I can see the end of the tunnel! I also started a quick model for the remote, something really simple…
I should be finished either today or tomorrow.
Model completed!
Yes, finally 🙂
I should have posted Monday for some progress but I forgot… also on Tuesday. Today’s update will be a little picture heavy, all the textures are done, I also managed to squeeze in some extra texture optimization. Script wise, the HUD is done, the basic TB scripting is functional and I have “some” shock box specific scripting done. It’s getting there, it’s getting there…
The … great unwrapping?
I’m running out of ideas for catchy titles, can you tell? 😀 . Good progress today, the low polygon model is fully unwrapped and tightly packed on a single texture sheet.
Which means it’s texturing time 🙂