Archive for the ‘3D Stuffs’ Category

LPM Vacuum cleaner, station and control panel done!

The shapes are complete! The 3 objects together weight less triangles than one of my pony boots and should be very L.I efficient when rezzed.

I can see the light at the end of the tunnel! Next step is unwrapping them, which might get tricky (for the charging station especially). And then i can finally attack textures and scripting!

Head done and a little inworld test

I rebuilt the vacuum head in LPM, I”ve probably been a little overkill on the triangle reduction, SL says L.I = 2 for the whole thing, that’s way better than what I expected.

Room Control panel

I whipped together this little wall panel to house the readouts for room status. It will show how “clean” the floor is, but could be expanded to show other aspects. I also got a lot of work done on the low polygon models for said panel and the vacuum cleaner body, these are 5-10 times lighter than the high-resolution counterpart.

We now have indicators and a charging station!

I forgot to post yesterday so this is the first thing I’m doing today! I came up with a charging station design on monday and kinda followed up on it. It sort of match the vacuum cleaner design and I’m fairly happy with how it came out, considering it was a first draft. I added “connector plates” on the station and on the vacuum to give a little “this is where they connect” kind of feeling. It looks “OKAY” so far but all that really matter is how it will come out in the texture.

In the high polygon aspect of this product, only the wall control panel remains, and then I can start building the LPM mesh, unlike a lot of my earlier products, this one should be a breeze to block out, unwrap and texture. So unless something goes horribly wrong, i should be able to get to the scripting aspect of things before the end of the week.

On a sidenote, I’ve been playing a game called Shadowrun: returns which is a “modern” old-school isometric role-playing game, and they had a very interesting documentation about drawing new tiles for the game, especially how tiles should be textured, i invite you to read this wiki page, it’s very interesting stuff, and it makes me wonder about my reliance on CGI generated details in textures.

Is “vortex” even a good name?

I guess it sort of fit for a vacuum cleaner…

I discovered a little trick that allowed me to be a little faster today, i carved out the canister cover and came up with some kind of tilt mechanism, this is just for a quick animation really, so I don’t think i needed to go THAT much in detail.

I’m still torn about the color scheme for the body. Black and red are my favourite colors, and they make everything look great, but maybe a little too aggressive…

Detailing and other goodies

It’s funny how a couple of basic materials and a few trims here and there turn an undefined “blob” into something that actually look man-made. I did a bunch of “cuts” and the side vents today. As usual, it took longer than I would have liked, but what can I do.

I initially wanted to make the body black, like the head, which would fit nicely with my “dark” KDC theme, but maybe I will go for a lighter tone instead, I’m not decided on this yet. It still need “something” to hook it up on it’s charging station, a control panel for the charge level and a storage tank need to be cut out of the body and modeled.

Things of the week

I thought that I would break the silence and post more pictures. It’s actually a difficult project for me because the shapes have to stay very sleek, even after I’ve cut all the panels and parts into it.

This is sort of a return of my chore system, or at least a more modest iteration of it.

Filter and textures done.

All the textures are done, now all that is left is scripting.

And  here are the obligatory pictures 🙂

Where are we at?

I’m finally done with the textures, everything has been rendered, I have working normal maps, I accented the mask by adding a metal finish to the sort of metal … strips that are used to hold it together. It has all my standard colors, in latex-like polish and in matte rubber, plus a “military” olive rubber.

What next:

  • Finishing up the filter and texturing it.
  • Making sounds.
  • Making scripts.

It’s getting there, I’ve worked on it on it everyday this week, good progress. It’s still feels excruciatingly slow ( Nearly a month on this project ) but that’s as fast as it will go :/

I have more pictures!

I spent two entire days fighting with bad normal maps and texture UVs, I must have packed the gas mask’s textures in a different configuration at least a dozen times over the past couple of days. I THINK this is the final iteration and the texture space should be used much more efficiently.

So yeah, I do have normal maps that work, somewhat, I also have my ambient occlusion maps done and started looking around for proper materials fit for a gas mask ( beyond the obvious latex). I kinda like the army style “olive” color.

Closeup on the filter port filet, just because it’s a nice texture detail 🙂

Kyrah Abattoir
Creator of BDSM and fetish content in Second Life since 2004.

Seasoned 3D artist and programmer, aspiring video game creator.

November 2024
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