Archive for the ‘pet projects’ Category
You daily dose of low polygon mush
Alright, most of the gaps are now closed, I even capped the openings. I also finished the “buckled” version of the straps. This is hovering around 6000+ triangles. It’s not making me happy but I needed the strap geometry to be “texture recycling friendly”. You can’t have it both ways I suppose.
The sleeves are still on symmetry, and I need to make the low poly version of the buckles (this is going to suck).
Some more cleanup might be required before I can call this good.
Refining garbage
It’s getting there, I’m making a bunch of mistakes that I thought I wasn’t gonna be making anymore… like NOT COMPLETING THE MODEL before going into detailing and optimization.
Oh well, what’s done is done.
Left upper back is just a clusterfuck that I’ll probably end up trashing.
Blocked out the arm so I could work on the hands and then I’ll fumble something together something for the elbows. The shoulders should work okay with this geometry I hope.
Jacket low poly, first pass
Since texturing is a bit pointless if I can’t test the baking quality, I’ve started the low polygon model. It’s really rough in places and not all that great in general. I initially started in mirror mode, but because all the creasing was done out if symmetry mode, there is not much point in doing that.
Initially I tried to follow the main peaks and valleys of the creases, but I ended up switching to “peaks only” to keep the polygon density low. You can see in picture 2 and 3 the “improvements” in the topology (yeaaah… not there yet)
Oh yeah I also added the mandatory collar trim.
Canvas first pass
I’ve done a rough unwrapping of all the pieces and straightened what needed to be. I’ve also reused some of the maps I made for the KDC Institutional straitjacket.
Not entirely sure how I want to proceed, unless I want to blow up the texture budget, there is a pretty big chance that the weave of the fabric will be invisible.
Alternatively, sl does allow to use different repeat values for the diffuse and normal maps so I could use very small but very efficient repeating textures for the diffuse and do most of the detailing in the normal map.
I might also try to come up with different fabric weaves that don’t have to be so fine.
More or less done with creasing.
Enough! Well almost. I might tweak the sleeves a little more later. I’ve detailed the chest and curved straps inward a little too (because tension!), I think it looks “just right”.
More straitjacket crease work
Thinking about it, I cannot remember a recent time when I did crease modeling. The RevosuitX was creased mainly through bump mapping, and I suspect it might go back as far as the Delilah corset.
The front mid-section creasing will be minimal because the fabric should be fairly tight there anyway and because I need to adapt this for flat chests too.
It’s getting a little creasy in here :P
I should kill myself for such a terrible pun.
1st attempt at creasing the lower back, the right side looks better in my opinion. Front seems like it should be. It will be a little trickier to get the pulling force in the right direction around the collar.
Gee, I hope you like straps…
Because I sure feel cured from any strap making urge, at least for a little while.
Backside is best side
On straitjacket anyway, the back is usually fairly interesting detail-wise.
If I’ve done my job well, the right side is clearly going over the left side. A few wild creases appear and I kinda like how they turned out.
I’ve also pulled the back further up, it’s starting to look a bit off-balance but some generous creasing should help explaining why it is riding so high up.
I was gonna start on the buckling straps but I need to make a reference for the friction buckles first.
Straitjacket sleeves refinement
Overall, I think the sleeves look a lot less like they were made like a balloon animal (Again, ignore the really terrible skinweight, I’m only posing this model to check if anything looks out-of-place). I’m especially happy with how the ends look.
I’ve separated a bunch of things to allow me a bit more freedom with the mesh topology.
I’ve pulled the bottom strap further down in the front and a little up in the back… I think it looks good.
I did some work on that shoulder to make it less terrible.
I need to start working on the straps in the back, but I might play a little with the collar shape first before breaking symmetry.