Archive for the ‘Random thoughts’ Category
I Just came out of a fairly busy weekend (in Real life). Without going in details, I was mentally and physically exhausted when I collapsed in bed yesterday.
Today I haven’t done much. I picked up new hard disks from the post office to replace my failing ones and have been busy cloning the old ones and preparing a new backup strategy.
Because trusting an old worn out IDE drive to keep my most precious files is simply not going to cut it.
I swear I can finish the new boots this week!
Now maybe, just maybe I can go back to doing more interesting things. Like those boots I started recently.
I’m pretty sure no one will have a problem with that right? 😛
I spent the past two days cleaning up the model and tweaking the rigging some more, I think I’m done at this point. I could probably spend 6 more months on this and get it absolutely perfect but well… the law of diminishing returns is showing its ugly head.
Unless a glaring problem occurs, I just uploaded what I consider the “final” female version.
Now for the coding: I already wrote a fairly meaty texture applier/state changer system for it that allows me to swap between the different model parts and hide the unused ones. I’m trying a new approach of using alpha masking instead of setting things to 100% transparent, it appears to use less resources.
I will be spending some time with my family and taking a little break over the festivities.
I will STILL be available for support if needed once I’m back tomorrow (evening).
Have a great time all of you and see you soon 🙂
I’ve refactored a bunch of code on the Lady Eleanor leather crop, redundant code, unused functions, I also fixed a couple of very minor things and will be exposing the sounds.
For the longest time I’ve been referring to sounds only by their UUIDs but it doesn’t allow users to set up their own sounds, also since UUIDs are longer than your average sound filename, it uses more memory to do this.
Next step is to make strike decals for it.
It feels like the revosuit all over again! I’ve spent the better part of the day trying to get my tablet to work on windows 10, and figuring out the paint tools in Blender.
It might take a little while to get the creasing right.
As much as I hate doing this, I’ve done a cleanup pass on my friend list. And while I removed a lot of inactive people, it looks just as full. I hope no one will take it personally and will simply IM me back if they got caught in the purge.
Yep, today, 33 years on this god forsaken planet 🙂
Some (mild) celebration is in order I suppose.
I’m putting the maid dress to rest for a couple of days. Someone requested an extra color for the pony bridle and bits: cyan, so that’s what I’ve been doing today, a lot of textures to render.
I took a couple of days to try to really get into blender. While I’m fairly proficient with 3D Studio Max, i don’t think it’s where the future is. While max has a wide array of plugins available, they are almost all made by for profit entities, add to this that Blender has a much better file format support and has always been the tool set of choice for SecondLife ( all the way back to sculpted prims, then meshs, then rigged meshs and now fitted meshs), you can see why I’m interested by it.
Blender is kind of a strange beast, getting used to its control scheme is quite difficult when coming from something more “Standard”. But the tools are not very different from Max really. But unlike Max where hotkeys are there but optional, on Blender it’s almost a requirement to know a good amount of them, while most of the hotkeys have their UI equivalent, it’s not true for everything (that or i haven’t found them yet).
The new Blender rendering engine take a lot of time getting used to it. The results are very pleasant and realistic even with just a sun light and a basic sky but the tools available are… strange to say the least, and I’m not talking about the “noodle” interface, that’s not the issue. Some materials turn out to be extremely difficult to produce and what should be a very simple thing turns out to be not so simple to produce. I get the feeling that on Cycles, material creation is very close to what shader programming would be.
Ironically I have yet to touch the “old” rendering engine which might be more appropriate after all, it’s just the old reflex scanline < mental ray that you tend to have in Max.
I don’t think I can just move to Blender “like that”, I’m gonna need a lot of practice to get comfortable with it.