Archive for the ‘Uncategorized’ Category
Cell door progress woo!
I’ve now gone through round after round after round of texture tests.
There is a limited amount of detail I can add on such a large piece without blowing the texture budget and it also had to be tintable.
…Or at least tint-friendly?
I’ve added a bunch of little normal mapped details here and there:
- Rivets on the front and back.
- Friction reduction rails on the window shutter path.
- Ribs on the shutter itself.
- Grip-style latch on the shutter handle.
- Indentations on the door edge where the deadbolts retract.
- Dishing on the backside of the shutter… because why not.
- You can also pick between glass or bars on the window opening.
Furthermore, the actual texture is “light” enough to be color matched with the cell framing beams and can support a fairly wide range of colors through tinting.
In all honesty, I’m probably forgetting some things, I always do 😛
Finally out! It took longer than I had anticipated, it was an excuse to dive into blender 2.80 as I mentioned earlier, it took quite a bit of work to get everything working again. Overall I think it’s pretty different from the other styles. I’m happy with it.
In true Kyrah fashion, I don’t know what I’m doing.
I initially did my best to “erase” the mouth indentation of monday’s draft, thinking a panel look would be more pleasing… But because of the extra space around the lips it makes the mask quite loose when there is a cutout there.
So I tried to pull it back around the mouth again, and the fit is a lot closer… but now I have the lips marking the hood surface again and I do not know if I like that.
I also made the neck part as short as possible… It will clip no matter what but at least I can try to minimize it.
And more texture tests. I made the seams and accent too thin. Open mouth pose looks somewhat acceptable but I’ll have to be extra careful with the ‘open mouth’ texture stretching in the lowpoly.
Probably not healthy but here are the results!
(Super shiny because I accidentally rendered the textures much darker than I should have, will be fixed)
All it really needs now is to be rigged and the different chest sizes. I might get on that next monday unless I work on something else.
I think I earned a nap…
I finished the belt today! Also made the lowpoly belt buckle and capped the underside of the skirt (yeah no panty shots with this one, but it’s below the knee, give me a break).
Next step: Unwrapping everything and fixing problems as they inevitably arrive.
I’m really not a fan of Cycles render when it comes to baking textures.
Yes, it looks absolutely amazing, yes it’s a lot fancier than Blender. But the PBR aspects means that I get much less control on the baked result, especially for shiny materials or when I want the baked result to look a certain way that isn’t necessarily realistic.
At least I did not spend the entire day on this and also got some low poly modeling done.
I’m done with modeling and texturing, I have the basic configuration in for the new belt. Tomorrow I will start experimenting on the suspension code. I have a rough idea on how to make it work, but there are a few unknowns…
So, I’ve been working on the vacuum system and the IAPI framework in general. The short-term plan is to use object descriptions to add a “query” string that can be remotely checked by other objects with very little effort or overhead.
I settled on a CSV list that contains the following elements:
- “IAPI” (as a header)
- The name that describes the chore/activity tracked: It is ment to be used as a filter (in the future).
- The value it is currently set at (raw).
- The maximum value (raw).
IAPI, VACUUMING, 21, 33, DUSTING, 0, 2
The room manager will be its own thing from now on, completely separate from the chore panel.
The chore panel will then query 1, or more chores and compile them on a single progress bar. with up to 3 on the (current) chore panel.
It’s simple and elegant, what more, is that the chore panel generates its own IAPI compatible description, so it can be picked up by another panel, or something else. Hell you could have a cascading system where you have a general overview per floor and a global view for the entire building.
Well, I decided to bite the bullet and go on with the release of the newest member in the “classic” TouchBound collection 🙂 It features a mechanic similar to how my gags and bits work. That is, you can toggle it on and off with an adjustable position for each state. It also features my new “Hudless” partial blinding RLV setup (Thanks to Noel Loordes for putting me on the right track) and an improved effect for RLV 2.9 compatible viewers.