Archive for the ‘2D Stuffs’ Category
What I’ve been cooking for Halloween so far…
This year’s Halloween mini-project has been going at a pretty leisurely pace. I was initially going to do something completely different, but I did not really want to make it a limited seasonal item. And then I remembered that “this” is actually something that was suggested to me a few times.
I wasn’t very inspired by the dirty/sweaty aspect initially, but I feel that the chunky drips coming from the collar really sell the idea. The text? I’m not entirely sure of. But I do feel that something like that is needed to really build the “story” this item should tell.
Does it need a story? In my mind, everything should, ideally. I feel that there might be something much better that I haven’t thought of yet, but I’m trying to avoid specific names or numbers.
Oh… I suppose it wouldn’t hurt to add a Chinese or Japanese option if the characters fit well enough… And maybe a color or two?
Skin suit bra
We’re moving, we’re moving, now it’s time for the skin suit bra to get a bit of love. I’m not sure if that’s enough stitch lines for what it is.
Not shown: Collar is about 90% unwrapped, should I add more stitching or edge detailing or is that enough?
There is quite a bit of space left on the UV map, the metallic parts don’t “really” need texture or UV space given that they are plain chrome (although the strap eyelets will need a reasonable amount of it), and what little normal cleaning I need on them, I could just do at the vertex level.
I also forgot (again) to place the KDC logo somewhere… On the back, on one side of the bra, maybe?
Skinsuit UV wrangling
I had some rest on Monday due to a minor eye-related injury I had to get treated. I was going to take another day, but I was getting bored. So I decided to work on the skinsuit textures & UVs, I’ve redone this nearly 3 times now, each time adjusting the texture width/height to try to get everything in at a reasonable resolution. That’s a lot of UV wrangling right there…
Hopefully the current size (512 x 2048) was a good estimate.
I ended up with a really simplified texture sheet that serves all the leather straps, something I’ve only really done on the Micro Bikini and a few other things (like boot laces) before. In essence there are 3 sections to it: Two end pieces and a seamless, repeating center part. Some of the connections that couldn’t be made seamless are hidden behind the retainer loops.
Eyelets will be done the same way I’ve done the back of rivet lately: A little piece of floating geometry and some alpha masking.
This is a lot of work, but it uses a ton less texture space, it will also be independently tint-able.
Oh yeah, and the VRChat handcuffs now blind their victim if they don’t comply with the required wrist position.
More sci-fi cuffs polish
I’ve added a few finishing touches to the sci-fi cuffs mesh and textures. I believe that I made a fairly reasonable set of LOD models, not all of these are necessary, but the lowest LOD never ever looks right when done automatically.
There are some additional markings on the top of the sci-fi cuffs locking blocks (Unless I made a mistake, that’s the Chinese character for “unlock”), and some subtle noises and variations in all the materials that looked a little too plain, like the big red hinge piece (some scratches there now).
The lock holes do not rotate on this version of the lock block, I could change that if people tell me that it is a real problem, otherwise, I’m keeping them as-is. I was thinking about adding the 3D key model that I made for the heavy-duty lock, for the lock and unlock animation and realized that “normally” I would have to use the “universal keyhole” that the chat conditioner uses, so I quickly re-rendered the chrome parts to see what it would look like and, I’m not really sold. The depth isn’t really working on that mesh it looks like some sort of adjustment dial, not a keyhole in my opinion.
What do you guys think?
Vergilius thigh cuff liner
After bouncing various ideas for the Vergilius thigh cuffs to who cared to listen I ended up conceding to the idea of putting a backing piece.
I had to add a few extra rivets to have some visual fastener between the straps and the liner, but otherwise, I think this is a reasonable match for the rest of the Vergilius set. It does cover the grommet holes, unfortunately.
The shaping around the legs might actually be better for fitting compared to previous sets (I hope). But feel free to tell me that I’m wrong and why ^_^.
Nasty stunprod bruises…
I think I’ve got something good going on with those nasty stunprod bruises… I’ve done my best to keep them relatively simple and stylized…
They kind of look like bug bites or a weird rash or a star map sometimes…
That’s what my references looked like and so, that’s what I went for. It looks completely overkill with the maximum 8 marks per body part, but it is there as a supported maximum… not as an invitation to fill it entirely.
This might even take a while given that the prod typically can only strike about 3 to 5 times before recharge kicks in.
I wonder if those pictures will be okay for Patreon.
Promising first modeling draft!
A promising first modeling draft… and also more reference/sketches.
I realized that I hadn’t tried to put long sleeves on it, I’m very fond of the loose cuff variant, it looks very cute and comfortable. The closed cuff variant is more “formal” I suppose, if you can consider latex formal.
I haven’t made this “type” of model in a really long time, and that’s one of the reasons why I’ve been procrastinating so much about it. There is nothing I hate more than trying to get something right, over and over, only to end up trashing it all up because I’m not satisfied.
But this? So far I’m pretty satisfied.
The next step is either going to be the short sleeves, or starting on the waist & the corset that goes there.
I added a picture of the back, but there isn’t much going on there. Maybe that’s something I should fix at some point.
New latex maid project on the way!
I wish I had something better to show for the new latex maid project, but this is all I have done since Monday: iterating on simple “sketch” references.
It is loosely based on the latex creations from “Studio C2“, which I am linking here to make it easier to understand what I am actually aiming to produce.
I have a lot of ideas as far as options I want to incorporate, and I really am not sure that I can do it all:
- Corset at the waist, to add more details and slim the waist like I did on the Regina suit.
- Removable dress collar (to accommodate for posture collars and other options).
- Zip front design with an open-able “slit” at chest level.
- Ability to also zip open the skirt in front (and maybe the back too?).
- Short & long sleeve option. (earlier sketches have oversized sleeves, that’s a mistake not intentional)
- BDSM-style ring & “tie” to gently pull the wearer around.
- Removable tea apron (possibly a full apron option too).
- Box pleats… lots.
Ambitious… and that’s probably why I’m dragging my feet instead of getting straight into the modeling…
Quick pig hood picture dump!
I started working a bit late today and had some progress from last week that I did not have the time to post so here is a larger than usual pig hood picture dump before midnight 😛
I had a cool idea of normal mapping a sort of facemask on the covered area, with a center spine and a few creases, I might have to tweak the creases a bit to get them to look better, and also decide whether to use a single or double spine, they are both nice, but the single spine create some odd shading due to the sharper left/right divide it creates on a mesh that really is just flat.
Still tempted to use “almond” eyes on the closed version to make it more feline-like (that would make it a pig/cat pack I suppose), I COULD add both versions, but I already have a ton to make…
Give me your thoughts!
Hood progress #2
Here is another hood progress update! There was another delay.
I’ve finished the geometry for good! Now comes the painful, task of combining all the textures into one he-he. I don’t remember how I dealt with ambient occlusion errors on the Malefica hood, but I made it on a previous Blender version and things have changed a bit since.
The second image is to help me draw some of the masking areas I need, but also to add some burned in details in the base texture, still working on that. It will be really subtle tho.
I wasn’t entirely sure about those connector “points” on the temples, but they don’t look too bad crunched down into a normal map. It fill the space.
You can also see the new forehead piece, it has some “vent” looking things too.