Archive for the ‘2D Stuffs’ Category
More of the same
I lost count of how many attempts I did for these chain links. And it turns out that most of them were useless:
- Having a visible weld/closure point was too distracting.
- Turns out that rounded links look worse because it makes it more obvious which link is which when they overlap.
- A dark background is normally a big no-no for alpha textures, but here it actually looks better when you zoom out.
So here we are, I’ve put the two textures side-by side, so you can see the difference. I wanted an improvement, but not to the point that it became too distracting, and I think that’s it.
Some minor changes to the cigarette case after a friend started showing me some really nice engraved guns.
I’ve also done a lot of writing in the past 3 days, nearly 2000 words. And much more since the year started. The Froznovia manuscript is growing, but it is more a spider web than anything resembling a story. I really wish I could release more of it, but I have no idea how.
It has a bit of everything, mostly lore building and chronological data, but also a bunch of new elements and characters: Erika getting the Von Kraul arm from her father Leupold, a visit of the Von Kroenen family vault in the Wurmingstein imperial fortress, an interrogation scene with the daughter of a diplomat… Hell, I even wrote a mini scene involving a social media influencer being forced to Vlog her own arrival in the Froznovia penal colony (this is absolutely not canon, but it was funny, in a way that a corpse is funny).
It helps me cope, it serves as a conduit for some really dark thoughts.
Cigarette case and chain tests
I have to say that from the previous post to this one, the cigarette case is looking quite epic. The clamp on the cigarette side it cool, if a little weird, and the one on the memorabilia side is functional, without hiding too much. I could put the crest on both halves of the case to save on texture space by making both halves identical…
I also included two really terrible pictures of the chain texture upgrade I’m trying to make, the color is too dark and wrong, the little weld spot is distracting and will be removed, but the shape is what I’m trying to go for.
So please, I’d like some opinion on the look of those chain links if you don’t mind, because I really want to be done with that update!
Yeah it’s still PBR locks
Nothing quite new here, just more PBR locks. I’m done debugging the new optional data block for locks and applying it to all the core locks. And this morning I’ve made a PBR refresh of the lock tray. I tried to go for something that looks like silver with a little bit of patina, and it turned out like that.
It certainly beats the original…
Progress on the trench lighter
All unwrapped and textured (might not be final), I ended up adding the KaisersRauch logo on the trench lighter wick cap, as a last minute addition. The body could probably take some interesting markings too.
The windshield uses an alpha mask for the vents, so I could make a few versions. The textures are only 256×512, and You might think that it is a bit too blurry, but I think it looks great.
I’ll be real, I know this isn’t what I should be working on. I’m almost done with the MiniATM update, just a couple of last minute additions before I can kick this one out.
So much on my plate… and a lot of it scares me: The latex maid dress, the skin suit, the chrome cuff set big PBR treatment & general PBR support for locks, new locks.
I’m also thinking about pushing an update for the cell furniture and lattice cage that allows to “push” someone down onto them (kinda like RLV capture, but different), and maybe some more cage ideas…
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.







































