Archive for the ‘2D Stuffs’ Category
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.
Prison Uniform HUD done.
Prison Uniform HUD done this time… I think.
I’ve also re-uploaded and re-assembled all the final versions of the 3D models yesterday. As you can see, that is quite a few parts. So here is the question:
I still would like to include a few versions that are “all in one” to save on attachment slots and script count, but I can’t think of a way that doesn’t require me to add a TON more variants in the delivery folder (“all in one” variants that cover every possibility would be something like 40 pieces, and that’s just ridiculous).
So it’s going to be separate top/bottom versions for the regulation version, unless someone has suggestions, requests for a prison/facility they are running.
Likewise, I’m not sure how to properly set up demos for this.
Textures and LOD models complete
I’ve just finished cleaning up and uploading the final models & textures. I was going to use a custom specular map, but it doesn’t appear to add much to the overall look, so we’ll do without and save 2Mb of textures.
I still have the feeling that I’ve gone overkill on textures with this (1024×512), since most of the detailing immediately disappears unless your eyes are glued to the model.
In my eyes, it looks acceptable… now I need to get on with the scripting.
Narrow cell floor, finishing touches
I’ve put some finishing touches to the narrow cell floor with a sort of “aged/security” variant with Japanese markings (do not enter). Maybe a little “in your face” I guess. Almost everything is ready for release, hopefully, tomorrow if I can come up with a decent product picture.
Delayed texture update!
Sorry for the delayed texture update. It took me so long because I ended up unwrapping everything 3 or 4 times over the past 3 days. I kept getting distortions in my UV maps.
I am quite happy with this result so far, the grommets on the back strap need to be tightened a little but that’s an easy fix.
I really wanted to add a nose hook… I can probably still do it, but that will require some modification of the forehead strap… Unless I find a simpler way to do it…
Lock beauty pass
Since I’m revisiting the fingerprint locks, I figured that I would do a little lock beauty pass at the same time. Specifically, the texture had a few glitchy spots that I’ve fixed. I also reduced the texture resolution horizontally and decided it was time to give the fingerprint reader a redo (on both lock types). It just wasn’t good.
If it doesn’t look better, it has at least the benefit of “reading” a lot better than the original. I’m also making a couple of colored variants for it.
Still working on the revised product pictures to go with it.
Here is a little “colorful” thing I’m working on.
Since I am preparing the “official” release of the keyless padlock (okay it IS already available, I know, but not as a standalone), I figured it would be a good time to introduce a little bit of variation in the standard lock roster.
It is still a sculpted prim with quirky UVs, so there are limits to what I can realistically do with it. But I think it looks good?
There will also be a special version for my Patreon supporters too, it has been a while since I’ve thanked you all ^_^.
Almost done with the collar HUD!
I’m trying something different for this one, in line with the meat market set’s decorative rings, there is a handy little button row for setting your prefered stud configuration. But you can also load presets, same as my other items that have this feature.
It’s functional, I started fresh code-wise and it took me most of the evening to get it done. The HUD texture isn’t 100% final yet and I’m sure there are issues here and there that need fixing.