Archive for the ‘3D Stuffs’ Category
Sneak peek!
Can you guess what I have been up to? :3
Bedtime Breakthroughs
The “thing” I thought that I had solved yesterday wasn’t solved at all. It turns out that normal baking is processed in a way i had not considered and that was the problem really. I ended up redoing my material nodes, taking in account that I needed to populate the “normal” slot on my final material.
Crazy… The kind of solution you come up with… trying to nap.
This last picture is a “non final” test of the baked maps.
Low polygon pass
Not much to see today, some poly reduction. I should probably go lower than that.
Strange material problems
Friday/Saturday I ran into a problem where my metal was getting embossed with the leather details for some unknown reason. After rebuilding the different node sets a bunch of times, I came to the conclusion that you get unreliable results with multi material setups if you use the enclosing material into the node graph, or if it is missing from the node graph.
Obsessive procrastination.
Let’s just call it that way.
- Sharpened the edges a little more, fixed the strap ends, shortened the tongue.
- Took a really long time to come up with a felt-ish material for the raw side of the leather.
- Accidentally put it on the wrong side of the backing.
- Still haven’t unwrapped the model, maybe later tonight.
Kind of a picture dump…
I tried a few different ideas, doubling all the leather was just too much, and making a protective flap to prevent “buckle bites” looked out-of-place.
It looks neat with the studs.
Something more “pet-like”
I started working on a really simple collar design, the goal is for a rather loose-fitting “pet store” type collar, I don’t have any that look like that yet. I can probably make something simple & nice with optional spikes and things like that.
I know someone who would look great with something like that on, dragged by the end of a leash… >_>
This is why you should care about optimization.
High poly version: ~80000 triangles.
Low poly version: 1965 triangles.
Sometimes I feel like a broken record. I’m pretty sure there is quite a few scumbags out there who upload things like my high poly and call it a day.
Rebuilding, refining, optimizing
I’m suffering from a rather nasty cold/allergy for the past couple of days, thanks to the great weather we’ve been having here: Between “searing sahara” and “british blues”.
I spent a good amount of last night rebuilding the high polygon model to get a more consistent connection with the edge piping, also because my first attempt at optimizing it felt like a waste of time.
The results on the high poly model are great, the seams are a lot sharper and consistent.
For the low poly I’ve been using a method of preserving contours at the expense of interior surfaces that you might have seen on the gas mask posts. Well in this case I am not entirely convinced by the results, I’m gonna have to do a quick normal mapping test to check if it’s going to work regardless. If all fail, the edge trim is still good regardless.
But hey it’s under 2000 triangles… Which will surely ramp up once I add the ribbons…