Archive for the ‘3D Stuffs’ Category
Am I getting carried away?
Maybe just a little bit… I never had the opportunity to use spikes on anything. I’m not sure about the ruffled version however, I don’t like how it is attached on the inside.
Attempt #2, much improved collar shape.
All right, so for the list of changes… the back leather pieces is a lot narrower, I’ve removed the rounded corner which looked dumb and moved the small strap edge almost edge to edge of the back piece. I also changed the angle where the two pieces meet because 90° was just too extreme and unnatural. Then there is the back ring stuff.
Pro tip, the Blender bolt generator plugin makes some nice rivet heads with a flattened top… aaand it’s pretty quick.
I got some good feedback on the pillowed aspect of the inside so I’m keeping it for now.
LPM Complete!
Well, almost, I still need to put my logo somewhere…
I did another quick attempt with this glossy “patent leather” matcap idea, it didn’t work at all, so back to the drawing board with this aspect.
Texturing nearly completed
I’m getting better at this, it’s taking less and less time. However there is something new. I’m experimenting with a normal based method to make metal and other highly reflective surfaces, and so far I like what I’m seeing. The real test will begin once I bake it to a static texture, I’m curious to see what will be left of it then.
I did some preliminary tests for an eventual patent leather version, but don’t hold your breath just yet. Without a model to bake to, it is pointless to do more material testing so I’ll resume on that part once I’m done with the low polygon model.
A new pair of boots on the way!
This is another knee-high ballet boot themed one. This time with a sleek wedge design and a zip front. I wasn’t sure about getting rid of the lacing initially, but I have to admit that it’s growing on me.
A few changes and the materials are complete!
I’ve ended up instantiating the knobs and added two indicator LEDs for them. I’m still getting used to setting the shinyness amount using the alpha channel of the specularity map, so it tend to be a little hit and miss, I also added labels on all the buttons. The entire body (minus the screen letters and LEDs) is now a single material.
A relatively fast pace
And this isn’t a bad thing really, considering I will be away tomorrow and back at some point during friday.
From left to right: The high polygon model, the low polygon model (which might not be low enough) and finally, a quick attempt at some heavy weathering of the case (it might be a little too much)
I am not entirely sure of what I’d like to go for from here, it probably shouldn’t look too grungy right?
And now, something completely different.
Because I like my “small” little projects that don’t take an entire month to create. Today, I present you… this.
Finally something new to show!
-1 Without materials.
-2 With materials.
-3 to 5 with materials, final version.
That’s enough work for today, incoming headache unfortunately.
Unrelated things, and server outage.
First! There was another outage today, I was told that there was a hardware incident at the hosting facility, to anyone who experienced undelivered products, feel free to contact me.
Now for the unrelated thing…
I couldn’t resist and decided to work on my apartment project until I could place it in SL. Well I did it, also made some window mesh for it, there is still a lot to be done but at least it isn’t weighting on my mind anymore.
I will resume normal schedule as soon as possible, sorry about that.
Oh yeah, you can visit it if you want to, it is replacing once of the elevator destinations in the shop!