Archive for the ‘3D Stuffs’ Category
Blindfold texturing
Again, good progress has been made, I actually rendered all the textures required but I might do an attempt at a higher resolution in order to get more details for compositing.
Also included a shot with and without materials, so you can see what you are missing… in the event that you are still running SL like it’s 2004.
Do all the LPM things!
I thought that I would post this before starting the unwrapping. I came pretty low in my opinion, it’s around 1300 triangles without the metallic bits… not too bad. I’ve been pretty aggressive with the inside, more than I normally do, but that’s the area nobody will see anyway :/
Next step, as I said, unwrapping.
Now in glorious full colors!
I just finished unwrapping and making the stitch masks for the blindfold, so I thought that it would be a good time to post an update 🙂
Trains, nipple rings and blindfolds
I will try to keep this brief. I rebuilt the train signals over the weekend and added dwarf signals to the Dead Realm railway.
I also pushed a small update to the KDC Nipple rings: First, a simple code patch and second, you should now get a second set called “light” that only have the captive bead/RLV locking, no chaining, padlocking or accessories. You will receive both either ways.
Next: I started working on a blindfold project that will be part of a small set of items I’ve wanted to create for a little while. I’ve settled for a “disc type” of blindfold, I can still change my mind if I end up hating it. So far… it does look like a really terrible attempt at sunglasses, but it will get better (I hope)!
Things over the weekend.
I started the remodeling of dead realm! I built the track models and worked some more on a house during the week. I finally gave in and nuked the sandbox from orbit ( It’s still there, but in a much abbreviated form). About a third to half of the track work is laid. There is a couple of steep grades but nothing I can really do about them. I wrote the switch code from scratch and it ‘should” be 100% SLRR compliant, there is a few rough spots i still need to deal with, mostly with the “spring back” train detectors being a little slow/blind.
In the meantime, Shigeko has found some inspiration that had to be crystallized into a build…
Remotes and zappy animations
Been very busy again, ethernia.net is now ready for IPV6, I made some blueprints to eventually remodel the Dead Realm region (again!) And I had to move all the shock box code back into a separate script, because as I suspected: Out of memory! I got the shock effect pretty much like I wanted, the screen scramble as you get shocked, you are also prevented to move for the duration of the shock and there is a rather… discrete animation playing along with appropriate sound effects and a little bit of light.
And i just noticed that I forgot to put the facial expression.
I can see the end of the tunnel! I also started a quick model for the remote, something really simple…
I should be finished either today or tomorrow.
Model completed!
Yes, finally 🙂
I should have posted Monday for some progress but I forgot… also on Tuesday. Today’s update will be a little picture heavy, all the textures are done, I also managed to squeeze in some extra texture optimization. Script wise, the HUD is done, the basic TB scripting is functional and I have “some” shock box specific scripting done. It’s getting there, it’s getting there…
The … great unwrapping?
I’m running out of ideas for catchy titles, can you tell? 😀 . Good progress today, the low polygon model is fully unwrapped and tightly packed on a single texture sheet.
Which means it’s texturing time 🙂
The great merge
For some reason I’m second guessing myself constantly these days. I completely fused the collar and the shock box, simplified a bunch of areas where they meet (maybe too much…) it STILL weight 4898 triangles for some reason, and frankly, I do not see anything that i can safely remove anymore. I will blame the fact that it’s a complicated model with moving parts and internal elements.
I could probably have gotten away with a less aggressive polygon reduction, I can still change my mind and go back to an earlier version obviously.
Low polygon work and more materials
I should have posted this yesterday, but thursday became friday before I noticed it…
Because I’m clearly the kind of person to follow my own advice, I spent more time on material tweaking, and stumbled for a while on an issue involving the value to normal filter not quite behaving as I thought it would. I also made the low polygon model for the “collar part” of this project, it is hovering around 2000 triangles which is probably way too much but I haven’t reached a point where I am going to care about optimisation too much… yet.
The shockbox is more or less the last part of the high poly model that I really need to finish at this point. The reason I was pushing it for later was that I was not completely sure of what should be inside it, what would look good and be easy to identify as the frequency crystal on one side and the on/off switch for the bark feature on the other… I’m still drawing a blank on that one.