Archive for the ‘3D Stuffs’ Category

The wasp gasmask part #2

I’ve worked a little more on it today, I finished the strap harness, (the strap ends are still missing, I know) and made a filter.

For those interested it’s in my past broadcasts on twitch, I didn’t feel like announcing that I was streaming today, I just wanted it recorded.

Work in progress #1 The wasp

The wasp, is this a good name? I like it, at least for now, it’s never too late to change it… calling it the psycho II is probably not going to happen, that was back when I thought gas masks where weird instead of cool.

This modeling session went very well, better than I hoped. I almost expected that I was going to start over several time over the course of the day, but what do you know, I might be getting better after all. I know someone is gonna ask for this to be lockable, I’m not sure how to make it happen (from a visual standpoint) but I will think about it.

Live 3D modeling session.

It’s this time again, i will be streaming most of the day on my new project: A new gasmask 🙂

[livestream type=”twitch” channel=”kyrah3D”]

Ponyboots: First inworld prototype!

The SL model is pretty much final, I won’t touch it anymore. Texture wise however, I think the black wood is too “black” and things could use a bit of contrast, but maybe that’s just me.

The metal will be tintable, the usual way, same for the laces and the hoof, if i make a light version of the texture. There is still a couple of texture glitches here and there, but nothing major that I can see.

Snapshot_1119

Ponyboots: the low polygon model is finished

It’s using more triangles than what I was hoping to remain under, but there is only so much I can do with these laces, short of doing it all in texture (which is the proper way to do this by the way) but you guys would probably not like that.

What’s left:

  • Getting all the parts UVWmapped.
  • Making all the textures.
  • Some scripting, but considering these do not lock or have any bondage features, coloring HUD and maybe a walking sound.

Horseshoes assembled and optimized

Another work in progress, I deleted a bunch more “unnecessary” edges on the boot itself and added the LPM horseshoes. I’m sure “someone” will complain that I’ve been cheap on the polygon count, by the look of it, I won’t be able to maintain the boot under 2000 triangles, and 3000 triangles is not far considering I’m still missing the zipper pull, lacing, hooks and eyelets. I have no doubt that it will remain under 10k triangles but beyond that?

The devil is in the details…

Fun fact: a sculpted prim is 1024 triangles.

A lot of work done on the low polygon model

Now that the high polygon version is ready, it’s time to work on the low polygon version, the one that will be specially optimized for real-time rendering and obviously, secondlife.

I never talked about these things, but when it comes to low polygon modeling, it’s all a balancing act. Triangles take pretty much the same time to render regardless of their size, so if you want your model to be “kind” to the user’s computer, you have to balance between quality and performances.

I could write an article about it, i have a folder full of extremely bad examples of  models that have no place in SL, yet are your typical “top seller” shoes.

As of today, SL doesn’t support normal mapping (yet), so we cannot use fancy tricks. Which means that regardless of your ability to optimize, you have to shoot for a little higher polygon count than you normally would because of the tendency SL residents have to move their camera around and zoom all the way in on everything, down to the smallest piece of jewelry.

But even with normal and specular mapping, I fear that those unreasonable expectations for high fidelity rendering will only get worse.

Pony boots update

Sorry for the delay.

I’ve done some work on the boot materials. Now these might be a little dark, I admit it, so I included a fairly high-resolution “sample” of what the texture MIGHT look like once i’m done with it.

The “heel” is made in hardwood, I might offer a little selection for this… or simply make it tintable I guess…

Different hoof, toe cap, new UVs and more tests.

Following suggestions from friends I narrowed down the hoof base so it’s not flaring out as much, resized the horseshoe and narrowed the heel spine a little more. I also added a toe cap to the horseshoe.

I think i like the result.

I reworked the UVmap for the boot and the hoof and did a tighter stitching job, I’m still not sure about the hoof details…

Results of the session: Pony boots.

8 hours later, this is probably the most productive day I have had in a long time. I got most of what I wanted to put on the High polygon model, I might add some optional straps and thing like this, but this looks very nice already.

The lacing was a royal pain in the ass and I hope that I got it right the first time.

Kyrah Abattoir
Creator of BDSM and fetish content in Second Life since 2004.

Seasoned 3D artist and programmer, aspiring video game creator.

June 2025
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