Archive for the ‘pet projects’ Category
Bust sizes complete!
If you’ve never worked with avatar 2.0, chest size comes in a 4 sizes solution: Flat, small, normal, large. It’s usually what stops a lot of creators from supporting this body properly, but it isn’t THAT bad really, as long as you do your work on the normal size, you don’t have too much to do in term of adjustments.
The doodles all use the same space but I’ve adjusted the UVmapping for each chest type to account for distortion.
More drawings and “tasteful” writings
As it turns out, drawing those isn’t the longest step. Adding them into the system on the other hand takes 30-45 minutes for each drawing if it is available for all the body sections. That is something I grossly underestimated.
I drew about 20 new ones today but could only implement a handful of them.
EDIT: I aparently forgot to censor, silly me.
Stick marks done
So that’s the last “major” multi-step decal I needed to do for the whole body, I wasn’t home for a couple of days, I need to get back into it.
Japanese tally marks for the whole body!
There isn’t a “lot” of drawings that I want to make available for every single part and every single sections, but the tally marks are an exception.
Sorry for the facial expression, I couldn’t resist 🙂
Bruising and spanking
I’ve finished earlier today the data set required by all the sections of the body doodle & impact engine (let’s call it that way for now) to allow for basic slapping action.
Those animated decals take a lot of time because I have to pass them through two scripts to format them properly.
I made a set of riding crop decals but I don’t really like them so I think I will use an “artistic license” to use whip marks instead. It will look a lot better anyway.
Next step however is to add tally marks to all the body parts.
Sneak peek!
Can you guess what I have been up to? :3
Wasn’t I supposed to take a break?
I kinda was, but I ended up working my ass off the first half of this week on a new project.
I really would like to post pictures for it but it is a little… complicated at the moment and I realized that all the WIP pictures I took so far aren’t really helpful, or are just plain awful.
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.

























