Archive for the ‘pet projects’ Category
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…
Making something cute
Bun covers are cute and underrated, so I am making a set of them.
The optimized model is going to be tricky with those ribbons and frills, but so worth doing.
More icons and a key
I added a few more icons that where suggested by Kaleida and made a sort of “unique” looking key for the chat conditioner (new name!).
You can use any key really but I figured a special one bundled with it would be a good idea.
Before you ask it’s based on a French safe deposit box lock.
A peek at the undercity gatehouse.
I would say the gatehouse is about .. 75% complete. The computers (which you can use!) still have a couple of very minor bugs and it lacks some suitable furnitures.
But feel free to poke at it (it is at the back of the KDC main store), that’s what it is here for!
Update on the chat restrictor
I started making button faces, and most of the functions are actually working now as well as the animation scaling (kind of a must for a moddable object). There is something iffy going on with the syllable counter, so that’s another thing I have to fix.
Ideas for button faces are welcome.
Ground work
Quick post for today’s work. Because I’m gonna need a good chunk of memory to make the chat restrictor work, I’ve tried several approaches to “gut out” the sections of the TB code that i don’t actually need.
This made me realise that having the “collar” as the master code branch might not have been such a great idea after all… it would have been a lot better if the master branch was a bare bone TB system with the locking code only.
But what’s done is done I suppose.
I’m almost certain that I have enough memory to handle all the configuration file loading from the core script.
More texture work and a bit of code.
I’ve done more detailing on the cylinder part. I might settle on a metallic look instead of the “shiny grey” I had initially planned. Added a few rivets for accent and a couple of other things no one will notice and did some inworld testing.
I also did some tests for the animation sequences.
Some greeble.
Not a huge progress, i have a grade A headache so that will do until it gets better. Detailed the button “box” and added some pointless greeble on the hinges.