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Boot low polygon model: done

I started those on Sunday, didn’t work on them Monday and only started late today. The metal parts of the spur seem a little too high poly to my liking, but that’s rounded pieces really, you can’t get around a minimum amount of polygons.

It’s 3 am, I’m going to bed.

Quick bake test

Quick post before nap >_<

I need to work a lot faster than this.

More LPM & a quick rigging test.

The first picture was when I completed the LPM, eventually I got rid of the back thigh panel because it won’t amount to anything once the normal map is in and it gave me an easier time building the knee-joint (I realized that I was expecting it lower than it actually is).

I figured I would also do a quick bending test. It appears to work just fine.

Remesh, remesh remesh

I’ve said it before, and I know that I am repeating myself on this point:

Remeshing is essential when you work with subdivision modifiers.

If you think that remeshing/retopologising is beneath you or that , then maybe you should do the world a favor and stop making SecondLife content.

Or content for any realtime application in fact.

This is the result of Monday/Tuesday: I am far from happy with it, I can see many potentially weak areas and it looks a bit too dense in places where it shouldn’t be. Other than that, reasonable progress I suppose.

High poly model completed!

I’ve put the finishing touches on the spurcuff straps: metal grommets, stitching and rivets. The contrast edge is a little runny but it’s only there for the preview, the edge of the low polygon model will be a separate face anyway. So the next step is to make the SL version … quickly if that is possible 🙂

Black is back

I got those stitches fixed and corrected the grain scale… pretty much everywhere it had to be adjusted. Trying to think of a suitable way to “finish” this ankle strap, I was initially going to stitch it up but I’m not sure anymore, maybe a few simple round grommets to mark the holes for the locking post will do instead?

Second pass

Quite a few things I haven’t posted about:

  • Tested knocking down front and back to break the seam: Didn’t look that great.
  • I built a set of spur/cuff combos, initially horizontal, then with a sharp angle, they give me a good chaining/locking point that make sense… I think.
  • I tried to close the spur with a standard strap & buckle: Too big and impractical.
  • Modified the spurs to close with a friction-type buckle embedded on the spur/cuff: less bulk, good.
  • Slimmed down the boot top edge.

All in all I need to fix up the stitching on the heel and toes of the boot, finish up the strap, make a locking post and I should be good to move on to the low-poly model.

First pass on surface details.

Very uninspired title, I’ve re-unwrapped most parts, and broken symmetry. Oh no, I need to find a place for my logo too. There is something i still want to try, namely to knock up or down the front/back panels.

That and/or maybe making the back-knee panel narrower? Not sure.

There is also this nagging feeling that this is an awful lot of details for the BACK of a boot.

Small progress

Not much to say, still playing with the design…

Boot progress!

I’m sorry for the low pace of things, I really am, it’s just a bad conjecture really.

So a few changes: Considerably shorter, the zip is now an easement for the ankle instead of running along the whole boot (yes I checked, it is a thing). More to come!

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

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

November 2024
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