Archive for the ‘products’ Category
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!