18 May 2016

Victorian Nightwear WIP

It fits! It moves! It drinks coffee!!! (ah oops no that's me).

It's far from perfect, but I can say I'm finally getting the hang of it. The pictures above are the same mesh, fitted to the avatar (default size and large). And a bit of poke-through.

The one thing that took a while to click was how the normal bones interacted with the collision bones. You'd think weighing entirely on the collision bones would work. Nope. Sometimes you want the vertex to move with the skeleton, but you don't want it to shrink / grow as much as it would if you assign it all to the collision bone - that's where the old classic bones come to the rescue. They move, but they don't swell! Good old bones!!!

17 May 2016

Victorian Shop Counter

Incredibly happy with that one, mainly because of the way I modelled the counter: I mostly used non-destructive modelling, by using array and curve modifiers instead of polygon modelling. It's very satisfying to see how a couple of functions turn a plane into something magical!

I didn't plan ahead enough to make it easy / practical to create more shapes with that particular counter, but now that I know how to do that, I might be able to re-use that method more efficiently next time. In the meantime... item description!

02 May 2016

WIP - rigged mesh OMG

OMG. It works! I'm a happy bunny.

Avastar is an invaluable tool. I probably could've reached the same point without it - but it would be a lot more difficult.