September Challenge: Legend

August entries (entry): Bug Hunt

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Adventures across the 3rd dimension

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12 Sep 2026 23:11 - 12 Sep 2026 23:12 #58127 by Charlotte
The textures definitely needs work and once that work is done, some of the texture mapping probably needs tweaking but the main mapping is done, I think. 

 

Any an all misspellings are henceforth blamed on the cats.
Last edit: 12 Sep 2026 23:12 by Charlotte.

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13 Sep 2026 11:47 #58128 by Valence
That looks great. The way the wood pattern changes around the corners looks very natural. That's usually where my efforts fall apart. :)
The following user(s) said Thank You: Charlotte

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13 Sep 2026 11:57 #58129 by Charlotte
Well, I cheated a bit on the front edge, but the ends... well it's just a few faces to move to another part of a texture... :shrug:

Now making that drum thing on the right not look entirely flat is another thing. Been working on that for an hour or two.... and now it's time for the normalmap :argh:

(Please don't mention the words baking, occlusion or... er... I forget what... I'll do this my usual way and struggle for weeks before I get something passable, thank you very much.)

Any an all misspellings are henceforth blamed on the cats.

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13 Sep 2026 12:37 #58130 by Valence
Baking?
I never do any of that stuff.
My funny red man is just vertex painting again with no UVs or anything.
Although I am getting frustrated that his teefies look too clean and not at all like teefies. 
Need to start thinking about the cape-thing now. :hmm:

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13 Sep 2026 13:06 - 13 Sep 2026 13:10 #58131 by Charlotte
 

Current state of things. The normalmap failed (as usual) with the black/white bits of what's shiny and not so I had to set specularcolor for eachitem but some items are more than one material so a proper normalmap would be better. And some flat surfaces seem to have become rounded at some point, probably when I have joint several pieces. I have some small nail details that, instead of looking like they're poking out of the material, they look like they've been hammered down so hard they are now in deep dents... :dry: I also need to add collision... And the iron which kept looking too bright in Blender is now pitch black... :dunno: So plenty of stuff to fix.

The purple leather is not one of them (hopefully). It's the only in game texture used so the paths are just broken for now. 

Edit: Oh right and the tweecers became striped.... Gotta fix that too... 

Any an all misspellings are henceforth blamed on the cats.
Last edit: 13 Sep 2026 13:10 by Charlotte.

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13 Sep 2026 19:57 #58132 by Valence
I am simulating wind! :woohoo:
WIND!

But my cape is just twisting around into a rope-like thing that could strangle someone.
Capes are indeed dangerous. :hmm:

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13 Sep 2026 22:53 #58133 by Valence
And now I am simulating gusting winds! :woohoo:

And yet... my supposedly spectacular billowing cape is just flapping rather limply like a bedsheet on a washing line in a gentle breeze.

Don't think this method is gonna work. :S

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14 Sep 2026 11:18 #58134 by Charlotte
i think most billowing capes on TV and such are fake or just made a special way that normal cloaks aren't... maybe you need to simulate a hurricane... :hmm: or if it continues to strangle on lookers you know why it's mostly villains who wear capes. And heroes. :dumb: I dunno why heroes wear them.

Any an all misspellings are henceforth blamed on the cats.

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14 Sep 2026 12:16 #58135 by Banj
Dollar Bill's death should be a lesson to everyone 

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14 Sep 2026 12:36 #58136 by Valence
Staying with simulation, you seem to get more interesting and dramatic shapes from just moving it around so I may end up sculpting the rough shape and then jiggling it for a few frames. But it was fun experimenting with the wind for the first time. :)
Anyway I need to leave that for later and try to do some rigging now.
I have a sneaking suspicion that all the separate bits will refuse to move together in a consistent way. I remember I had that issue with the axe-wielding orc I made many moons ago.

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