Dev diary 2 - of bugs and bones
Last time we left off with flat, half-textured feet - time to break a few bones and set the foot into position for high heels. And in case you missed it: part 1 and part 3
Luckily, Blender comes to my rescue \o/ a quick & dirty rig later, here we are, with a posed foot and half a shoe. The foot still has a bunch of issues (and no nails) and I totally skipped over making the shoe because that part wasn't interesting. It's just the sole / heel of the Selene boots.
There's also been a bit of progress on the texture side, though I have to say I am very intimidated by the prospect of texturing that damn foot. I'm photosourcing and painting in Zbrush (seriously, Spotlight is one of the best features ever) and postprocessing in PS. The highlights are still too chalky, and the ankle bones need more definition, and I have no idea how I'll do the various tones. Meh!
|Less squished foot, and more shoe|
But the mule is still missing the most important bit - a pompom. I play around a bit with Zbrush's new fur system, but I don't really get along with it, so it's back to classic polygon modelling and I end up with this lil pompom guy which has a PE of 1.4 prims. Time to rig the whole thing and do the first complete upload to the beta grid. I'm excited to see what it will look like in-world!
|Pompom! And a mostly low-poly model with no nails.|
|Fuck you too, LL|
|Someone forgot to do the nails' uv map|
Guess I'll be playing Skyrim tonight :P