Show us your meshes!

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In the spirit of one of my fav. threads on SLU, a thread for WIPs of all kinds. Flaunt your vertices and normal maps!

I'll start, because I've been really busy recently. I've meshed quite a bit of stuff for InfinitiGrid, and also for my store layout in SL. I've also kept working on clothes -- and I must say, although I used to dread it, I now love weight painting! It's quite relaxing.

First, a row boat for Infiniti:



The modelling is done, and she floats and steers nicely. She doesn't have animations though.


New store layout in Ufeus (SL) / also a venue in Titikah on InfinitiGrid. This was a complex project. It's pretty much done except for some missing "entrelac thinggies" that I haven't had the energy to tackle yet. I'm really pleased with this one! It consists of multiple pieces that snap together to form a structure. I mostly used arrays and curve modifiers, so for a long time, the build only existed on an abstract level. That was quite fun!
 
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There's more! o_O



A deceiptivingly-basic looking set of paths. There's more not shown (curves, mostly). Urgh. That's the first 5-minute job that turned into a monster. I wanted to minimize texture use, so I spent *days* on those bloody intersections to carefully overlap as many elements as I could without introducing seams and distortions. On the plus side, I learned how to texture multiple UDIMs together in Substance Designer, so that's a great tool to add to my toolbox. It started the same way as the Victorian promenade above, eg. a single, pre-UVmapped unit following a path/curve with an array modifier.



Finally... an early preview of a pair of socks I'm working on. I've since fixed the poke-through and also changed the UVmap (story of my life -- I can't avoid every seam, but there are some I can't live with). Avastar gave me a bit of trouble there by shrinking the avatar meshes whenever I bound something to them. Darn. But that's now also a thing of the past. There'll be two models of mesh socks -- with and without Victorian-style garter, and an applier version (assuming I don't lose my mind in the meantime). I've done the Slink model, now I need to make sure I'm using the right UVs everywhere and also resize/reweigh the model for the classic avatar. Then LODs etc. Yeah, that's the other 5-minute job that turned into a monster...
 

Peony

The lurker in her natural habitat.
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OOOH - thanks Raindrop! I just discovered this part of the forum while looking for meshing tips. Now a chance to show what I've been working on lately. :geek:

This bookshelf is about my 8th ever mesh creation - it's been interesting keeping track of what new thing I've learned with each piece I've done. With this one, it was working out how to manage smaller things (the books) so that they transition gracefully to lower LOD levels & to keep working on perfecting AO textures. I'm pretty happy with how it's turned out - 3 LI at this size (I was hoping to keep it to 2, but I had to stretch it a bit for the size of this building), and even with my LOD factor set to 1.5 it's holding together really nicely.

 

EmpressOfCommunism

Too Cute for Capitalism ❤️
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I've started the long long process of optimizing MonochromeReflections 's extensive IMVU catalogue for secondlife since she has moved in for the long run. This radio is deceptively simple. It's based on a RL radio manufactured by The Latvian Soviet Socialist Republic starting in 1969. IMO, the radio itself is not as nice as earlier mid century radios or Art Deco ones, but its got a good utlitarian feel for your bomb shelter. Still is a great model and only required minimal Retopo. The textures, due to the differences in how IMVU and SL handle textures, took quite a bit of work. I'm not 100% happy, but its as good as I can get it for right now. It will have sounds, but different ones then in the IMVU version.

Here it is in world:

 
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I've started the long long process of optimizing MonochromeReflections 's extensive IMVU catalogue for secondlife since she has moved in for the long run. This radio is deceptively simple. It's based on a RL radio manufactured by The Latvian Soviet Socialist Republic starting in 1969. IMO, the radio itself is not as nice as earlier mid century radios or Art Deco ones, but its got a good utlitarian feel for your bomb shelter. Still is a great model and only required minimal Retopo. The textures, due to the differences in how IMVU and SL handle textures, took quite a bit of work. I'm not 100% happy, but its as good as I can get it for right now. It will have sounds, but different ones then in the IMVU version.

Here it is in world:

It me!
 
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Peony

The lurker in her natural habitat.
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Keep thinking that if I had a 3D printer I could print myself the organiser...took me forever to find one of these in RL at a decent price...

 

Chin Rey

Lag fighter
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22 m tall slender oak. Land impact:2

Only on the beta grid.

The textures aren't my own: bark by Cordts Baxton, foliage by Ani Davidov. I've lightened the foliage texture a bit, the bark texture is exactly the way Cordts made it.





In case somebody think I'm committing LoD butchery here's how it looks at 128 m distance, graphcis set to standard medium in the offisical viewer

 

_Tom

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My new boots i made. As everything else from me it's handmade retoped and use only 1 texture map and a small one for the metal parts (1 x 1024 for the boot, 1 x 512 for metal parts, 1 x 512 metal parts normal map and 1 x 256 spec map). 6.400 VRAM usage only, and 14k tris =)
 

eku zhong

Zhonging along.
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My new boots i made. As everything else from me it's handmade retoped and use only 1 texture map and a small one for the metal parts (1 x 1024 for the boot, 1 x 512 for metal parts, 1 x 512 metal parts normal map and 1 x 256 spec map). 6.400 VRAM usage only, and 14k tris =)
Nice geometry!
 
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Peony

The lurker in her natural habitat.
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I've had two weeks of school holidays, and while I should probably have been doing a lot of prepping for the coming term, instead I've been having a lot of fun meshing :) I'm starting to try some more organic shapes...this is my first attempt at a detailed flower, and I'm pretty happy with how it's turned out. Been working really hard at the LOD models and cramming details into small textures.



Happy with how the flowers hold up at a distance too - unlike my alt's mesh body! I've been keeping my LOD factor low while I've been building, and stuff disappearing has been a real annoyance