I have worked to reduce the polycount of my model I posted on Turbosquid:
http://www.turbosquid.com/3d-models/may ... l=lokipakiThis is what I got so far. I think it can be improved by making it thicker, it looks currently as the vanilla sex cuffs (because it is) but should look more rough for bdsm. (Ah, I just noticed I removed the keyhole).
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File comment: The cuffs exported to Maya.
cuffs.zip [220.65 KiB]
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One cuff and its ratchet have a total of 1284 vertexes and 1339 facets (quads).
One chain link has 240 verts and 80 facets but in the render is subdivided to 320 verts and 240 quads.
I didn't make the model to be able to be subdivided (I lack in some modelling techniques).
Now I only have the model as Max, exported as .obj. No UVMapping (it doesn't need more than chrome material).
And I cannot prepare it in Maya too soon because I hardly find anything in Maya (I only worked in Maya for 2 days in my life just to learn impor OBJ and export to XSP)
I am currently trying to import it in game as separate objects just for a preview.
PS: thanks for the pizza box help. I have to make the colliders right then I'll try to link the objects (there is something I'm not sure if is possble to code with just scripts at this time: holding a cuff = it opens, releasing = it closes. By the way, the keys UIO can be implemented for custom sex objects at this time? For example U=opens cuff, I = closes it)
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cuff.png [ 185.74 KiB | Viewed 26849 times ]
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cuffwire.png [ 264.77 KiB | Viewed 26849 times ]