Archive for the ‘products’ Category

The KDC Ayumi ballet boots are out!

And voilĂ ! Another project that took me a lot more time than I thought it would. This time I’ve gone the extra mile when it comes to the HUD and this one keeps Dialog menus to a minimum (it is still required for preset selection and RGB entry however.) but it continues in line with the Warden Straitjacket design wise.

These boots have a total 7 areas that you can tint and texture to your liking, they have a ridiculously low draw weight, unfortunately it gets bumped up quite a bit by the textures, but all material products tend to do this.

The spurs double as a pair of TB ankle cuffs and can be locked in place as you would expect, but the side bar is actually the chaining ring.

As for the fitting, they where mainly designed for Classic avatars, Utilizator’s avatar 2.0 (might require some slight shape adjustments) they also apparently fit Maitreya bodies, and possibly others (check the demo!).

As usual, you can pick those up from the KDC Main Shop and from the SecondLife Marketplace. (And here is the demo)

And if you pass by the Main Shop, feel free to snoop around the back of the building, it’s a cool place :P.

Enjoy 🙂

Model finalized, HUD is next.

No point in posting a picture, it’s the same boot with better weight-painting and a slightly shorter foot.

Anyway, the model got final yesterday so today is all about putting the HUD together.

Inworld test!

I did a quick test rig for the boots to test them (and prance a bit) in world. The clearance is a bit too tight in the back of the leg  and the outer front, so I need to fix that.

I’m pretty confident about the textures so I started the final bake. I ‘should be done at some point during the night.

Test textures

It’s still missing that ankle strap tho. But this is essentially at “final” resolution.

Unwrapping… timelapse?

Not sure how to call this any other way.

Anyway it looks excruciatingly boring, but the idea is that I’m using multiple textures for the different areas that allow customization (base, sole, heel, side panels, strap, strap trim, metals), and each area has its own texture map optimized to reduce waste on power of two maps:

  • 1024×512 for the base and half of the metal.
  • 1024*256 for the side panels.
  • 1024*128 for the straps.
  • 1024*128 for the other half of the metal.
  • 256*128 for the heel.
  • 128*64 for the sole.

It’s all on the same map (yet constrained to power of 2 sections) because it’s just easier for me to do my unwrapping that way.

The only reason the metal is separated into two maps is because I had a bunch of free space on the base map, yet not enough of it to fit all the metal parts at a decent resolution (Also because half way through I realized that I forgot to account for the KDC logo and zipper pull & tab :P).

Boot low polygon model: done

I started those on Sunday, didn’t work on them Monday and only started late today. The metal parts of the spur seem a little too high poly to my liking, but that’s rounded pieces really, you can’t get around a minimum amount of polygons.

It’s 3 am, I’m going to bed.

Quick bake test

Quick post before nap >_<

I need to work a lot faster than this.

More LPM & a quick rigging test.

The first picture was when I completed the LPM, eventually I got rid of the back thigh panel because it won’t amount to anything once the normal map is in and it gave me an easier time building the knee-joint (I realized that I was expecting it lower than it actually is).

I figured I would also do a quick bending test. It appears to work just fine.

Remesh, remesh remesh

I’ve said it before, and I know that I am repeating myself on this point:

Remeshing is essential when you work with subdivision modifiers.

If you think that remeshing/retopologising is beneath you or that , then maybe you should do the world a favor and stop making SecondLife content.

Or content for any realtime application in fact.

This is the result of Monday/Tuesday: I am far from happy with it, I can see many potentially weak areas and it looks a bit too dense in places where it shouldn’t be. Other than that, reasonable progress I suppose.

High poly model completed!

I’ve put the finishing touches on the spurcuff straps: metal grommets, stitching and rivets. The contrast edge is a little runny but it’s only there for the preview, the edge of the low polygon model will be a separate face anyway. So the next step is to make the SL version … quickly if that is possible 🙂

About Me
I started SecondLife in 2004 and created my own bdsm fetish virtual products under the name KDC. I'm also a php/mysql programmer, 3D artist and game designer.


How would you rate the Warden Straitjacket struggle minigame?

  • Too easy. (11%, 1 Votes)
  • Just right. (56%, 5 Votes)
  • Too hard. (33%, 3 Votes)

Total Voters: 9

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