Sick, but also sick stuff

Regrettably, the medication I have resumed is making me incredibly sick. Nevertheless, I knew it would happen. I’ve been there before, so I know what it should feel like. It still sucks.

I re-unwrapped the bayonets and textured both to their final resolution (1024×256). I still need to make the LOD models, and I probably still need to design some kind of scabbard for them. Maybe not required, but if I integrate them to the doodle & strike system, it’s as good of a place as any for the holder.

I’ve updated the VRChat Cell Block D-5: Portals are now disabled because (for some reason) some people would try to poach visitors away from other instances. I also did a few minor housekeeping things, such as moving the stools away from the walls. Nothing groundbreaking. There is a stun prod on the table, it’s not finished, it’s a reminder that I need to finish it.

Lastly, I’m reworking the dead realm elevator. I’ve been fond of the Protektor elevator from Signalis from the very first time I saw it. Time to pay some respect to it. I’ve joined a few pictures of that part. Not sure about the way I’ve labeled it yet, if I stick to the Froznovia lore, there should be more Chinese than German on those labels.

A bit of a late update

Messy sleep, messy life. It’s too hot.

Mostly some UV unwrapping today, sorry.

Oh, yeah and the low-poly for the butcher blade, it’s got like, 300 triangles of saw teeth.

On the upside of things I believe that I have secured access to a certain medication again. But it’s going to make me sick to get back to it so… Maybe I’ll do that Sunday evening or Monday morning.

More guns, more hats

The low-poly for the warden’s hat is nearly finished. I checked the polygon count and got kind of upset. It had a handful of triangles above my existing model, though it was more optimized and more detailed. And so, I took a hacksaw to it and trimmed all the excess fat. I’m going to give it a test ride, just to see if I like it.

On the gun side of things, I’ve finished (overly)detailing the grip plates and compacted all the UVs into their final form, added a textured section and more markings, with the addition of the Froznovia procurement mark, I wonder if I should update some of the other products in this line to reflect the updated “identity” of it.

I also don’t think I ever uploaded a good picture of the back strap so here is one.

Peaked Cap and the sprawling Froznovia compound

The hat is nearly finished for the warden outfit, and I will likely release it separately at this rate. I began unwrapping the hat before I realized the chinstrap/rope part wasn’t finished. I’m probably going to make the symbols on it removable, and/or maybe not include them. I’m not sure how I feel about people walking around with my facility identifiers.

And then there is the sprawling Froznovia mess. It initially started as a simple map to help me locate places in relation to each-others, but it kinda turned into this.

It is far too big for a Second Life region (300+ meters wide) and probably too big to optimize anyway. The more I look at it, the more the C-1/C-2 temporary blocks are bothering me. Especially now that I’ve placed a construction site for the future block B-6. Maybe there should only be a singular C block? And what if, instead of standing on its own, it was sandwiched between two B blocks?

Decisions, decisions…

Also yes, it is now official and canon, Cell block D-5 is right here, under the school/administration building.

Don’t ask about D-2 and D-1.

More gun porn

This should be the last update on the HSc until it is actually ready for release. I might partner with a friend who more familiar with weapon scripting for Second Life. I’m also wondering if there is something I can do with it, to make it more “gun play” friendly, since this is what I really made it for. Being able to shoot it would be a welcome plus. It doesn’t feel right if it is merely a visual prop.

Guns and Blades

Guns and Blades, yeah we are still in that, I’m sorry. I’m still unwrapping the Mauser HSc, at this point all that is missing is the bullets and the magazine/follower, but it was complete enough to update my VR test one. Gorgeous? Yes

… But why is it so blue and so dark? I messed something up, clearly.

Also, for fun, I made a blade variant of the bayonet, I kept the S84/98 III handle (because it is cooler in my opinion) but I remade the blade into the M1898/05 “saw back”, also called “butcher blade” by Allied forces in World War I.

Can’t really think of an elegant way to optimize the saw section, sadly 200 polygons or so :/

So I made a bayonet…

It was kind of a spur-of-the-moment. Took me less than 24 hours, which surprised me.

UVs need to be optimized properly but I was so happy to get a nice model to completion this quickly.

Down the rabbit hole

More Mauser stuff.

I noticed a bunch of issues in the way I had modeled the slide/trigger hook thing and that made me also realize that the slide reciprocates much further back than I had anticipated.

And so I modeled a bunch more internal gubbins and fixed the frame where needed. I also modeled the follower and the magazine walls are now thinner.

All those changes I’ve also repeated into the low-poly model.

Further progress on the HSc low-poly

Still missing quite a few parts, but it looked complete enough to get a feel for the shape and size, both in SecondLife and VRChat.

Holding it in my hand(s), there are definitely parts that are over-engineered for the size of that pocket pistol, the extractor probably doesn’t need to be modeled at all and the chamber walls are far too detailed, normal mapping to the rescue. The sight picture isn’t too bad even on my low resolution headset.

I’ve also done more diagrams and scale tests for some of my building ideas for Froznovia.

(yes, the novel that has no illustrations and certainly doesn’t need 3D models. But it helps me think)

God I hate Summer

I hate Summer! Why is it so unbearably hot?

This is all I’ve managed to do lately, between real life and trying to sleep the worst hours of the day off. Some of the boring and unglamorous work of making the Mauser HSc truly low-poly.

For what I can see it is going to come down a little for a few days? It isn’t even July yet…

Kyrah Abattoir
Creator of BDSM and fetish content in Second Life since 2004.

Seasoned 3D artist and programmer, aspiring video game creator.

August 2026
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