Archive for 2019

Sick

Sorry everyone, hopefully this will be over soon!

Sculpted prim-tag

I was really worried about how feasible this tag would be as a single sculpted prim (which is, unfortunately, still the current restriction of my lock system).

Main issues I had to deal with:

  1. This is essentially 3 (well 4)  separate parts that have to all be on the same sculpted prim.
  2. They include loops and curves (which eat a lot of vertices).
  3. I had to reserve as much of the sculpt-map as possible for the tag itself.

I’m really happy with the results: It does need a little touching-up here and there, but it degrades very well lod-wise.

Some kind of tag/plate

More attempts at procedural textures in Blender 2.8. The edges are supposed to have chisel/hammer marks all around and some darker colors. This is what I managed to do so far…

It’s also ment to become a sculpted prim, so that’s certainly going to be fun… especially the chain for that hole.

More rusty old valve, I know.

Sorry, that this is taking me so much time, I’m learning and this is all new to me.

I am more or less done with it, I just want to do something about the axle and the hex bolt to get a bit more contrast.

I’ve been trying to make nice node setups that can just be recycled for other projects but I’m gonna need a lot more practice before I can actually do that.

New Face Slapper art, and some material studies.

I figured I would update the KDC Face Slapper vendor art since I just patched it.

I’m also trying to make some cool blender metal stuff. I mean… It was cool to make but it does look pretty terrible. I’m not sure if it’s the shader looks off, the object, or both…

 

Now here is a funny thing… I noticed that one of my competitors (which I shall not name) copied the KDC Face Slapper’s product pitch word for word…

Dear content creator,

If you’re going to copy my products so you can peddle them at twice the original price, don’t claim that I copied your idea when mine came out 3 years before your avatar was even created.

Face Slapper updated!

I just pushed an update for the KDC Face Slapper!

I also cleaned up the marketplace entry a little and I’ll update the product picture to better reflect the product soon.

Valve and other bits

I made 3 new pipe sections:

  • Wide 90° bend.
  • 45° bend.
  • S-shaped bend.

I’ve also been working on the parts for a plug-type butterfly valve.

Bake on mesh is live!

For those who do not know, bake-on-mesh is a hybrid solution to improve the flexibility of mesh bodies & garments through the original “system clothes” baking system.

It has some great potential for making mesh bodies much easier on the viewer by making “alpha cuts” and “clothing layers” obsolete.

This is a quick little video of little ol’ me experimenting with a composite skin on my M4 Venus head:

  • Base skin.
  • Lipstick (which can be tinted any color of the rainbow)
  • Facial scar.

All being separate layers that get composed as a single unique texture before being applied to my mesh head.

Linden Lab has finally released this feature officially in their viewer, alternatively, several third-party viewers already have it in their source tree if you can compile the code yourself (this is not a simple task!).

Otherwise, just sit tight! It shouldn’t take too long before it becomes available for your favourite viewer!

Little pipe project

I started making this a few days ago, it’s an excuse to do more Blender 2.8 practice, and maybe to make a decent pipe kit.

Industrial addon for the Revosuit X released!

Finally out! It took longer than I had anticipated, it was an excuse to dive into blender 2.80 as I mentioned earlier, it took quite a bit of work to get everything working again. Overall I think it’s pretty different from the other styles. I’m happy with it.

As usual you can grab it from the KDC Main Store or from the SecondLife Marketplace, enjoy!

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

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

May 2024
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