Archive for February, 2020

The Meat Market Cuffs are out!

And here we go, companion pieces for your Meat Market Collar. And probably some unwanted “fictional workout” in a near future if you’re wearing all this steel… but maybe that’s what you secretly want?

As with the collar, they have locking animations, support all padlock types & accessories, and they come with a “universal” HUD, that will re-texture wrist, ankles, and collar, all at the same time.

You can also configure the decorative metal hoops on the sides of each cuff independently, to reduce the bulk, or make a kind of “asymmetric” look.

As usual, you can them at the KDC Main Store (It’s also ~10% off there) and on the SecondLife Marketplace.

Enjoy! 😀

Quick cuff update!

I’m done with most of the code I had to write, including the extra options for the coloring HUD.

I’ve tried several versions of the hoop section on the HUD and eventually settled on this one.

(yes, right is on the left, but that’s because the HUD assumes that you will be camming your avatar from the front)

Unless I encounter a really nasty bug, I should be able to release the cuffs in the coming days.

Meat Market Cuff sitrep.

The final textures are complete (~70 total from 256×128 to 512×256, 8 colors, 3 styles), cut and uploaded, they have the same “theme” as the collar obviously: unpainted, clean and worn-out.

I also uploaded the final version of the cuff models ( with proper LODs this time ).

I’ve also almost finished the new “combined HUD” too.

Hotfix – Meat market collar

I just corrected a semi-serious bug on the KDC Meat Market Collar, where the main lock point would get stuck if locked with a time-release padlock.

I just pushed an updated version on the updater, and you should be notified shortly.

First in-world tests of the cuffs!

As you can see from the first picture, there was some lighting consistency issues in my textures and it didn’t look right at all. I had to re-arrange my rendering setup to get things to look closer to the collar.

The shape works well for the wrists and ankles, so that’s one less thing to worry about.

The last picture is with and without the hoops. (The version with the hoops is darker because of the corrosion buildup around the edges of the part)

Some unwrapping done.

I’m amazed by the number of people who voted, I didn’t expect that many… there is so much support for both options that I think I’ll end up making both.

Now onto the UVmaps, everything is straight and clean, But since the cuff diameter is a lot smaller, some of the UV islands are shorter. I would have re-used the collar textures if I could, but there is a bunch of things that aren’t “quite” the same shape, or at the same place, so I don’t think it would look right.

The ring, and locking shackle are on a separate texture and are identical to the collar’s, so I will just reuse them (that’s a good thing).

I haven’t figured out how to pack the cuffs into (if possible) smaller maps than the collar. I mean… It would make sense, right? Smaller object, smaller textures.

Low poly cuffwork

I wasn’t expecting this many of you all to give me their opinion, that’s crazy! And cool too…

But it also shows that there is a serious demand for both options, so I’ve worked on my low-poly mesh with that in mind.

Ideally, with/without hoop wrist cuffs would use the same texture for the inside and misc parts, and a different texture for the hoop & outer layer.

Some work on Meat Market Cuffs

Basically cuffs with the same proportions, style and fixtures.

I’m not sure if those should have the hoops that the collar has or not…

With the hoops it’s quite pleasant and busy, but it also means bulky, and basically no space for textures or any kind of marking.

Meat market cuffs: With or without side hoops?

  • They look better with plain sides. (38%, 24 Votes)
  • They look better with the side hoops. (63%, 40 Votes)

Total Voters: 64

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(Not sure that the poll will work…)

About Me
I started SecondLife in 2004 and created my own bdsm fetish virtual products under the name KDC. I fancy myself as a programmer, 3D artist and terrible game designer.
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