Month: June 2021 | KDC: Kyrah Design concept - Second Life content creation, 3D modeling, programming & game design

Archive for June, 2021

Hair practice

This has nothing to do with the current project, I know. But I was doing some hair practice and figured that I would share my pain with all of you.

  1. This was the “result” of a flat hair modeling method I was trying, then realized I did not know what I wanted to make style-wise. So this abomination happened.
  2. A more ‘traditional’ attempt, still trying to get some sort of front fringe (straight this time). Trash, just like the one before.
  3. This time using curves instead, styling is a bit easier.
  4. It went kind of okay until I got to the ear. So much visible scalp… Now, how do I finish this?
  5. This is what happened in the back. This method has issues if you don’t need pointed ends.
  6. This was a lire “advanced” spline curve approach with custom profiles and tapers. I was trying to get a cute oni-style with the horns.

Overall there is some good progression from version to version, but this is still all absolute trash and you wouldn’t catch me wearing any of this… or even sell it.

I guess it is some kind of bitter irony given how much I trash talk SL hair creators about their modeling skill 😛

Ballgag lining textures & rivets galore

The ballgag lining took me a little longer to nail down than I’d like, but after several failed attempts at getting it to look more velvet-like, I decided to go with this variant because it gives the best aspect to the surface and stitching at half resolution.

It looks okay as long as you aren’t rubbing your camera against it. Most of the inner faces aren’t really that visible anyway when worn, only those folded ends. A bit blurry but it should be fine, I’m sticking to my half-resolution commitment there.

Or right, I also forgot for about half a day that I had a cool texture card method for those rivets on the lining, so there was that too.

A “not entirely finished” texture tests

Good thing I do those texture tests since I “once again” forgot to triangulate my bake targets and to copy the normals from the original model.

I haven’t test-baked the lining yet, I’m just hoping it will look okay at half-resolution. I think I’m gonna make the texture tint-friendly rather than using a dozen versions.

Come to think of it… the wire muzzle used a little alpha masking trick for the rivet backs… maybe I should use it again, so I don’t have to worry about those getting tinted at all?.

Ballgag unwrapping finished!

Well, MOST of the ballgag unwrapping, that is.

I should have posted this one yesterday but I wasn’t quite finished. I figured that it wouldn’t hurt to wait a little.

There is a lot of empty space yes. Typically when I unwrap a bunch of straps, the longest strap will determine the scale. I’ve separated the inside & the outside so they sit side by side on the UV map. Normally I would drop down the resolution on the inside, and I will probably do that next, or at least before I start to bake textures.


Because the liner loops back at the end of the straps I can’t crunch down the texture too much.

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

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