Archive for 2023

Metal gag texture tests

Other than the metal gag texture tests, I only have boring things to show today. Mostly unwrapping the models that I have finished so far.

I ended up with a weird normal mapping error on the second picture, I’m not sure what triggered it, but I managed to fix it… somehow.

The UV packing isn’t final, these big empty space won’t be in the final version.

Ball gag refinements, PBR and more!

I’ve made what I believe is a “more realistic” version of the ball gag mouthpiece than the original “Toothchipper3000”. I think it has more character like this. I’ve also done more low-poly work on the versions I hadn’t completed yet.

Not only that, but I spent a bit of time in the GLTF PBR (which stands for Physically Based Rendering) viewer beta. To keep it brief, Linden Lab is currently in the process of adding a new type of material in SL that is more in line with current industry standard used in Blender and game engines like Unity & Unreal.

Not only that but it appears that they are finally ditching the legacy rendering mode and materials will be enabled by default. For what I can see “old” materials will coexist just fine with the new ones, and they are improving how textures are handled in memory, since PBR materials have extra texture data for metalness and roughness.

You can see a quick preview of the improvements when rendering things like latex, leather and metallic surfaces.

Steel gag low-poly work

Another update on the steel gag! I’ve moved on to modeling the low-poly version of the parts I’ve completed so far. So that’s the neck bar and two of the mouthpieces.

I’ve gotten a bit of feedback on the other mouthpieces and the big steel ball might be a bit overkill… Therefore, I’m probably going to re-design it with some sort of rubber insert to make it a bit less harsh looking.

Steel gag progress update

A bit of a picture dump for the steel gag project today. Progress has been slow as I’ve been helping with a family move to a new home (so many boxes… exhausting).

It took me several tries to figure out a good way to attach the other mouthpieces until I figured that the best way would be to use the “ball” gag as my reference point rather than the plate I initially made. The first two pictures are some pretty cursed attempts at that…

I’ve got 4 mouthpieces so far:

  • Flat bar with tongue depressor.
  • Ball gag (metal ball? I’m not so sure…)
  • Hollow tube (it isn’t big enough for oral tho).
  • U-shaped bar (really just a big unpleasant tongue depressor).

I’ve also gotten my metal shader to look the way I wanted it, looking quite gooood ~

I started working on a new gag!

Well, a new gag as in “new-ish” since it is an idea I’ve been playing with for a while.

For those who remember, I originally was making a gag like this, which used flat bars that had slots in them, but it kept bothering me. It looked like it would be far too easy to bend (I can’t help it, must make structurally sound items)

I included a handful of early pictures, just to show the evolution. The plain challenge was to find an elegant solution to make the mouthpiece removable, but not once locked in place. I’m relatively happy with the current solution (that little bottom bar that swings out of the way when the gag is opened)

Still not sure about that tongue depressor, the flat variant was nice, but the “loop” is winning at the moment.

Also yeah, I already started adding welds here and there…

The Prisoner Uniform is out!

The prisoner uniform is out! After something like what… four or five months now?

The prisoner uniform is out

I’ve packed this release with an array of nice features:

  • A customization HUD with 14 base textures and 5 stripe colors, and a tinting function to assist in assorting this uniform with those made by other creators.
  • Two chest labels that can be filled with up to 5 alphanumeric characters and automatic kerning and text centering.
  • Support for all four avatar 2.0 chest sizes, which makes it suitable for both male and female chests.
  • Jacket and Pants variants with cuff “indents” to be able to wear cuffs over the uniform.
  • Ankle, knee and thigh-high “tucked” pant versions to accommodate for more shoes and boot options.
  • Separate jacket and pants that can be combined to save attachment slots and/or script count.
  • I’ve actually designed it to fit over the KDC Micro bikini.

The package also includes texture templates, BoM alphas for Avatar 2.0 and “regulation” no-mod versions for role-play locations.

And despite the fact it is designed for Avatar 2.0, you should REALLY give the demo a try because as far as outfits go, it is really, REALLY forgiving.

As usual, you can get it from the KDC Main Store, or from the Second Life Marketplace.

Enjoy!

Prison Uniform HUD done.

Prison Uniform HUD done this time… I think.

I’ve also re-uploaded and re-assembled all the final versions of the 3D models yesterday. As you can see, that is quite a few parts. So here is the question:

I still would like to include a few versions that are “all in one” to save on attachment slots and script count, but I can’t think of a way that doesn’t require me to add a TON more variants in the delivery folder (“all in one” variants that cover every possibility would be something like 40 pieces, and that’s just ridiculous).

So it’s going to be separate top/bottom versions for the regulation version, unless someone has suggestions, requests for a prison/facility they are running.

Likewise, I’m not sure how to properly set up demos for this.

A handful of pants and chests

I’ve just finished pants and chests variants for the prisoner uniform. I did a bunch of tests with the assistance of a friend (with has a big collection of shoes) and cobbled together 3 variants of the prison uniform pants that are tucked at the ankle, below the knee and mid-thigh respectively.

  • The “mid-thigh” variant appears to work properly with my Ayumi ballet boots, despite the fact I wasn’t even shooting for these.
  • The “below the knee” version works quite well with all my knee boots and a few from other creators. It isn’t perfect, it works “okay”.
  • The ankle high version turned out to be the most compatible of all after a few adjustments, making the pants a little bigger around the calves.

I’m not shooting for polygon-perfect compatibility here, “good enough” is what I’m hoping for.

I forgot to take pictures of the small and large breast sizes for avatar 2.0, somehow? So in the meantime here is the “flat” version for… flat chests and boy chests. I’ve also slightly widened the bottom of the jacket to avoid clipping.

I tried to make a version of the pants that would fit under the warden straitjacket, but I can’t get it to look right…

A lot of scripting

Not much to show today, I have written a lot of code for the past two days. I have now a fully functional (but ugly as hell) coloring HUD for the prison uniform that does about everything I might need for this product in the future: base/accent textures, base/accent tint presets and manual RGB entry and the ability to change the printed label or set it to automatic.

It has more buttons than a calculator, but I got a little carried away on the number of texture options.

I don’t really regret it, but I do need to make it look a little more presentable.

More colors and setbacks

As the title says it, more colors and setbacks. I ended up re-rendering a bunch of textures THREE TIMES over the past two days, I discovered that I wasn’t using the same bump mapping settings on the pants and the jacket, and then the white color I was using was washing out everything, and finally, I had some issues on island borders to fix…

I’ve added a white version (no picture here) as well as the 4 colors you can see in the pictures. Yes that’s a lot of blue and green options, and yes, there will be a tinting option for everything else, don’t worry ^^.

Furthermore, I’ve also started writing the scripts for body hiding, applying HUD settings, and also the hypothetical “transponder”, to allow facilities to force a specific style on visitors. I’m doing it from scratch today, as a way to “clean” my head from all the modeling & texturing of the past few weeks.

A note on the transponder. The idea is that if a facility has an active transponder (it will only work if the script and the landowner match, obviously), they can effectively override the appearance of the uniform for the duration of the wearer’s visit. I’ll probably release the facility script as some form of “open-source” to make integration easy. Supposedly it should allow to have per-avatar settings, but I’ll try to avoid over-complicating the example.

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

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

October 2024
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