Archive for August, 2026
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.
























