Author Archive

New release! The Vergilius wrist cuffs!

Vergilius wrist cuffs - product shot
The first companion piece for the Vergilius Collar is out! The Vergilius wrist cuffs are simple & no-nonsense. They are designed to match the style of the collar perfectly. I was initially trying to make them wider but it made the design too heavy. I think the little fixed shackle is a nice addition and a good visual aid to differenciate the chaining point from the locking point. It is purely cosmetic and also a separate mesh, so if you would rather not have it, you can easily unlink it.

I’ve done a small update to the Vergilius Collar so that you can use the permanent shackle too, and replaced the HUD with an universal version that works on either.

As usual, you can grab yours from the KDC Main Store (with the usualy 10% off) or from the convenience of the Second Life Marketplace.

Enjoy đź’‹.

Vergilius wrist cuff WIP and more.

Lots of pictures to show today, progress on the Vergilius wrist cuffs, and more! I wonder if patreon will show all of them…

Mesh wise, the cuffs are pretty much ready. I still have to code & configure them but that shouldn’t take too long (unless, well, mistakes). I am a little late (it’s almost midnight) for today’s update but I had to urgently redo my LODs because I made a stupid mistake and left a bunch of gaps between the strap and the eyelets.

I’ll add the shackle as a variant to the Vergilius Collar in an update, and replace the product picture accordingly.

Over the weekend I’ve also fixed the proportions on the bunk beds, it was mostly correct, but the lower bunk was way too low. I’ve also made a single version. The bins aren’t quite there yet, but almost.

I’ve also done a fair amounty of brainstorming on the prison layout and solved a handful of issues I had with it (created a few more too).

I’m also trying to pick up the habit of leaving notes in projects rather than putting them on a separate pad/text file. I saw someone do this the other day, and thought this was a good idea.

Vergilius wrist cuffs, low poly and other things

Quick update on the Vergilius wrist cuffs, I’ve almost completed the main low-polygon model (highest LOD). I don’t think this will require a normal map (just like with the collar) But I spent more time to get the surface as smooth as possible, polygon-wise yet not completely flat (the rubber presses down flat around the grommets rather than being perfectly cylindrical). It should catch a bit more light that way

I swear I’m not trying to double/triple stack my projects on the purpose, but as you can see, I’ve started working on a piece of furniture. I’m thinking about making a small “kit” to provide some variation on the current cell furnitures. This looks more suitable for a dorm I suppose.

The measurements are a little off but I wanted to bang out a first draft as quickly as possible, I’ll do some more research and adjust the proportions of everything accordingly.

Vergilius rubber cuffs started!

This is attempt number two on the Vergilius rubber cuffs. The first attempt was kind of a “classic” bondage cuff design, with the liner and everything, and I spent way too long working on that one before realizing it didn’t really match the style. On top of that, adding more eyelets would means no real way of attaching the buckling strap to the liner.

So I scrapped that and made a second attempt, this one matches the collar a lot better as you can see, I ended up spacing the hardware just a little more to compensate for the tighter radius.

I’m playing with the idea of adding a ring, or some kind of shackle to the chaining point rather than having it be a naked post, as it currently is on the collar. I would of course add it to the collar if I do, feel free to tell me what you think of that.

I’ve spent a lot more time shaping the rubber to make it visually deform around the hardware, I don’t know if the pictures do any justice to it, and I have no idea if it will transfer that well to low-poly.

Hey look, more interrogation chair pics

After rebuilding almost everything on the interrogation chair in low-poly (and pretty much all the 90° turns because none of them was square), the model currently clocks at 6600 triangles, across 5 objects.

Ratcheting only one side of the wrist restraints cuts down a little less than a thousand triangles. I could probably bake those teeth into a texture?

I’m super happy of the “lock” redesign, it is still crude & simple to use and hypothetically manufacture, but it now looks like it is suitably load-bearing…You probably could stand on top of the tray and it wouldn’t sag in any way.

All in all, this isn’t really a priority project but I kept going back to it over the weekend.

I’d like to move onto the wrist cuffs for the vergilius set relatively quickly, but I need to do a little bit of research first, to be sure.

The Vergilius collar is released!

KDC Vergilius Collar promo picture

And the KDC Vergilius Collar is out! I am curious to see the kind of feedback I’m going to get with this one…

As I mentioned earlier it is fully PBR and fully colorable, I’ve kept the texture count as low as possible, brushed metals & rubber have pretty minimal requirements under PBR, and that should be okay, so long as the environment you are standing in has sane settings (Dead Realm needs an update really bad on that front, but we’ll get there, I just need the time, and to focus on it for a few days)

As usual, you can grab it from the KDC Main Store (10% off), or from the SecondLife Marketplace.

Enjoy!

Chastity belt update

I want to thank whoever messed with the strawpoll, I guess next time I’ll stick to Patreon for those?

Anyway, I made an executive decision and decided to go with the “hotfix first” option, here is a summary of v17:

  • Fixed the lingering particle system issue caused by a packaging bug in the previous update.
  • PBR hotfix: Click points should now be completely invisible on PBR clients.
  • Lockbreaking notifications should now be sent to the right avatar UUID.
  • Added a safety check to prevent leashing to unreachable objects under RLV.
  • Added the sit-lock feature, which prevents unseating when chained while sitting.
  • I’ve also replaced the clickers again with optimized mesh versions (we’re down to 39LI).

The updater should notify you soon enough, you all know the process by now ^^.

I also want to apologize for taking so long to bring those features up on the belt, I did not realize it had been this long.

Stunprod update, chastity belt WIP

Quick update because a few things have happened since yesterday:

A kind soul on the KDC Booth Store reported an issue with the parameter setup of the VRChat Stunprod. That is now fixed and you can download the package (version 1.2) to correct the problem (the Patreon reward has also been updated).

Someone also made me aware of a packaging/assembly error with the KDC Lined Chrome Chastity belt; There are floating chain links on points that cannot receive or send chains, making it impossible to remove them. The fix is relatively simple but it took a moment to figure out what exactly happened.

I was also considering putting out some PBR related fixes and ended up starting a full PBR refresh of the material, picture included: on the left is the original and on the right, the PBR version. Nothing fancy, that’s more or less what it would have looked like if we had decent metal rendering back then.

If I actually do this I’m gonna have to do some edits in the HUD & labia shroud code to dual-stack the two material systems, the same way I’ve done with the Stunprod.

So I’m going to run another little poll for this one again.

Interrogation chair thing

Here is another attempt at the interrogation chair project, I like it a lot more than my previous attempts which I’m not sure I’ve ever posted here. I was hoping to integrate some kind of knee-spreader, but so far, cannot figure out of a good approach that also fits the overall design of this contraption.

I look so unhappy in this pictures, ^_^ I wonder why!

Blender’s renderer & denoising have really come a long way, and this is nearly at real-time speed on GPU compute. Would you look at that.

As for the Vergilius collar, I finished writing the code yesterday, I was going to do product pictures, manuals, and all those little things but my home server appears to have given up the ghost, which pretty much ate the rest of the afternoon.

I haven’t entirely lost hope but I might have to look for a replacement… and an IDE drive adapter of sort (it is THAT old). Thankfully, it did not contain much of value other than lots of scripts and somewhat useful services and things I figured out over the years. For the time being, I’ve moved the really important stuff (customer mails & sale reports) to a different machine.

Setbacks and uncertainties.

Alright we’ve had a few setbacks. Last minute change and I decided to add an occlusion map, which required of me to try a bit harder with my UVs, which also required rebuilding the LOD models that I thought I was done with Monday.

I’ve also decided of a name for this line “Vergilius”; It has a nice ring to it.

There is a problem however, and that is related to the script/behavior. I really have two options with this slightly unusual “side locking” system:

  • Option A: Treat both lock points as one, simple to use, but that means they cannot be chained to or from.
  • Option B: Treat both points independently, that means the collar would only be RLV-locked if BOTH lock points are fitted with a padlock, both would then be valid chain targets and sources (side collar points currently only exist on the braced collar)

EDIT: You can vote which option you prefer here.

 

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

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

November 2024
M T W T F S S
 123
45678910
11121314151617
18192021222324
252627282930  
Archives
Categories