Archive for the ‘3D Stuffs’ Category

Riveting progress

Riveting progress… I should really be careful with terrible puns like these…

So what has changed?

  • Spaced the back Y straps even further, moved the fork much higher and re-adjusted everything.
  • Separated the neck strap into 3 parts and re-adjusted everything.
  • Started detailing the back buckle.
  • Riveted (almost) everything.
  • Did some quick material tweaks (backing).

As for the last picture… I don’t really like those square strap ends, so I made two variants. I’m also tempted to reverse those loop ends (I might try for the next blog update) to expose the accent color a bit more.

If I still want to add a nose hook, there isn’t much space left for one sadly >_<.

Strapwork

None of this is final, this strapwork is a bit of a puzzle between what I want, and what gives me good mesh break-points (for adjustment). I should have posted yesterday, but I didn’t have enough progress to show.

I’ve brought down the Y strap much closer to the nose. I’m almost tempted to bring it even lower, but that might cause problems on some avatars.

I might have planned too many “cuts” on the head, or so I’m told, so maybe I should try to simplify it a little.

I really would like to break the neck strap into 3 pieces, but I can’t think of a good way short of inserting a pair of rings and having the overhead stuff connect to them, which complicates fitting even further.

So many questions! But other than that I think it’s looking very promising at this point!

New ballgag project started! Well… the ball part of it.

A new Monday, a new ballgag 😛

And already I’m over-engineering it. I want the ball to be swappable between various styles, so I came up with a convoluted system to show or hide the holes based on alpha masking. As if the shape itself wasn’t tricky to get right as it is 😛

There are a few advantages to this method: Only one mesh “face”, and one texture can use multiple alpha values to allow for different hole configurations in the same texture.

The 3 last pictures have a quick test texture and demonstrate the concept.

The main hurdle with this method is that I have to tweak the normal orientation of a lot of vertices to “hide” the holes when their covers are visible. You can still see them it if you look hard enough.

Texture baking also appears to be a little funky on the inside, not like it will matter too much. After all, the inside is only there to give the object depth, but it is barely visible.

Here is a little “colorful” thing I’m working on.

Since I am preparing the “official” release of the keyless padlock (okay it IS already available, I know, but not as a standalone), I figured it would be a good time to introduce a little bit of variation in the standard lock roster.

It is still a sculpted prim with quirky UVs, so there are limits to what I can realistically do with it. But I think it looks good?

There will also be a special version for my Patreon supporters too, it has been a while since I’ve thanked you all ^_^.

 

Cell Furniture scripts & animations!

I’m pretty much done with the cell furniture scripts & animations! Large picture set today!

The furnitures have their own configuration system that allows you to adjust the most important aspects, which can help if you want to use your own poses.

Now, what is going on with these “config.use” cards? It’s really simple! It allows to define which sides of the furniture will allow sitting (the furnitures REQUIRE the “KDC Experiment” experience, sorry!) You still have to be fairly close.

I also included pictures of all the poses I’ve made for the bed and the toilet unit. Feedback welcome!

Cell project update!

Slowly, but surely, I’m getting to the bottom of the prison cell project 🙂

  • ✔ Config for the inside/outside lamp behavior: always on/off and toggled by the switch.
  • ✔ (Optional) automatic unlocking after X minutes.
  • ✔ (Experimental) “secure locking”, a padlock ID whitelist for roleplay areas that want some level of key control.
  • ✔ RLV feature toggle (restrictions and/or force teleport).
  • ✔ Experience feature toggle (teleport on/off).
  • ✔ I got pretty much all the sounds I needed to be done: door, hatch, shutter, etc…
  • ✔ Color, intensity & other light properties are now saved by the script when you edit them.
  • ✔ A variant of the main cell body without the window.
  • ✔ A standalone anchor bar with advanced reach checks.
  • ✔ A standalone version of the light ramp.

I started working on the furniture script. I came up with a cool configurable, directional range check. You can decide in which directions the furniture will allow an avatar to sit, including top & bottom (useful to allow sitting on a top bunk, but only from “below”, or to prevent sitting through a wall).

That’s all for today!

Prison cell toilet completed

Done with the cell toilet unit! I made two example “configurations” with the higher-security cell having no exposed pipes (for example).

Time to script it all together now.

Unwrapped, packed and lod-ed

I just finished the low-poly model, it is unwrapped nice and tight and ready for upload.

I was gonna have one of those pull handles on the “flushometer” but ended up settling with a push button instead. Probably safer this way too.

Last stopfor this prop: material & textures.

Cell lavatories inworld test

I did some more work on the cell lavatories, but I don’t have a lot to show today.

I did some cleanup on the low-polygon model, a really simple collision mesh and some quick tests in-world.

Just enough to notice there might be a very slight scaling issue. Or at the very least, the sink is a tiny bit too low.

By that I mean, it looks like it is at about the right height when sitting, but all kinds of wrong when standing.

Oh and I forgot that the unwrapping wasn’t done, which means that I can’t use this model for texture tests. Good job Kyrah.

Toilet and sink: a second pass.

The toilet and sink unit: The LAST model I have to finish for the cell project.

Once again monday was too busy. I hardly had time to work on anything, because of that, this is mostly work from today.

I took the original mockup I made months ago and cleaned it up, smoothed most of the round edge loops to by lining everything up nicely on curves.

I also deepened the sink to make it a bit sturdier and gave both the toilets and sink this smooth slanted surface on the bottom half. I’m hoping that this will help to make it look like both like metal and ceramic, depending of the material used.

The piping has been remodeled, I added a syphon valve to it, a few wall clamps and also top fixtures like a fountain-style faucet and some “knobs?”. Obviously these aren’t the final materials, this is just for visualisation.

Oh, and the all important paper roll 😛

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

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

November 2024
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