Archive for the ‘3D Stuffs’ Category

Make room for the Omnious Dullahan Collar!

Halloween is upon us once again. So here is a new item and a little tale for you all 🙂

One of our customers, a well-known eccentric with a taste for the occult, personally requested for this collar to be made.
He specifically instructed that the top section had to be filled in with a vented heavy piece of steel and vaguely muttered something about: “preventing its head from re-growing, without restricting the flux.”.
To this day we still don’t know what the old man was going on about when he gave us this specific design. But for some reason he kept ordering new ones, until one day he simply vanished…

This is the newest member to the Heavy Metal serie and is only going to be available during Halloween! Like the pumpkin jack revosuit addon.

As usual, you can get them from the KDC Main Store, or the SecondLife Marketplace!

Don’t have the Revosuit X? Click here!

Trick or treat well 🙂

Low poly & test renders

Good good GOOD progress!

This is not a proper UV map (lightmap packing mode) it was just to check how it looked.

I’ve begin working on a little… something?

What could this possibly be? For now, you will have to guess 🙂

I’m not entirely sure if I should consider the high-poly complete, a couple of extra surface details certainly wouldn’t hurt.

Allen wrenches, and also sounds?

I just finished the mesh for the hex wrenches/allen keys to bolt the collar. The idea is that the logo on the sleeve will tell you wich bolt type it is using.

I SUPPOSE I could remodel the head of the wrenches for each type but this seem a little umm… Overkill.

I did not post about this before but Wednesday I recorded and cleaned up a handful of sounds for the collar, I think it will sound pretty “genuine”.

Bolt wax seals!

I’ve added wax sealing textures to my test setup, I’m still lacking sounds and I also made more memory related changes that I really hope I will not regret.

Tomorrow… I think it’s about time I get on with recording the new sounds and modeling the allen wrenches for this.

More code!

Some good progress today, despite being sick.

  1. Added safety code that causes chains to detach from the mending plate when it is removed from the new collar.
  2. All the tools will leave “lock mode” when attached/detached/rezzed and after 30 minutes.
  3. Moved a bunch of code around to save memory, as usual.
  4. Fixed a bug in the timelock system (I just wrote it god dammit!)
  5. Added a bolt sealing function! It’s a bit like timelocks but for bolts (with a few differences).

Added support for multiple bolt faces

I’ve added support for multiple bolt faces to the collar… but I’m not sure how I feel about the look of those. They don’t really “pop” enough in my opinion.

I’ve also done some extra “on/off” animations for the mending plate getting installed.

Nothing major but I’m starting to wonder how I’m going to handle items that are bound to the collar front ring, when said ring “goes away” (gets removed)…

Bolt collar code, and playing with click actions.

The latest maintenance viewer has click action (none) working for attachments, so now I can just disable the hand cursor for things that you shouldn’t be able to click.

It’s really nice, I’ll start deploying it in all future object updates 🙂

I’ve also written and adapted most of the “core” code for the “bolt collar” (new name someday). The bolts have some slight animation and the collar parts slightly when completely unbolted.

I still have to code in the bolt face configuration and the wax/timelock system I have planned for it.

Sculpted prim timelock.

Good old sculpted prims, I’m really rusty when it comes to making these things >_<

It looks all right I guess. I really wish I could use regular meshs for those accessories but there is still no way to load them by UUID, so you have to make due.

I still gotta make the mesh “object” version because it needs a functional display, at least this one will be optimized.

Short term time lock, first draft.

 

I thought it would be a good idea to use the same form factor as the fingerprint padlock and to also keep the overall shape relatively simple, to keep the sculpted prim from becoming a mess.

Simple controls: click/hold the buttons to add/remove time, click anywhere else to use it like a regular padlock.

About Me
I started SecondLife in 2004 and created my own bdsm fetish virtual products under the name KDC. I fancy myself as a programmer, 3D artist and terrible game designer.

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