Archive for the ‘3D Stuffs’ Category

Sculpted prim-tag

I was really worried about how feasible this tag would be as a single sculpted prim (which is, unfortunately, still the current restriction of my lock system).

Main issues I had to deal with:

  1. This is essentially 3 (well 4)  separate parts that have to all be on the same sculpted prim.
  2. They include loops and curves (which eat a lot of vertices).
  3. I had to reserve as much of the sculpt-map as possible for the tag itself.

I’m really happy with the results: It does need a little touching-up here and there, but it degrades very well lod-wise.

Some kind of tag/plate

More attempts at procedural textures in Blender 2.8. The edges are supposed to have chisel/hammer marks all around and some darker colors. This is what I managed to do so far…

It’s also ment to become a sculpted prim, so that’s certainly going to be fun… especially the chain for that hole.

More rusty old valve, I know.

Sorry, that this is taking me so much time, I’m learning and this is all new to me.

I am more or less done with it, I just want to do something about the axle and the hex bolt to get a bit more contrast.

I’ve been trying to make nice node setups that can just be recycled for other projects but I’m gonna need a lot more practice before I can actually do that.

New Face Slapper art, and some material studies.

I figured I would update the KDC Face Slapper vendor art since I just patched it.

I’m also trying to make some cool blender metal stuff. I mean… It was cool to make but it does look pretty terrible. I’m not sure if it’s the shader looks off, the object, or both…

 

Now here is a funny thing… I noticed that one of my competitors (which I shall not name) copied the KDC Face Slapper’s product pitch word for word…

Dear content creator,

If you’re going to copy my products so you can peddle them at twice the original price, don’t claim that I copied your idea when mine came out 3 years before your avatar was even created.

Valve and other bits

I made 3 new pipe sections:

  • Wide 90° bend.
  • 45° bend.
  • S-shaped bend.

I’ve also been working on the parts for a plug-type butterfly valve.

Little pipe project

I started making this a few days ago, it’s an excuse to do more Blender 2.8 practice, and maybe to make a decent pipe kit.

The new suit is almost ready!

Currently the applier has 3 versions:

  • Classic: A pre-colored version with red accent, metal zip and some very subtle shadowing on the black part.
  • Black base: Tint-able version.
  • Black Seams: Tint-able version (inverted).

Should I make a version without the ridged sections?

Wasting time

I have been struggling a bit with Blender for the past two days. It’s now the 3rd time I’ve had to re-unwrap the ridged part of the suit. Either I’m not saving it properly or I’m doing some accidental undos somehow…

On the upside, I got my tools back in order and I can draw creases again.

Getting near completion

I know those vanity shots don’t really help to gauge progress, but it was such a nice place, I just had to.

Grr lighting problems!

I’ve been banging my head for several days now on a problem that became visible once I tested the ridged legs for the new catsuit skin in-world.

(Lighting greatly exaggerated for emphasis) It’s not the texture itself, it’s either something with the mesh, or something with SL.

The “right” version seem to mitigate the issue, but I still get very visible seams where the model ‘slices’ are.

I just can’t figure out what it is and nobody I know has a clue on what is going on. Worst case scenario: I’ll just go without ridges on the legs… or no ridges at all, but that would be such a waste. Alternatively I could “try” to hide those seams by adding some kind of accent on top of them I suppose…

But it’s going to eat me from the inside if I do that…

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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