Archive for the ‘3D Stuffs’ Category

More shape refinement & piping placement.

This might not look like much but after drawing a few 2D mockups I ended up reshaping the corset again, trying to get the right “feel” is quite a pain, I adjusted the waistline some more and narrowed down the sides again. Those pictures are the result for today.

Oh yeah also added the zip channel on the lower body.

Some work, the upper body.

I’ve been suffering from some pretty bad headaches for the past two days, but I still got some work done.

Don’t take this as face value, it really is a “shell” in need of a lot of detailing.

More corset stuff

Ended up redoing the basic corset shape 3 or 4 times today, I settled on this one.

There is a bit more ribcage definition than the previous one and, in my opinion, it looks less “restricted”. The goal is to have it look fairly comfortable but with an aggressive look.

I’ve also wrapped the lower body to start building the shorts/ leotar-type thing I’m going for there.

Beginning of a new project.

Yes this is a corset.

But at the same time I’m not really making “a”  corset. The corset only happens to be the centerpiece of what I am trying to make.

This is a first draft, I spent the better part of yesterday trying to find reference material for what I had in mind.

So far, I don’t like it, but that’s why this is a “first draft” right?

Muzzle inworld test!

It’s looking good! It’s also missing a bunch of bits that I forgot to include in the model, but the textures are at final size so that should give you an idea 🙂

I think I will to tone down the specularity on the backing too… The shine… it bothers me.

It’s always sunny in UVmap town.

I’ve managed to share texture between all the minor straps. I usually don’t do this because it has a tendency to mess up with the normal mapping. But hey, it works.

This is definitely not my favourite UVmap. There is way too much empty space along the side panels, but at least I saved about a quarter of it with the texture sharing.

The harness is kind of this big mono-block thing so I had to cut int into pieces, hopefully no one will notice the texture seams.

There is still a bit of room I can use later for things like rivet backs and my logo.

Some low polyon work.

After initially trying to make the low polygon muzzle cage a single piece and failing, this is what I got so far:

Another reason to keep the straps is that I still want to attempt saving texture area on the lattice-work by having them all share it, the jury is still out on this one.

Stitches and stuff.

Alright, I think that I’m pretty much done at this point with the high-poly. All the materials are set, so it is time to point my attention towards the low-polygon model.

I really would like to experiment on some aggressive texture reduction techniques on this, we will see what happens!

High-poly getting close to completion

I did some good progress the past couple days, I solved most of the small issues in the model and rebuilt the straps to use the right profile.

I also added a forehead buckle because, why not?

Last picture: first pass on the leather material and high-poly UVs. I have to add a little bit of stitching on the straps and make the holes for the straps.

A few too many rivets.

I think I’ll remove the middle row…

Today I’ve built the connection point between the neck and overhead straps, cleaned up the side pieces and back-sided them. I’ve redone the overhead strap so it has the right profile now and rounded ends.

Not much but it’s progress.

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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