Archive for the ‘pet projects’ Category

A bit more work on the Lined Chrome Collar remake

The Lined Chrome Collar remake is going well, I still have no idea how it will end up looking in-world. I’m thinking about adding a very simple material setup on the backing to enhance it a little compared to the original.

I did a few “fancy” renders to test it, it is a bit subtle, maybe too subtle, but it works.

I have also re-added some of the small details, like the surface rivets, the adjustment holes (actual holes this time!), and the locking post.

Lined Chrome Collar remodeling

This probably wasn’t the most urgent thing in the world, but despite its age, the Lined Chrome Collar is a fairly important product because it contains all the core features used by all the other items… and yet it is still an old crappy sculpted prim.

Since I don’t really have the original models anymore, my goal here is to recreate it as best as I can, but also to correct the many issues of the original, especially the ludicrous polygon count.

The first picture is the original, 15000 triangles… The new one isn’t complete yet but weighs a mere 2800 triangles, with all the parts that are done at the moment.

Where things are right now.

It took me a couple of days to finally fix that annoying bug where on relog chains could turn into suspensions if you stood in a spot that qualifies for a suspension. I’ve also given a beauty pass to the RLV activator, it uses symbols where text isn’t necessary (UTF characters really), and I tried to make the menus a bit more explicit in what they are doing.

I’ve also added to it a” function to stop all currently playing animations, this can break stuff (but not TouchBound products because of the TB animation manager), but it can also be helpful.

I’ve also added a safety feature that prevents the wearer of a TouchBound item from chaining themselves to an object further than ~2 meters away. This might be seen as a downgrade, but the main reason is to spare you the embarrassment of chaining yourself to a chaining point that you cannot reach anymore as soon as RLV kicks in. It will only affect the wearer obviously, and people playing with you won’t be affected by this restriction.

Mid-march code madness

I haven’t died! I merely took a break.

I’m easing back into work mode with some work on the TouchBound core code, fixing some bugs, and adding small quality of life features, I might be on this the entire week as I’ve left the issues/feature request pile up for a long time.

I haven’t yet decided what will be the next product either.

Last minute additions to the padded cell!

I’m almost done with the padded cell, I swear! But I did make a few last-minute changes that were requested by some friends. Namely, ceiling padding (yes it is a bit weird with the lamp) and a few requested presets.

I also made a preset “demo” feature but that’s mostly for the store demo than anything.

I can’t really release this weekend as I’m not gonna have the time to do it, so I’ll wrap everything up on Monday or something.

The padded cell is almost ready to go!

I’m almost done with the padded cell project! All the creasing is done, and it makes everything looks 1000% better in my opinion. I still need to fix a few issues, such as the new anchors having the wrong mesh orientation and the script is getting a bit confused by it.

The new customization menu is really simple with a section for the door label, a handful of color presets for all the parts, and you can choose between creased and uncreased normal maps. If you don’t have materials enabled in your viewer it won’t do anything and… well… it’s 2022! You should be getting on with the program 😛

I might add a menu section with a few common sets of specular properties for the padding, but I know most people are going to tweak to their liking anyway.

Anchor points & creasing

I’ve finished the new anchor points that I want to ship with the padded cell as well as some subtle creasing on the wall padding. Picture re-ordering appears to be currently broken on the site.

The creasing was a little bit weird to nail down and I had to tone down the shading on the diffuse texture a little bit to prevent it from breaking the effect.

Also, a goofy picture today, the wordle cell >_>

Padded cell in-world testing

I’m nearly done with the padded cell body and door models. I am still struggling with some door collision issues (I keep forgetting the proper way of doing this…). Most of the padding textures are test uploads and unfinished, as I’d like to add some sculpted details & irregularities here and there to make them look a little more natural.

That being said, the flawless look has its own appeal… almost comfy.

I couldn’t complete much work last week, some of my equipment came back from repair and I wasted a ton of time with that.

Some kind of handcuff project?

A little handcuff side project I’ve been meaning to work on for a while. These are based on a pair of existing handcuffs but I intend on modifying the design somewhat and making them something a bit more unique looking. Must make it chunkier :3

The first picture was my initial attempt, but I did not like it and got lost in details that probably didn’t need to be added yet.

Padded anchor plates and a few more things

I had to get rid of the diamond-shaped top on the padding because it did not allow me to put anything on top of them. Which was an issue, since the new padded anchor plates I’m making for this cell version are designed to sit there.

The new chain anchors are based on the ones in Tang‘s “Horny Jail” set (go check it out), those are kinda meant to be low-profile floor/wall inserts. It would be better with straps, but I can’t really have that.

The low-poly door padding is also complete and I’ve closed off the bottom hatch of the door with a little umm… kick plate? I don’t know, I could have removed everything but it looked a bit bare. The door padding will have to be colored all as one because I do not have an extra mesh “face” to spare for the bottom section. Oh well.

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

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

February 2025
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