Archive for the ‘pet projects’ Category
Cell project: some more progress
(It’s not a bed, it’s literally just a prim I had there)
As I mentioned before I’ve made a version of the barred section without the slot, those textures, including the window ones are done.
I’ve given a second pass to all the repeating beam sections to make sure none of them have inverted UVs, since SL doesn’t like that very much.
I’ve also moved the window a little higher, fixed the cell mesh & lodded it properly.
And finally, an attempt at a wire glass material for the glass pane that sits in the window frame (outside the bars makes sense right?).
Things that remain:
- 1 or more door variants with hatch and stuff.
- Material for the tiled section.
- Possibly a better floor texture and/or decal versions.
- Ceiling lamp.
- Chain anchor plates.
- Texturing the root prim as some sort of fuse/light/control housing. (It HAS to be a prim because of a weird SL quirk related to sculpted prims, which I need for TB locks).
Cell update: more textures, bars
Reworked the wall texture to make it tintable (it IS tinted right now), added some subtle drips on the top edge and general grime at the bottom. It appears that I’ve fucked up the UVs of the concrete on the outside (fixed already, but not re-uploaded yet), easy fix.
Finalized the barred section with the tray slot (mesh wise, lod & all) and have been trying to make it “pop” texture wise. It’s not perfect but I think it looks the part. Same as the lattice cage, I do texture recycling on identical sections (only a bit better this time), textures aren’t 100% final but I like where I’m at with those; not too little, not too much.
I’ve redone the tiled section as a raised overlay so it can safely be hidden if you don’t want to have it, same for the baseboards (still untextured).
The lamp is just a cube for now, I plan to have a little more than that but I wanted to test my options as far as lighting the cell: It looks pretty convincing with a down facing projector and a “support” omni light to lighten the ceiling a little. I tried using the cell center as a lightsource, but it turns out that it is disabled as soon as you enter the cell, some sort of culling I assume.
Update on the cell project.
Several changes which I believe make it better overall:
- I removed the right side panel from the mesh: it will be re-added as a separate object so you can decided if you want panels, bars, or both.
- The “tile” section on the second 1/3rd of the floor is now raised slightly rather than recessed, which looks cool but also will allow to make it invisible (I only had black marble tiles for testing).
- The wall corners are beveled to make the 90° transitions softer.
- The ceiling has a recess for lighting.
- The ceiling now extends (down) all the way to the beam that runs along the wall and is also beveled in all corners.
- The baseboards will be hide-able too.
I started texturing the metal beams with a very small normal map, it almost looks good enough under the right lighting but I need something more…
(Sorry for the ‘dark’ the in-world test pictures are, I didn’t realize that when I took them)
New work on the cell project
It took me a while to get back to work but unfortunate family events unfolded. No worries, it will pass eventually.
I’ve decided to resume the cell project and rebuilt what I had from scratch. This time I’m focusing on a self contained version in a 3x3x3 cube. It should end up tile-able, but this is more for people who just want “one” as a standalone structure.
Currently the floor is split on the back 1/3rd to accomodate a tiled section (toilets & all), and I’ve even pushed it down slightly to give it a more “3D” feel. I don’t know however if this is a good idea as it makes it impossible to completely “hide” this feature if you’d rather have an uninterrupted floor surface.
I can also very easily make variants with and without barred sections on either sides of the doorframe.
The “beam” next to the door is for chaining point as you can see :D.
I haven’t really detailed the ceiling, I’m not sure what I could really have there, and I’m pretty much out of unique texture “‘face” on the main mesh anyway.
Integrated lighting could be neat, or at least a recess to install one?
HiredHelp Uniform feature idea, poll inside!
This idea come from some story I read (don’t ask me which): The main character was forced to work as a maid, and they couldn’t carry anything around because the pockets of their uniform, as per their Mistress’s requirements, had been removed (making them purely decorative).
The idea would be to add a configuration flag (off by default obviously), causing the wearer to lose inventory access when the uniform is locked with RLV.
Add a "no pockets" (no inventory) option to the Hired Help Uniform?
- No (0%, 0 Votes)
- Yes (100%, 11 Votes)
Total Voters: 11
I wrote a thing to control sex toys from SL…
Well, I did not write the entire thing, it depends on the buttplug project, for all the important stuff.
It essentially allows you to run a mini web server that can be interacted with from Second Life (http requests)
The project is written in c# dotnet core and also includes a couple of LSL examples on how to interface with it.
The sourcecode and documentation can be found here:
Almost done with the collar HUD!
I’m trying something different for this one, in line with the meat market set’s decorative rings, there is a handy little button row for setting your prefered stud configuration. But you can also load presets, same as my other items that have this feature.
It’s functional, I started fresh code-wise and it took me most of the evening to get it done. The HUD texture isn’t 100% final yet and I’m sure there are issues here and there that need fixing.
Final uploads done!
Or well, final until I see yet another problem (hopefully not!)
Big picture gallery today, you can see my 4 lods, from the most detailed to the donut… thing (that still looks enough like a collar). I could have gone lower but I got the complexity roughly where I wanted it.
And a few examples of texture and stud configuration 🙂
Slow rendering…
I don’t have anything to show for today’s update, I’ve been rendering textures for the past ~20 hours or so, before doing this I fixed a bunch of issues with the specular maps and had another color matching pass. I’m sure there was a way to speed up those renders and keep the quality but that will be for another project.
I’m almost certain that those textures don’t have any problems and that I’m not gonna have to do this again (I restarted 3 times overnight already).
Fingers crossed 😀
In-World texture testing
Posting this quickly for today’s update because it will be tomorrow in 30 minutes :3
I’m not entirely happy with the texture definition, I’m probably gonna roll with it, but I’m currently trying to render at 4x resolution to see if I can get it to look any better.