Archive for the ‘pet projects’ Category

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?

  • Yes (100%, 11 Votes)
  • No (0%, 0 Votes)

Total Voters: 11

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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:

https://github.com/kyrahabattoir/ButtplugWebBridge

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.

in-world collar test!

I was initially gonna re-use the rings that the vermilion collar uses, but they are a bit too skinny at this size so I made a new one that is a bit smaller and chunkier. I would have used the ones on the pet collar but they aren’t separate pieces for some reason.

In-world it looks a bit bland at the moment I guess, but textures will change that.

I’m still thinking of adding configurable studs, because reasons.

Yes, second update post of the day.

I should have posted yesterday but I missed the deadline. I also didn’t have anything nice to show.

I’ve been color-matching the new leather to the old pieces to the best of my abilities. I’m not gonna claim that it is identical, or perfect but it looks pretty close to the “Classic Leather” feel… I think?

Collar UVs completed and some more shader work.

These UVmaps have a lot of internal “blank” spaces, and while I’m not a huge fan of that, I actually tried to chop it all up further to save more texture space (as shown), but it was never enough to actually justify doing it. It will be fine.

I did a couple of test bakes (full of glitches) but I am fairly impressed by the result already, with no attempts at color correction. I especially like that backing ‘felt’ a lot.

I also did some work to clean up how my materials get mixed, (specifically specularity, environment and gloss maps) which made me to realize that there was a problem in how I was rendering the metal on the grommets. It is fixed now and I think it looks a lot better.

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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