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.

This way forward please

If you hadn’t noticed, I’ve had a procrastination issue for the past week or so. I’m doing what I can to get over it.

I started building the frame and a two way buckle holder.

Another muzzle draft: getting somewhere?

So I’ve used the form that I was sculpting last time and built the part that touches the face, with the overhead strap and all before making the cage.

I think it looks a lot better this time. Also a test for how to allow mouths to open (sI can’t really prevent it and bento rigging this is out of the question).

Ponyplay bits hotfix

Forgot to post it yesterday but I released a hotfix for all the bits with lever straps, a tiny bug caused the lever straps to remain hidden.

 

Another round of updates for this week.

Unless I broke something horribly, this should be the last round of product updates this week:

BENTO Update for the stuffed ballgag

Just pushed out a long overdue update to the KDC stuffed ballgag:

  • Bento head open-mouth animation compatibility.
  • The text garbler now outputs text with clickable names (llurl/fancy links).
  • Fancy links in lock/unlock messages.
  • Further memory optimization.
  • Lock/Unlock notifications are now sent to the wearer too.
  • Some more memory reclaimed and tightening of logic code.
  • Moved RLV activation in a more secure area of the command parser.
  • Emote restriction exception not being cleared when the bit/gag is in the ‘off’ position.
  • The updater should instantly trigger in dead realm and not require to be manually reset anymore.

Also some bug fixes for the classic leather blindfold, nothing major so don’t feel in a rush to update that one.

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

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

September 2024
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