Archive for December, 2011
Usually SL creator profit from the Christmas festivities to release a few winter themed products, and I’m sure a lot of people wonder why I never do the same. The thing is that I’m way too slow when making new creations to be able to release something on time for festivities.
On top of this, I’m spending the festivities with my family, so i figured i might aswell take a break from SL creations and focus on other projects until this blows over.
I know that everyone would rather see me make fetish stuffs than video games, still here is a (very dark) of a crappy little FPS game I’m trying to make, as a learning project.
It’s about shooting zombies in a gloomy cemetery, if I ever complete it I will put a download link here.
Laminated… what a convoluted word hm? Well that’s what stuck during the modeling process, and it’s fitting if you consider that this monstrous set of cuffs is made of several thick steel plates, laser cut to shape and assembled with heavy-duty bolts.
Like the paws, those cuffs are almost completely mesh based, so you will need a viewer 2.0 if you want to see them in all their glory (you should really switch to a mesh viewer if you haven’t yet there are quite a few now).
They feature my classic cuff script with all the TouchBound standard features and special animations with cuffs and collars, also the bolt slide in and out of it’s hole in the outer ring of the cuff if you lock/unlock it.
This design is supposed to use an inner cuff ring that fit closely around the wrist and is kept captive (and shut) inside the outer ring. In theory they should be able to rotate freely around each others.
You can get them from the usual places:
Continuing my serie on the “cylinder cuffs” (temporary name) Early test in SL, looks very promising 🙂
Mesh pretty much done, now it’s only about texturing and minor tweaking.
Low polygon model, pretty much done (still missing a hole and a hinge peg), the unwrapping could be more efficient, so I still have to do that, and there is a few iffy things with the projection cage. But the result speaks for itself:
from 518640 triangles to 1546 triangles: