Archive for 2015

Paw mittens bugfix

Turns out that I shipped the wrong version of the paw mittens when I moved them to the new updater and that instead of the working version, I published an unfinished pre-release. As a result they weren’t quite functional. Thank to Wynterwyn for the report.

Looks decent…

wip32

What do you think?

And here is the elected variation.

I organized a little informal vote on the 4 possible front ring designs I made yesterday, and here is the winner. All the straps have been rebuilt so they are nice and clean. Modeling wise, this is the “final” version of the high polygon mesh (UNLESS something comes up obviously).

1-2 hour break and then it’s time (finally) for texturing.

Midnight express delivery to Opencollar

I had promised to do a collar for the OpenCollar project so I used tonight’s caffeine induced insomnia to produce quickly (9 hours still…) something simple and elegant following Wendy Starfall’s specifications.

Here is the result. 🙂

Reconstruction, strap work and more questions.

I’ve rebuilt the lower and upper edge so they are identical in thickness and along their whole length, the originals ended up a little mangled by the time I was done shaping the collar. I straightened the back, removed some kinks in the shape and also finished the buckle/strap assembly in the back. Now I’m trying to decide about the best way to attach the rings to the main strap.

Passing the D-rings directly on the strap and riveting it is the “classic” method I’ve been using on almost all my leather products. The other option is to use a small leather loop riveted under the main strap. The advantage of this method is that the ring falls lower which… looks more interesting on the front of the collar and make use of some of the space we have there. The major drawback is that I’m gonna have to greatly minimize this ugly “bulge” that the 3 layers of strap create if I want to use this style.

Alternatively I could add an extra ring to bring the anchor point lower but… I don’t know about that.

Refining the shape, and more strap work.

I spent the day refining the shape of the collar, bringing the sides and the back higher so that the position of the chin rest makes more sense. I also did some strap sculpting, it appears that, in order to fit two on the back, they have to be a little narrower than my usual “standard” strap width, which means that putting two “standard” rivets into it is not going to be possible… This can still change obviously, I could TRY to make the collar even taller to accommodate two full height straps… I don’t know.

I mean this is nice, but maybe a bit too different and I do not want things to be too different otherwise it won’t match with the rest of the serie.

Getting out of a rut.

Some excellent progress today, I managed to get out of the design issue I had with mending the collar to the chin rest in a way that did not feel “tacked on”. Now the padding of the chin rest extends all the way into the collar and I think it looks just right.

I think I’m gonna have to go for a heavy “dual strap” setup on the back because I cannot bend the strap that goes all the way around to make it land in the middle of the back in any way that would look natural, or elegant. I need to import my other collars and cuffs to double-check the scale of the rolled edges and straps width.

I haven’t decided yet if I’m going to thread the collar rings directly on that strap or if I’m gonna go for something different this time.

First time i actually had to replace the old server.

I really really need to finish the migration to the new one as that was two whole days of items not getting delivered at all. If it happened to you, IM me and I’ll give you your purchase.

Some kind of chin rest?

I should have posted this yesterday but I’m doing this quickly as I have a train to catch in about 30 minutes.

The first picture was my initial attempt at getting the shape I wanted, making the chin rest fully integrated with the collar stem. Not as interesting as I had hoped. Picture 2 and 3 show the chin rest as a separate piece, and in the 3rd picture I also got rid of the down curve at the base of the neck that was initially in the first picture. The base is also much wide, which allows me to make it ride down on the clavicles at the cost of a slightly pronounced “cone shape”. I’m probably gonna have to get the top edge to “cup” the base of the skull more if I want the effect to look right.

It is progressing a LOT slower than I had hoped but it seems that I spend most of my time poking semi randomly at the base shape to try to make it better.

This is a shit work update but it will do.

As i mentioned before I think, I’ve been dragging my feet and dreading to actually start working on this new collar project. I’m not sure what it will or should look like in the end, and i spent a little while brainstorming how to accommodate the built-in chin rest that I want to have on it, and the number two attachment after collars: Gags.

Gags all (almost) use the express_open_mouth face morph, so at least it will be standard. I know that KaS’s approach is to have two versions of the collar, but I didn’t want to do this. I pondered about a mobile chin cup that could rotate, but I hate this idea too because I’d prefer it to be an integral part of the collar structure. It struck me today that all I really had to do was to use two neck poses, one for closed and one for open mouths (looking a few degrees up basically). Simple, yet I was oblivious to the solution the entire time.

Now to the design itself, I will probably go for tapered sides and IF possible a vertical front, in my head, this needs to be a fairly imposing piece, more than the Classic posture collar (altho I’m not sure how much more) with the chin cup jutting out horizontally in a slight, half-pipe shape (open at the end) with some generous padding everywhere. A very restrictive, yet comfortable looking piece basically.

EDIT: Why do I always forget to spellcheck myself?

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

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

October 2024
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