Month: November 2016 | KDC: Kyrah Design concept - Second Life content creation, 3D modeling, programming & game design

Archive for November, 2016

Canvas first pass

I’ve done a rough unwrapping of all the pieces and straightened what needed to be. I’ve also reused some of the maps I made for the KDC Institutional straitjacket.

Not entirely sure how I want to proceed, unless I want to blow up the texture budget, there is a pretty big chance that the weave of the fabric will be invisible.

Alternatively, sl does allow to use different repeat values for the diffuse and normal maps so I could use very small but very efficient repeating textures for the diffuse and do most of the detailing in the normal map.

I might also try to come up with different fabric weaves that don’t have to be so fine.

More or less done with creasing.

Enough! Well almost. I might tweak the sleeves a little more later. I’ve detailed the chest and curved straps inward a little too (because tension!), I think it looks “just right”.

More straitjacket crease work

Thinking about it, I cannot remember a recent time when I did crease modeling. The RevosuitX was creased mainly through bump mapping, and I suspect it might go back as far as the Delilah corset.

The front mid-section creasing will be minimal because the fabric should be fairly tight there anyway and because I need to adapt this for flat chests too.

It’s getting a little creasy in here :P

I should kill myself for such a terrible pun.

1st attempt at creasing the lower back, the right side looks better in my opinion. Front seems like it should be. It will be a little trickier to get the pulling force in the right direction around the collar.

Gee, I hope you like straps…

Because I sure feel cured from any strap making urge, at least for a little while.

Backside is best side

On straitjacket anyway, the back is usually fairly interesting detail-wise.

If I’ve done my job well, the right side is clearly going over the left side. A few wild creases appear and I kinda like how they turned out.

I’ve also pulled the back further up, it’s starting to look a bit off-balance but some generous creasing should help explaining why it is riding so high up.

I was gonna start on the buckling straps but I need to make a reference for the friction buckles first.

KDC/Ai Armbinder update

  • FIXED: Animation issue: There was a small problem in the armbinder animation causing some unwanted sway when walking.
  • ADDED: Avatar names in text messages now use fancy clickable llurl based links.

Straitjacket sleeves refinement

Overall, I think the sleeves look a lot less like they were made like a balloon animal (Again, ignore the really terrible skinweight, I’m only posing this model to check if anything looks out-of-place). I’m especially happy with how the ends look.

I’ve separated a bunch of things to allow me a bit more freedom with the mesh topology.

I’ve pulled the bottom strap further down in the front and a little up in the back… I think it looks good.

I did some work on that shoulder to make it less terrible.

I need to start working on the straps in the back, but I might play a little with the collar shape first before breaking symmetry.

Upper section draft

Alright, things are moving forward, I drafted the upper areas and sleeves. And this is where thing are getting a little tricky.

You can see a “funny” before/after with 2nd and 3rd, I changed the pose between the two and shaped the sleeves a bit but it still looks extremely unappealing to me…

This model “shouldn’t” be rigged, it isn’t really designed for it, but I need some kind of idea of how it will look with the arms folded.

Then we come to the 4th picture showing yet another issue: the arms and the start of the front loop don’t exactly match.

This crusade is gonna take a while…

Familiar sights

This is going to look like “déjà vu” for some people, I figured I would include a view of the subdivision cage. Since there are straps in specific places I built the straps first and now I’m basically filling the “gaps”. It’s the easy part, but I already like it, plus I can see a few places where I can easily reenforce the “fabric effects”.

For some reason it looks very leathery at the moment…

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

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