Archive for 2022
Only one week remaining before the KDC Halloween specials go away once more, if you were interested in them, now is the time!
It is that time of the year again~.
Time for tricking and treating, and an excuse to embrace the pale moonlight glow once more! I decided to release a day early this year because Saturday seemed just a little too late in the weekend. That and I’ve also been sitting on it for a couple of days now as I severely undershot my planning for once.
As with the past years, all my other Halloween projects these are available for a limited time from October 15th to November 15th (Patreon supporters can get them all for free all year long).
Happy Halloween everyone!
It took quite a bit of fiddling to prevent my nails from clipping through the finger claws, but I eventually got it to work. The texture could be a little darker and/or more contrasted.
I’ve also painted a version with a red base which looked quite decent, more on that later.
I’m thinking of making a few “variants” to minimize the number of separate models used: both hands, left/right hand, both indexes, left/right index… or maybe index + middle finger, or something like that.
There is also the question of adding doodle & strike integration, because… why not?
I sure wish finger claws looked this good in real life 😛
Today was far more productive than I could have ever hoped. I first did all the basic contouring of the different pieces & the pentagram, which I thought was neat, as it nest perfectly below the first segment when the fingers are extended. I wasn’t sure of the rest of the design, and initially tried to make some sort of stag skull with a fancy tendril looking rack, but it wasn’t very good. The second attempt I thought about some sort of stylized scales or a cracked turtle-shell surface but completely messed it up and ended up with some, abstract and thorny vines.
I kept the idea and re-drew it all a third time, and this is where it is at now.
I also wanted something on the backside of the “nails” because of how visible they are and ended up with this sort of stippled surface that reminds me of a nail file. The KDC logo is hidden on the underside, behind the finger joint, making it more visible would look a bit… repetitive when wearing 4 claws on one hand.
I will be out of town tomorrow and most of Thursday, so feel free to give me your opinion!
Unless I/You come up with something better, I’m feeling pretty good about this one as the “final” high-poly version!
This is a bit different from the Halloween of the past few years I suppose. Ignore the 4th picture, I did some quick engraving tests and couldn’t be bothered to plug my tablet in, so it looks like something out of MS Paint.
I initially wanted to make them completely rigid, but because of how long these finger claws are, I kinda need at least one hinge point. It also adds a bit of detail, since this is all a bit bland at the moment.
There is clipping here and there because I’m only making it for the middle finger at the moment, I’ll massage everything in its proper place with the low-polygon variants.
I only have 2-3 weeks to finish this in time, pretty stressed already 😀
Yet another hectic week it seems. I don’t have much progress to show on the modeling side of things, save for some progress on “that one leg”, I’m clearly not the best at retopology when it comes to creased surfaces.
In other new, I’m also pushing a hotfix for the miniATM to correct a bug where debt entries would show “nobody” as the name they are associated with. Sorry for yet another update! I should have noticed this during tests. It should be bug free at this point.
Retopologizing the prisoner uniform has been a really laborious process, these pictures are actually the “good” take I eventually got to.
I believe that I started this over at least 3 or 4 times, I’m trying to keep a nice and clean grid, but I still have to follow the creasing when it becomes too large for simple normal mapping, I initially started at the pants cuffs and worked my way up along the side of the leg (where the striped accents are) but I kept running into problems time and time again.
I also tried to closely match the leg topology, which led to other annoying problems trying to work the creasing into it. Eventually, I ended up making the waist band first, which is the most important “seam” with the body (for the pants that is) and then “grew” the geometry out of it, little by little, trying to roughly follow the density used by the body, and ignoring nearly all the creasing at the waist.
It still need to be smoothed further, but it is the best attempt so far, I try to make sure that I have at least one crude, full polygon strip around a given area so that I do not paint myself into a corner filling it all in.
And so far, it has been working allright. (I ended up working extremely late last night instead of sleeping, as I didn’t want this “win streak” to stop just yet)
Random bonus and social media bait, two things that stable diffusion made:
I’ve just pushed out an update for the classic leather serie:
- Classic Leather wrist cuffs.
- Classic Leather ankle cuffs.
- Classic Leather collar.
- Classic Leather pet collar.
This update brings those products up to speed with the new functions like the sit-lock and brings a few bug fixes related to suspensions and other misc issues.
I’m also rolling out a quick update with suspensions requiring 60 cm of free space over the avatar instead of 10cm with the Lined Chrome ankle cuffs, sorry about that!
Another miniATM update!
- ADDED: Debt system & menu entries (disabled by default).
- ADDED: Configuration card to set the minimum clicking range.
- CHANGED: Replaced some instant llInstantMessage calls by llRegionSayTo for speed.
- FIXED: L$ symbol placement in all menus and dialogs.
- FIXED: All number entries have been properly sanitized.
As usual, if you own it already you will receive the update shortly.
NOTE: Changes to _log_storage are one again, minimal and backward compatible, do not replace your _log_storage script if you want to keep your existing transactions saved.
At this point it almost feels like a complete rewrite of the miniATM, sadly, most of it won’t matter for anyone but me (who has to look at the code)… oh well.
I’ve cleaned up a lot of the inconsistencies in messages, like whether L$ is before or after the value, I’ve also added a bunch of missing sanity checks on the text/number prompts, configurable clicking range (not limited to 20 meters anymore, but you’ll be able to make it larger or smaller).
I’ve also changed most of the IM commands with llRegioSayTo, so the script won’t be delayed as much in those situations.
The big feature, is the ability to use a “debt” module, when it is active, refusing a payment request will invite the person to create a debt of equal value, as with everything with the miniATM, nothing is out of the wearer’s control, but it gives more opportunities for play in my opinion (you can really just ignore it too). It also adds a dedicated menu to list active debts and for the issuer to cancel it if they so choose. Repayment is automatic if you make any payment to the person you owe a debt to.
And as I said, you can just turn it all off ^_^!