Archive for July, 2025

Prison Cell Block D-5 update!

New thumbnail of the Prison Cell Block D-5
A new update to my VRChat world has been released! The Prison Cell Block D-5 now supports VRC Light Volumes. I’ve also updated all the shaders on dynamic objects and slightly improved the labels on doors, the changelog, and the warden system.

I’m tempted to move things like information on how this world work and the changelog to a little clipboard rather than having things written on walls like now.

Click here to visit the Prison Cell Block D-5 in VRChat.

More sci-fi cuffs polish

I’ve added a few finishing touches to the sci-fi cuffs mesh and textures. I believe that I made a fairly reasonable set of LOD models, not all of these are necessary, but the lowest LOD never ever looks right when done automatically.

There are some additional markings on the top of the sci-fi cuffs locking blocks (Unless I made a mistake, that’s the Chinese character for “unlock”), and some subtle noises and variations in all the materials that looked a little too plain, like the big red hinge piece (some scratches there now).

The lock holes do not rotate on this version of the lock block, I could change that if people tell me that it is a real problem, otherwise, I’m keeping them as-is. I was thinking about adding the 3D key model that I made for the heavy-duty lock, for the lock and unlock animation and realized that “normally” I would have to use the “universal keyhole” that the chat conditioner uses, so I quickly re-rendered the chrome parts to see what it would look like and, I’m not really sold. The depth isn’t really working on that mesh it looks like some sort of adjustment dial, not a keyhole in my opinion.

What do you guys think?

Sci-fi cuffs in-world test!

I’m almost done with the textures of the sci-fi cuffs. I still have to try to squeeze in an extra decal or two, and the red part of the “hinge” need a little something extra, as it looks a little too plain at the moment. Oh, and the LEDs! I forgot to do those properly.

Other than that there is still the LOD models that I have not done yet, and maybe cleaning up the points of origin for all the meshs to make it easier for me (and modders) to line everything up. I added a little bit of roughness to the surfaces where I had normal quantization issues (same issue I had with the stunprod months back).

Quick Sci-fi cuff progress update

A quick update for you all on the sci-fi cuffs, I’ve finished reshaping the low-poly and added some extra sections to allow people to adjust the spacing better (thanks to the separate Bakelite sections). The mesh is also unwrapped and probably final at this point.

The metal shader need some further refining, it lacks a little bit of something in my opinion. No real issue otherwise, just a lot of partial renders to set up scenes for. The written markings are also not 100% final yet.

Sci-fi cuff re-design

I had a thought this weekend: What if I made the cuffs a better match to the existing Signalis-inspired stun prod?

What kind of handcuff would be carried by security Replikas? I came up with some details that re-use elements already present in the stun-prod, such as the Bakelite shell and diodes (there might be too many diodes)… Someone did ask if those would feature a time lock function and with this many indicators, it is almost too good of an idea to pass…

I could also get rid of the hex bolt at the center and have a central keyhole there instead because I suspect people might expect the two keyholes to imply dual-custody, and I’m not really convinced by that idea…

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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