Archive for September, 2025
Floor cage thing
Not much real progress today, but I had to bash this floor cage thing to get it out of my head, and do some engineering on the door…
I don’t know where I’m going with this. 3x3m standard so far but that might be too square. The idea is that the ladder to climb in/out is the section of bars contained inside the hatch. Not sure of the depth either, the ladder doesn’t reach that far down.
Skin suit bra
We’re moving, we’re moving, now it’s time for the skin suit bra to get a bit of love. I’m not sure if that’s enough stitch lines for what it is.
Not shown: Collar is about 90% unwrapped, should I add more stitching or edge detailing or is that enough?
There is quite a bit of space left on the UV map, the metallic parts don’t “really” need texture or UV space given that they are plain chrome (although the strap eyelets will need a reasonable amount of it), and what little normal cleaning I need on them, I could just do at the vertex level.
I also forgot (again) to place the KDC logo somewhere… On the back, on one side of the bra, maybe?
Skinsuit UV wrangling
I had some rest on Monday due to a minor eye-related injury I had to get treated. I was going to take another day, but I was getting bored. So I decided to work on the skinsuit textures & UVs, I’ve redone this nearly 3 times now, each time adjusting the texture width/height to try to get everything in at a reasonable resolution. That’s a lot of UV wrangling right there…
Hopefully the current size (512 x 2048) was a good estimate.
I ended up with a really simplified texture sheet that serves all the leather straps, something I’ve only really done on the Micro Bikini and a few other things (like boot laces) before. In essence there are 3 sections to it: Two end pieces and a seamless, repeating center part. Some of the connections that couldn’t be made seamless are hidden behind the retainer loops.
Eyelets will be done the same way I’ve done the back of rivet lately: A little piece of floating geometry and some alpha masking.
This is a lot of work, but it uses a ton less texture space, it will also be independently tint-able.
Oh yeah, and the VRChat handcuffs now blind their victim if they don’t comply with the required wrist position.
Breakthrough on the HC-03W Handcuffs for VRChat!
I spent nearly 3 days getting these to work. After much frustration and a mini stress breakdown, I ended up settling on a really crude position smoothing solution for when the cuffs are not attached to someone’s wrists (until I can come up with something better). Most of the interesting things aren’t implemented yet: Wrist position compliance (via screen blocking), audio/visual details, Cell Block Warden integration & preventing someone who has been cuffed from uncuffing themselves, but those would just get in the way of debugging.
Due to the way I’m keeping track of the cuffed person, it is probably, already world-rejoin proof, I should probably add that to the cell block cells too.
Skinsuit low-poly progress update
That’s about 10Ktri worth of geometry for the… body… part of the skinsuit (sin-suit?). I ended up rebuilding the collar twice because I wasn’t paying attention to what I was doing and ended up with 3 different versions of the strap retainers and two different ways of assembling them on the straps. That’s solved, but it took a while. The collar probably need some more geometry since it’s going to be rigged and need to follow the neck pretty tightly. Gloves & Stockings will mostly follow the leg geometry, so I’m not suuuper worried about them.
There are still some things I don’t like, as always.
I also made this neat cap thing… probably for the back of the feed gun, I’m trying to remember some of the tricks I learned before to make CAD-style models.
Back to the skin suit
Not a lot to show today, but we are back working on the skin suit project, at last! I started work on the low-poly version, it is a bit slower than usual, but I’m trying to keep the repeating elements as re-useable as possible for texture optimization later, or at least, that’s the dream.
Also, there is this gun thing from last time and some kind of perma-shackle concept.