Author Archive
Prison Cell Block D-5 update!
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.
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…
Not much to show today
I did not get a lot done in the past couple days, the panel building project has received some additional window frame detailing, and while I did some progress on the sci-fi cuff low-poly model, the normal baking process is giving me a lot of little rendering artifacts that I need to resolve (or at least minimize).
Plattenbau and handcuffs
I took a bit of a break due to a combination of family visits, and a need for some personal time. And what do you know, summer is here with a vengeance.
Eventually, I gave up and unpacked the air conditioner from storage. It was a hassle, but I do not regret it. Better sleep, clearer head for work… And I don’t have to live at night anymore!
For today’s update I have a couple of things to show:
First, I’ve been mildly obsessed with is a staple of brutalist architecture; “Plattenbau” or panel construction. It was used all around the DDR and former Soviet Union. I’m not sure if this is going to be a construction set, or if this is just me experimenting with the style. Fun fact, it’s compatible with my 3×3 cells >_>.
The other thing is that I’ve resumed work on the sci-fi rigid handcuffs. I’ve added a few more visual details, and completed a good chunk of the low-polygon work. On that matter, I’m attempting a different method, but I have no idea whether it will work well with normal maps. If it doesn’t, I’ll just remodel it the old way.
Morgiana Neck Shackle hotfix
I’ve just pushed a quick little update to the Morgiana Neck Shackle that addresses a problem that slipped completely through my (clearly insufficient) testing: The back point wouldn’t register as such when it was the second clicked item.
This was actually tricky to figure out and was down to one removed line that serves as a guardrail around the touchpoint override system (which is used by items to re-direct chaining attempts from points that do not support chaining, to a more useful point).
Lenneth Wemyss did the bug report :3
PS: Also fixed, “inner-only” version now has inner spikes on both sides!
Kyrah’s 21st Rez-Day party!
A year has passed once again… Hey my avatar is now old enough to drink… right?
You are all invited to suffer under my questionable music tastes! As with previous years, feel free to pop in even if you’re a little late, I usually run this until I get too tired 🙂
- Who: Everyone, but especially friends!
- Theme: Summer!
- When: Saturday, June 7th 2025 at 11:00am SLT.
- Where: The Dead Realm pier & party boat.
I’ll be waiting for all of you~
The KDC Morgiana Neck Shackle is released!
All done! The Morgiana Neck Shackle (it is a collar, yes) is out, right before pride month too.
I’ve included 3 simple variations:
- Studded outside with blunt spikes on the inside.
- Plain.
- (just added) Plain, but with blunt spikes on the inside.
It is a great fit with the rest of the Morgiana set and I think the studs add some much-needed contrast, but you still get the option of having wrists ankles & neck fully matched if you so desire. And I just liked the idea of inner blunt spikes as a “gentle incentive to comply”.
As usual, you can grab it from my little shop on the Second Life Marketplace, or from the KDC Main Store (for 10% Off). Enjoy ^^!