Author Archive

Warden Straitjacket Update!

This Warden Straitjacket update was long overdue and contains a handful of changes of various usefulness:

  • Ability to lock the wearer in sitting position when a chain is drawn to the sat-on object.
  • 5th “extra hard” sleeve tightness stage (I can’t actually beat this one).
  • New RLV alpha folders for “tied” and “untied” mode.
  • RLV Activator (2.5) animation purge function & new menu layout.

And a few small changes such as config card name change, and some tweaks in message wording.

I’ve updated the manual to reflect those changes, if you use the auto alpha feature, you should the new folder structure.

 

The Prisoner Neck Shackle has been released!

Prisoner Neck Shackle store picture

 

A heavy forged design, the pride and joy of our apprentice blacksmith.

Overall, I’m very happy with the results here, and it doesn’t completely blow the texture budget, what more to ask, right? Feature wise it is a bit “light” given that it only has a single chaining ring. In addition, the main locking point ONLY works with the bolt system or heavy padlocks (I’ve included both).

As usual, you can get it from the KDC Main Store (10%off), or from the Second Life Marketplace.

Enjoy!

Making a handful of new bolt types

The prisoner neck shackle (current name, yay!) is almost ready to go scripting, configuration, animations, it’s all done.

I also decided that since we now have a handful of items that support screw/bolt locking, it would be a good time to introduce a handful of new bolt styles.

  • “Secure” hexagonal (the ones with eh little post in the middle)
  • Square (we had triangle already, right?)
  • Hexalobe (torx-like)
  • Spanner drive

 

Textures and LOD models complete

I’ve just finished cleaning up and uploading the final models & textures. I was going to use a custom specular map, but it doesn’t appear to add much to the overall look, so we’ll do without and save 2Mb of textures.

I still have the feeling that I’ve gone overkill on textures with this (1024×512), since most of the detailing immediately disappears unless your eyes are glued to the model.

In my eyes, it looks acceptable… now I need to get on with the scripting.

Shackle set progress

I was sick on Tuesday, so I pushed the shackle set progress update to today.

I’ve gotten in a place I kind of like when it comes to the texture, it definitely looks very nice in blender, but might need to be a little coarser to do the trick. Furthermore, I ended up reusing one of my “scratched” node group, I don’t even remember how I made it, but it does “things that I like”.

I forgot to unwrap the ring, granted I could just use a prim for this, but I need a click surface to cover the hole, and so I might as well make it a mesh too.

Texture work and some random things

I have finally put together some kind of metal material that looks about right for this type of collar/cuff, I did a quick bake test (second picture) and it appears to hold “relatively” well. I have added a scratch layer that shows through with a wear map, and some coloration variations in an effort to make the welds more visible.

Today’s update also include two random things. (I saw a latex pig mask in a fetish photo that I thought actually looked nice, but I am not sure if I can quite do justice to it)

This is no good…

This is no good, I’m sleep-deprived again… I have spent most of the day trying to come up with a metallic look that I like.

So far? Nothing really horrible, but nothing that I like either.

I’m trying to create something that doesn’t look painted and has a little amount of wear visible. Not too much, but not too little that it won’t be visible at all. I’ve even tried using some of my previous metal materials without much success.

I tried adding a bit of rust too, but it doesn’t look right either and whatever scratches or uneven brushing I tried to add wasn’t really noticeable enough, or looked fake.

Laborious low-poly shackle

Work has gone relatively well Monday, Tuesday was a bit busy because someone wanted to buy an old model of mine and I had to do some prep work for them.

This is a fairly decent low-poly model in my opinion, unwrapping it with minimal distortion and minimal seams is a bit of a pain on the other hand.

I did not sleep last night, so I’m going to need some shut-eye to recover that today. I will try to catch up and get something good enough to do some test renders.

Some progress on the newk shackle set

I did some more work on the shackle set, added some welds, some interlocking pegs, and even variants sized for wrists & ankles. To be fair, this project was mostly going to be the ankle piece, but it works for wrists & neck too, right?

I didn’t check my measurements initially and my scale test in-world turned out way off, so I re-modeled the wrists & ankles pieces to get them a bit thinner.

A new metal collar project on the way!

I started working on a new metal collar project! The idea behind it is, well something sturdy, unyielding but also rounded and low profile. Heavy lock support wasn’t really planned, but if it fits…

The rear hinge is the bit that took me the longest to get “just right” (weird annoying shape). It still needs some welding on the front.

I could also add a registration “tenon & mortise” between the locking flanges, I’m not sure yet. It more or less looks the part, as with all models, texturing is everything.

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

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

June 2025
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