Archive for the ‘3D Stuffs’ Category

More lighter stuff.

I’m having trouble getting back into work mode if it isn’t obvious. Still working on “something”, so that’s good… Right?

I’ve remodeled the trench lighter striker with a much smaller wheel as my reference (the zippo-style striker wheel was way too big), the main body & storm shield also got some love. This does simplify the model a bit, and I feel that it looks a bit more balanced. The assist lever also looks a lot better like this.

Pending MiniATM update.

I got a few interesting suggestions for the MiniATM, and so I’ve been cooking up a little update for the past couple of days. It is mostly about the debt system, really.

  • Debts will now be reclaimed from the newest to the oldest, and not the other way around.
  • Each debt will have additional data fields:  start date, initial amount and total repaid.
  • There will be a new optional feature to raise the interest rate after each new debt (to a configurable limit, obviously), rather than the fixed 1% weekly.

Other than that, I’ve messed around with that lighter model and I have an early VR version to light my cigarettes, and… apparently heat up my knives? Contacts are very fun indeed.

Come on VRChat, what are you waiting for? Let us make props already.

Also, an early concept for a 9×9 basement dungeon…

The in-between time

I’ve had the traditional Christmas exchange of gifts (a few of those appear to have been germs this year…) and am currently trying to speed-run a recovery before the new-year countdown.

I’ve quickly put this together before leaving…

Getting near the finish line…

I’m getting near the finish line in more ways that one: The Compact Compliance Club (tentative name?) is nearing completion, but Christmas is just around the corner, which is giving me just about everything: anxiety, stress, bellyaches…

On the baton side of things, I’ve done a solid amount of work, the LOD models, animations, script, HUD, holster. I’m still hung up on the impact sounds and I still need to make the bruises for the Doodle & Strikes integration.

It’s really simple, behavior wise: When collapsed you can gesture the baton around, but you can’t hit anyone (it still does the swish sounds). If you do a hard hit (click and hold) that will deploy the baton’s extension, and from that point on you can hit people with the light and hard hits if they are in front of you. Retracting the baton, requires clicking the baton body at the moment.

The holster also keeps track of whether the baton was deployed/retracted if you use the temp attach feature (and it shows visually).

Expanding baton in-world tests

I was really, really sick Tuesday (most likely food poisoning), so that’s my excuse for posting the expanding baton update this late.

I still managed to get all the unwrapping done, it’s all nice and tight. I also added the tulip prison to the Bakelite housing. The references are piling up a little bit I guess, between Signalis and HENPRI, but unless I can find a better reference to Sofiya Shikolenko (for the grip design mainly), it will have to do.

I’ve rendered the textures at 2K resolution, just in case, but I feel that it is overkill, given the relative size of the baton.

Expanding baton materials complete!

Getting back into the swing of things after last weekend! I think I managed to get the baton in a state that I am happy with. I don’t have any Chinese characters anywhere, which upsets me a bit, but at least I have the model number, the targeting mark & KDC (which is better than nothing at all). Furthermore, I did an early start of the low-poly version, but nothing worth showing yet.

Oh yeah, I spent an absurd amount of time making that “Chinese military dance” pose in Unity, anyone wants that? 😀

Expanding baton project

A little something I started working on Tuesday instead of, you know… Sleeping?

I’ve reworked the body shape a couple of times, it is a little thicker than the stun prod handle but not by much. I’m still not sure on whether to go for the chromed expanded section or the black one and where to put the gear track (if at all).

The hand grip is getting where I want it to be, and I had to insert a bit of Bakelite, of course. I’m going to be a bit busy this weekend, so I won’t be able to work much on this.

Prisoner uniform porting

Initially I was going to work on something else today and post that instead, but I actually have nothing else to show. I’m so tired that I’m most likely going back to bed after my doctor’s appointment this afternoon.

I’ve been doing this as a bit of a weight painting/fitting practice, an attempt at making a simple conversion of the KDC Prisoner Uniform to the VRChat “Moe” base. Main reason is that I don’t need devkits and I desperately need more fitting practice. I really want to get over this feeling of dread I get anytime I have to actually finish an outfit, and this is one way to do it I guess.

Plus it would be nice to make it a bit more available I guess.

This week is going to be a bit rough as I have a visitor coming Thursday for a few days. I’ll post again tomorrow if I have anything fun to show.

What I’ve been cooking for Halloween so far…

This year’s Halloween mini-project has been going at a pretty leisurely pace. I was initially going to do something completely different, but I did not really want to make it a limited seasonal item. And then I remembered that “this” is actually something that was suggested to me a few times.

I wasn’t very inspired by the dirty/sweaty aspect initially, but I feel that the chunky drips coming from the collar really sell the idea. The text? I’m not entirely sure of. But I do feel that something like that is needed to really build the “story” this item should tell.

Does it need a story? In my mind, everything should, ideally. I feel that there might be something much better that I haven’t thought of yet, but I’m trying to avoid specific names or numbers.

Oh… I suppose it wouldn’t hurt to add a Chinese or Japanese option if the characters fit well enough… And maybe a color or two?

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.

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

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

January 2026
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