Archive for the ‘3D Stuffs’ Category

Some slight tweaking… I think I’m done here.

I tried to make a version with wider straps but I’m told that it looks a little off. Which is kinda true I suppose.

I’ve reshaped the collar once more and gave it a new, smooth edge instead of the hard fold I had there initially.

I still don’t know if I want to make this an actual product.

Something that has plagued my entire weekend.

Some unusual japanese school uniform I found online (http://www.shoin-jhs.ac.jp).

I’m not even sure that I’m gonna use it for anything…

…but I had to try making one. 😀

The headcage model is complete!

I’ve rebuilt the high-poly version of the padlock adapter, made the final uv map (128×1024 + 512×1024), made the degraded versions of the model for the LOD system, rendered the texture maps and I have everything pretty much ready for scripting in world.

I still have a couple of animations to make but I should be done with this item sometime during the next week!

Headcage inworld tests!

I’m not sure I’m even going to USE those masks it took me so long to create >_<. I mean this looks nice already.

Headcage unwrapping and a couple of other things.

The two first pictures are a before/after using data transfer, look at those nice and clean rounded edges and those smooth welds 🙂

I’ve done some unwrapping on the low polygon mesh, it’s missing the logo, the lock adapter, and frankly it’s really not there yet.

I also made several attempts at auto unwrapping the high poly model, but due to some really bad seams, I guess I’m gonna end up unwrapping it manually :(. It is a bit of a pain because the model is a bit too dense. Live and learn I guess.

Last picture is a closeup of the low-polygon lock adapter, it looks already very nice, even without a normal map.

Headcage low polygon model progress

Not bad at all for today, it’s still almost 10000 triangles which is bothering me quite a bit, and that’s without the lock adapter or back ring which aren’t exactly free.

More welding.

Monday, I finished the welding of the different parts, I didn’t have much time to work so I haven’t done much else.

I have no idea how I am going to proceed with the next step, making a material dynamic enough to take in account all those surface details. Back on 3D Studio Max I used a neat little plugin called “richdirt” which produced really nice masks for that.

Practice welding

The last time I’ve actually done any welding was back in the 3DsMax days, completely different method here but the results aren’t too bad.

Stumbling around designs.

Sorry for the picture dump.

I ended up ditching the mouth gate because I don’t think it will look right with cage bars going all around.

I’ve also offset the hinge so it makes more sense mechanically and added a ring to it. I’ve re-imported the lock and padlock shroud and they fit just right (with a few minor adjustments).

I’ve also toyed with various designs for the ring on top of the cage since it is ment to work for suspensions. A popular vote decided that the last one was the one that made the most sense.

Headcage project!

I started this today, I spent a lot of time on the collar section to get it close to how I’ve made my metal collar so that the heavy-duty padlocks will fit the same way. There is a bit of a clearance issue if I want to keep the cage bars dead center on the collar piece.

I kinda want this little mouth gate but I’m not entirely sure how functional it is actually going to be, unless I cover the entire cage with a light bar mesh. I mean the wearer could just shift the cage around to an unobstructed set of bars, unless I make it so tight that your nose prevents you from doing that. But then that’s gonna cause issue with hairs…

Nothing is set in stone yet…

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

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

August 2025
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