Archive for the ‘3D Stuffs’ Category

Boot progress!

I’m sorry for the low pace of things, I really am, it’s just a bad conjecture really.

So a few changes: Considerably shorter, the zip is now an easement for the ankle instead of running along the whole boot (yes I checked, it is a thing). More to come!

More quilting

I’ve rebuilt most of the leg part, too many seams and not enough control edges between them. This is the result so far. I tried to separate better the upper and lower part with som kind of “knee pad” design but I don’t really like it, at least not as it is.

Quilted paneling

I’m trying to give something “special” to those boots to separate them from the ones I’ve done before. Quilted side panels have a little something that makes them.. flattering?

The top part still feels too “detached” from the rest.

Due to all the extra seams I’m gonna have to rebuild the leg part to get a little more control on the subdivision.

So yeah boots…

Not much to say, it started as an extended version of my ballet-boot shape, I was gonna have it zipped or laced front but it always stretches horribly on the knee so inside-leg zip it will be!

Need more details…

Leather done!

That was quick I guess…

I still have to finish the final versions and upload em. Next step: Latex (some would say ‘finally’).

More tweaking of the tied version.

Still no end in sight… I corrected the upper body weighting so now the shoulders and upper arms look right when tied, however I still have issues with the back because this strap has to be weighted fully to the chest bone (it’s the locking one).

Another issue that isn’t visible in this picture is the weighting right where the arms touch the belly.

It’s… perfectible… to say the least.

Another inworld test!

Things are finally moving forward! This is a really terrible test rig, there are a lot of things that i still have to fix, but it is very promising.

Shoudlers are doing some terrible things to the model in this configuration so I’m going to get rid of them. I also need to figure out how to restrict weight copying to specific vertices.

Deform bones and posing

As I mentioned before (probably) my plan is to use two distinct models for the tied/untied version, the tied version having its arms stuck in place and not rigged to the torso instead, to ensure that it all looks as good as possible with different avatars.

I’ve fixed some UV errors I had appear between the bake version and this one, not entirely sure how they came to be, but to be sure I pinned all my UVs this tile.

I’ve also got some good fitmesh deformations on the chest, And I hope it’s good enough for femboys at the very least. I’ve purposely limited the breast size you can achieve through the sliders.

Fitmesh first pass

I redid the weighting from scratch again, with fitmesh this time. Good results, when Avastar doesn’t completely glitches out…

The bottom edge is surprisingly … wide compared to my hips so I must have done something wrong there. Additionally I noticed a few odd gaps that are probably due to some bad edge splits.

The texture for the back straps is the wrong one because I’m lazy. I also added a few extra edge loops to the front loop, it looks a bit less jagged now. The fitmesh stuff doesn’t quite work on the chest yet either, that’s another thing I need to work on. Don’t expect full breast size range tho, I did some testing and it simply looked terrible.

Slow return to cruise speed.

I was initially planning on resuming work on the straitjacket monday but I got caught up on trying to write an inventory system for something unrelated to SL.

That and I completely forgot how to setup my work environment for fitmesh >_>, so a refresh was needed.

Not as nice to show as last post, I know.

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

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

November 2024
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