Archive for the ‘3D Stuffs’ Category

Japanese tally marks for the whole body!

There isn’t a “lot” of drawings that I want to make available for every single part and every single sections, but the tally marks are an exception.

Sorry for the facial expression, I couldn’t resist 🙂

Bruising and spanking

I’ve finished earlier today the data set required by all the sections of the body doodle & impact engine (let’s call it that way for now) to allow for basic slapping action.

Those animated decals take a lot of time because I have to pass them through two scripts to format them properly.

I made a set of riding crop decals but I don’t really like them so I think I will use an “artistic license” to use whip marks instead. It will look a lot better anyway.

Next step however is to add tally marks to all the body parts.

Sneak peek!

Can you guess what I have been up to? :3

 

Bedtime Breakthroughs

The “thing” I thought that I had solved yesterday wasn’t solved at all. It turns out that normal baking is processed in a way i had not considered and that was the problem really. I ended up redoing my material nodes, taking in account that I needed to populate the “normal” slot on my final material.

Crazy… The kind of solution you come up with… trying to nap.

This last picture is a “non final” test of the baked maps.

Low polygon pass

Not much to see today, some poly reduction. I should probably go lower than that.

Strange material problems

Friday/Saturday I ran into a problem where my metal was getting embossed with the leather details for some unknown reason. After rebuilding the different node sets a bunch of times, I came to the conclusion that you get unreliable results with multi material setups if you use the enclosing material into the node graph, or if it is missing from the node graph.

Obsessive procrastination.

Let’s just call it that way.

  • Sharpened the edges a little more, fixed the strap ends, shortened the tongue.
  • Took a really long time to come up with a felt-ish material for the raw side of the leather.
  • Accidentally put it on the wrong side of the backing.
  • Still haven’t unwrapped the model, maybe later tonight.

Kind of a picture dump…

I tried a few different ideas, doubling all the leather was just too much, and making a protective flap to prevent “buckle bites” looked out-of-place.

It looks neat with the studs.

Something more “pet-like”

I started working on a really simple collar design, the goal is for a rather loose-fitting “pet store” type collar, I  don’t have any that look like that yet.  I can probably make something simple & nice with optional spikes and things like that.

wip2

I know someone who would look great with something like that on, dragged by the end of a leash… >_>

This is why you should care about optimization.

High poly version: ~80000 triangles.

Low poly version: 1965 triangles.

Sometimes I feel like a broken record. I’m pretty sure there is quite a few scumbags out there who upload things like my high poly and call it a day.

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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