Archive for the ‘3D Stuffs’ Category

Some greeble.

Not a huge progress, i have a grade A headache so that will do until it gets better. Detailed the button “box” and added some pointless greeble on the hinges.

Chat restrictor, textures & rotating dials

I’ve completed an early draft of the normal maps. I had to redo a large chunk of the high poly because creased edges wouldn’t behave. I really like the look of the rotating lock dial but I’m not so sure about the “lock/unlock” symbols.

I also normal mapped a small “high security” keyhole in the top of the unit, it is just drawn on the rotating dial so the lock will rotate with the colored discs.

I think it’s a nice touch.

 

Low polygon version complete!

With some really tight UVs. Next step: Detailing the high polygon model and making suitable materials.

Folding control panel

It blooms like a spring flower! Awww 😀

Some chat restrictor thing.

Between the headaches and the depressive state I’m still trying to get out of this creative rut and the train isn’t going anywhere at the moment. I figured I would try something different.

A few months ago I was prototyping some code for a chat restriction device, but it was just that: a prototype.

This is an attempt at giving it a shape, like the ATM. It is kind of a weird “man machine” interface. It has a protective cover and some kind of internal piece that slides out.

The idea is that the controls would be on a pair of folding “petals” when the internal piece slides out.

Lets see where this leads me… I guess.

Undercarriage redux

Yesterday was good but not that good, so I worked some more on those motor thingies. I think it’s better.

Updates on the train stuff

I’ve spent a lot of time today working on the undercarriage. I’m also pushing the model to high-resolution I will rebuild a low-res over it at the end. I tried two different frame designs and the second one appears to do the trick.

One small issue: its way too wide for the ladder and brake tanks.

Complete reupload, … twice.

So now that I finally understand how exactly to use Blender’s weight copy ( took me long enough and two friends good friends! ) I Essentially re uploaded all the parts of the suit at least… 3 times? today? (I’m not counting the rest of the week ugh. And yes I DO use the beta grid, for tests but this has been the final upload several times already)

Release? Soon(tm).

Did I ever mention that I hate making HUDs?

I should have posted some updates earlier this week but didn’t think I had anything good to show.

I’ve ended up redoing the creasing of the suit at least 6 times now, but I think I’ve finally got it the way I want, now it’s fairly discrete, what you would expect from something stetchy and well fitted. The 3D models are 99% final. I did a few last-minute adjustments to the AV2.0 neck versions and made a classic avatar neck too, so I still have to splice those in.

I spent most of the day making a simple HUD to customize the main suit features.

wip911

A little project over the weekend.

I wrote this amazing trains scripts a few months ago, unfortunately, all i had for it was a model from the marketplace. It was too big and simply not practical to use.

So I started making this adorable little service locomotive. It’s just under 8 meters long (this is a prim mockup imported in blender by the way), with a small flatbed for partying transporting cargo.

blender_2016-04-10_20-26-24

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

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

July 2025
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