Archive for the ‘3D Stuffs’ Category

Avatar 2.0 Catsuit in the making.

For those who lived under a rock for the past few years, Utilizator Mode makes a very nice mesh body called “Avatar 2.0”. Its proportions are loosely based on the Linden Labs avatar, but with much better joints and curves. It is also one of the better optimized mesh bodies.

I’ve started a project related to it which is a bit of old with a bit of new: A new latex catsuit.

The goal is to get a 100% material catsuit (advanced lighting only) in the 4 breast sizes offered by avatar 2.0, with full color tinting support, normal mapped details & specularity.

New project on the way!

This one might not be to everyone’s taste, but I do have a (very mild) interest in the world of financial domination.

But because everything I see in SL and on the rest of the web only screams exploitation, greed and abuse, I decided to make my own little utility that can be used in this kind of play, it is very simple, extremely safe and focused solely on consensual roleplay.

And yes it’s a chest mounted card slot 😀

I was going to post a function breakdown because the script is almost finished, but I figured I would do that on release 🙂

Also… it doesn’t have a name yet, and i cannot find something that is neither nondescript, or ominous.

Back on track

Finalised the textures of the cage, this time in natural sunlight (not in those pictures tho) I also made the anchor plates and they look perfect.

So far the colors are:

  • Red
  • Yellow
  • Blue
  • Pink (it looks like a unicorn exploded inside the cage IMHO)
  • Black
  • Olive drab
  • Aged

Please post any color suggestion you may have (with an RGB value pretty please :D)

So long Global Game Jam 2016

A huge thanks to everyone in my team, this was an exhausting and amazing experience!

Also thanks to everyone who attended to the event, you people are all awesome 🙂

Totem Melee Is the game we created from scratch over a 48 hours period.

It’s a 4 player team game where you try to reach 500 points before the other team does by piling totem blocks in your team’s  base while preventing the other team from doing the same.

You have to be careful as the map is full of treacherous holes and narrow passages, there are also a few power ups that can be used creatively and every 30 seconds the wheel of fate will select a random events that can completely turn the match around.

Get the game here!

Get the sourcecode here!

Finally getting somewhere!

Good things happened today, I Came up with a really nice weathering of the floor plate and a pretty convincing concrete slab to support the cage, complete with corrosion stains.

It is getting VERY close to where I want it.

Interesting material results

I need to go back to actually finishing the model, there is still a few bits that aren’t ready for texturing. Here are a couple more tests that i did last night.

Dirt and grime

Piecing the normal map together took me the better part of the day because I had to restart a few times. The second and 3rd shots are with some quick material tests, not bad but we aren’t there yet.

A new year, and new projects.

This time I’m working on something a little different from what I usually do: a cage.

As you can see I’m making it up as i go, the first door looked awful, and so did the first version of the “food hatch” at the bottom of the door.

Pop in a few rivets and it’s already more like it (what about welding tho?).

The base could use some embellishment and I still need to slap a few chaining plates here and there for good measure.

Almost done

And it still doesn’t have a name, feel free to make a suggestion 🙂

I had to redo all the textures (as usual) due to a lighting issue and a UVmapping error. Today I rewrote my classic “coloring HUD” code to make it independent from the main code base.

wip28_001

Why? Because on many items, it’s the only reason that they have custom code and their own code branch and that’s just not optimal considering that the coloring HUDs are their own independent “thing”.

Only a few more details before the collar is ready: a name, HUD graphics, and to decide how to deal with the stud variations.

  • All in one with extra coloring HUD options? That’s a lot of hidden meshes…
  • All in the same package? That’s a lot of items in one box…
  • Sold separately? Feels a bit like nickel&diming…

Collar optimized and a first texture test.

No spikes, studs or frills yet, (although I am not sure that I will end up doing those frills. ), but otherwise, the bulk of the model is done. I also did a little texture test, and there might be a little resolution issue going on. I see a few rendering glitches here and there, but nothing that cannot be fixed.

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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