Archive for the ‘pet projects’ Category

New hood project!

“Two hood projects in a row Kyrah? Really?”

Yes really!

I wasn’t 100% sure about it initially, but it has been growing on me.

So what is this about? I’m not sure about what the final name is going to be, but the idea is to make a “pig” hood. By that I don’t mean a mask with a snout and everything, I mean one of those hoods that have one single, large opening for the nose and mouth. I guess it’s a bit of a cat burglar style too… worth keeping that in mind.

Also, the variant with the mouth covered but nose exposed is just too cute to pass.

I’ve done a few attempts at the eye shape, the almond-type looked good, but it is a bit overdone, so I’m trying something else instead.

Hood progress #2

Here is another hood progress update! There was another delay.

I’ve finished the geometry for good! Now comes the painful, task of combining all the textures into one he-he. I don’t remember how I dealt with ambient occlusion errors on the Malefica hood, but I made it on a previous Blender version and things have changed a bit since.

The second image is to help me draw some of the masking areas I need, but also to add some burned in details in the base texture, still working on that. It will be really subtle tho.

I wasn’t entirely sure about those connector “points” on the temples, but they don’t look too bad crunched down into a normal map. It fill the space.

You can also see the new forehead piece, it has some “vent” looking things too.

Hood progress

Not a lot to show for on the new hood, again. I’m sorry, it’s hot and there are a bunch of things going on.

I’ve reshaped the lips on my normal source to get something a bit more feminine (looks less like some retro/cybermen mask, which is good).

Ended up with lens-style eyepieces, that also look okay in open mode. Could be a bit bigger maybe?

I want to reshape the forehead bit to look more like an independent panel rather than something continuous. Not sure what to put on the temples themselves, however…


I’m in the middle of a server upgrade, so things are going to be a bit iffy on the website until I’m finished with this huge waste of time.

Cyber hood project

I’ve started some a new cyber hood project. It is heavily inspired by a Shodan cosplay that I liked a lot.

It appears to have some potential, I’m just not sure about the eye area yet. Having eye openings seem like it would make the most sense, and would also look a bit more lively than if I make it fully enclosed.

No mouth opening tho, and that is fine.

Most of the details are currently using floating geometry (even the MOUTH!). I need to practice and get better at this, it makes normal map detailing so much quicker.

The forehead need a lot of work, it would look a lot better with visible “plate” seams, but I have to keep it a latex hood. The uncovered “sides” also need to be fleshed out with surface details.

Working on a second pass for the iron grip gag.

I’ve remade all the iron grip gag mouth poses properly, improved even (IMHO).

Next step is to check with other heads and make 1 or 2 alternate sets if needed.

Upcoming blindfold update

I’ve been working on a blindfold update, a few general improvements, but the big one is to finally have a consistent and unified blinding code that (should) work with all RLV viewers.

The bulk of the last two days was fixing everything I broke previously 😛

I also have a slightly better way to select the fog/haze color now (and a few other small changes, such as LSD offsets).

Finally some actual progress

I came back home mid-week… completely drained. Sorry again for dragging on with no actual progress for so long >_<

Thankfully, today was quite productive.

I have most of the code done for the heavy metal gag, including the animated bits and sounds working.

It is also completely modular, so you can actually add/remove mouthpieces, and each of them can have its own text mangling variant.

You should be able to extend the text mangling to non-Latin languages… possibly? It still uses a basic character replacement system, so that might not work so well on Chinese/Japanese…

Gag code feature creep, and more things.

I started the metal gag code, and I am working on some … kind of extendable approach, how can I explain this…

I’m effectively making the code that handles the different gag variants modular, which should make it possible to just “add” new ones later, or even create custom ones, I’m not entirely sure why I am doing this, other than reducing how much “snowflake code” having 4 different gags in one is creating.

This is also an opportunity to potentially code a bit better, go over old ways of doing things, using new functions, that sort of stuff. I thought I could wrap this up before the weekend, but that’s a little too optimistic.

Twitter appears to want a fairly large set of rights on any picture uploaded on their service, and I’m not sure that I want to give them those rights, so I’m considering adding some sort of watermarking, or maybe stop sending pictures to twitter entirely when posting updates. We’ll see.

A very late update

Sorry for the lack of update, last week was a little rough on me. I am currently helping a relative moving to a new apartment, and I guess it was a little too much for me.

I have not made much progress since last time but made a bunch of LOD models as the automatically generated ones did not satisfy me.

Furthermore, I still have not figured out a good way to differentiate the rubber and metal ball-gag, surface wise.

metal gag textures and models more or less complete.

So that’s 4 mouthpieces for the metal gag, with 5 texture sets (the ball gag version has a metal and a rubber version).

My VR equipment was sent on RMA so no VRChat this weekend, which means I’ll probably try to get more work done… and more sleep.

I need to finalize the textures (a couple of final touches, watermarks and other checks) and make proper LODs for the gag pieces that need them.

And finally… whatever code is needed to get this to all work properly. It’s getting there!

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

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