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Done with the collar modeling!

Finally! I was a bit burned Friday so I decided to take Saturday/Sunday off, the weather is pretty horrible here: hot and wet. Which makes it difficult to get on with work.

Two shots today, one with the large padlock, and one with the shroud adapter for small locks. Enjoy 🙂

More progress

Okay I’ve finished the shroud and the locking pin, I can’t take a picture of them right now because I’m rendering textures (again). Here are a couple shots of the collar win diffuse and normal maps. I initially wanted to use a “pearl” finish on the metal, but it doesn’t really mark the normal map, all it does is make everything slightly noisy and basically hide the rest, so I decided that I would do without it.

I’m doing the final renders for the collar, shroud and pin for the hundredth time now, but after this, the last remaining piece is the large padlock itself.

Metal collar, soon to be done!

The collar is almost finished! All that remains is completing the padlock adapter and the large lock, which shouldn’t take very long. I might tweak the metal a bit but I’m not touching the model anymore.

wip45

Late cuff update

I’m sorry i should have posted at least on Thursday but i had to restart so many renders for the different blending maps (I have no idea why it took hours to render them). There is something very strange going on with render to texture and I had to work around it.

So here is the update, as it “might” look in SL (more or less), as expected the metal is different, so I’ll have to play with the settings until it looks right, also the welds look okay but somehow are not marking the normal map  properly, so that’s another thing I’m gonna have to figure out.

As a bonus, i included a couple of mask shots for those interested.

Things are becoming difficult with these cuffs

Making machined metal objects, while fun as long as it’s the high polygon model, becomes a headache when it comes to the low polygon model, mainly because hard edges and any angle over 45° become a problem with normal mapping. I’ve remade this low polygon model from scratch at least 4 times since Sunday. It’s looking “all right” but the welds are not coming out as nicely as i hoped. Part of it is probably due to how aggressively I’ve been on the triangle count. The model is remarkably efficient tho, 700 triangles, that’s less than a single sculpted prim…

But maybe it’s a little “too” low.

I also discovered that my weathering method doesn’t work with render to texture so I am going to  try to pre-render the different masks instead of doing them dynamically like I had planned, which means that all the high poly parts are going to need texture coordinates.

More weathering

From really crusty “I’ve been slammed against a concrete floor for 10 years” to “almost perfect” with some light aging on the sides and a shine on the edges where most of the wear happens.

Also as a little bonus, the look of my material window…

Some weathering tests

I started the work on the low polygon model but had to scrap it because… it got confusing… In the meantime here are a few weathering tests, the idea was that the metal would be slightly burnished at the edges.

Now after a bit of welding…

I would say it doesn’t look as horrible as I thought it would 🙂

A few more shots for today

I did more cleanup on the hole but I think I’ll have to redo it again, it’s just not working out really. I made a smaller padlock, which I’m happy with, and I’ve cut a notch in the flange to accommodate the smaller padlock. I also started working on the hinge/ring combo (not much really yet) and made a shroud and pin system for using more normal padlocks. I still need to work on my welds.

Heavy metal

While i do like the musical genre in general, this has nothing to do with electric guitar solos and long hairs:)

I started working on a new set of cuffs with more of a “solid” dungeon vibe to it. I’m going for a heavy metal look. Possibly steel or aluminum? I haven’t decided yet. The big straight shackle padlock is there for size reference, but I might use it too.

Actually I’m starting to wonder if this lock isn’t a little big, maybe i got all my proportions wrong 😀

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

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

June 2025
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