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Hud elements done…

… aaand mostly working, I still have some code to do on the hud and just uploaded 66 textures.

Another status update, and teaser!

The meshs are done and uploaded. The paws now have their final look, now come the slow and tedious task of preparing and uploading the textures, then will come scripting.

Here is a little something to satisfy the impatients 🙂

Status update on the beta grid

I thought I would post a picture to show a bit where  I’m at with the mesh paws.

  • The texture look a little blurry… maybe i will bump it up a little, but i haven’t added the shadowing yet.
  • I think I’m going to use plain prims for riveting otherwise it’s just using too many polygons on the mesh bits.
  • SL Beta says this is 33 prims.
  • I might end up using sculpts for the rings, if yes… that will make one really hybrid item, half mesh, half sculpt and half prim.

Low-res, texture test!

I finished the Unwrapping for the glove part and the buckle but there is a few things i still need to do on that one before i can get on with texturing.

Here is a little eye candy of the paw in secondlife with a temporary texture.

Texture wise, this is pretty much the final aspect, soo this is as good as it’s going to get, but I don’t think it’s looking bad at all 😀

 

High resolution paw pretty much done

This was fun! Now the real work can start.

Mesh based pet play control mitts

Now that meshes are finally out i can finally spend some time on my favourite computer craft, which is 3D modeling. Now some of you might say “But hey Kyrah, you’ve been modeling things for SL for quite some time now, what do you mean by that!”

What i mean is that frankly, making sculpted prims is a torture, there is zero optimisation possible, it’s a compact and fast format, granted, but that’s not what i call 3D modeling.

Here is the result of a few days of work, I started a new project, a simple pair of paw gloves, for those out there who like pet play. This is a completely different challenge compared to sculpted prims, it’s much more flexible, but at the same time there is a lot more steps involved.

  • The first thing is that i have to make my models twice. If you want to bake pretty highlights, you need a high detail version of your object, with all the little elements that you want to showcase in the texture.
  • You also have to make the low polygon model. What’s great compared to sculpted prims, is that you can be really clever and optimize the model as much as you can, the more optimized, the cheaper to upload and the less prims it will count for.
  • You have to make a proper UVW map for the low polygon mesh, this is where some people can make some great texture optimizations, such as if you are making a crate, you can assign all the sides of the crate to use the same region of your texture, while still being part of the same “face” in SL.
  • You have to make a collision mesh, but honestly this is probably the less troublesome part, i tend to use simple boxes for everything that doesn’t require anything precise, because it save upload cost. But even for a complex object, the collision hull is really not a big deal. Just keep it convex.

Now if you’re making clothes the extra step is skinning the object on the avatar skeleton, i have yet to dabble into this, hell i’m not sure I want to because I was told those attachments can’t be resized in any way. Which would be okay if every single SL avatar wasn’t nearly unique.

The two first pictures are from the “high resolution” model in 3D studio max, you will never see this one in SL it’s there for texturing only because it is way too polygon heavy!

The two last pictures are from the “low polygon” version in SL white with a light shiny in viewer 3.x the little pads are actually treated by sl as a “second” prim face, the sl model is 2120 triangles at it’s most detailed lod, it’s still missing the wrist strap and buckle but it’s on the “to do” list.

I’m not sure about the polygon count, 2120 so far seems to be more than decent, the strap and buckle will probably add 500 to 1000 more, i could add much more details to the low poly mesh but I do not think that it is necessary or reasonable. (and it has nothing to do with lazyness, it’s a simplified version of the high resolution mesh, and i did that one first.)

TODO:

  • strap & buckle.
  • UVW mapping for both models.
  • (eventually) rigging/skinning.
  • Making a left copy.

New variation for the maid uniform

I made this after seeing a picture that used a similar fabric pattern, the apron is also different from the original, same fabric as the dress with only the trim as contrast. This dress also has no breast pocket.

The headscarf  came out kind of nice, but I joined it with some Maitreya hairs and due to this , I obviously can’t sell it in its current state.

This is, yet another one of those creations I make solely for myself and i know that most of my customers would really like more fetish stuffs. Should I really sell this? is it even worth selling?

I’m also looking for someone who can make hairs to complete the scarf with a fitting haircut. I would offer a 50/50 on the sales.

Latex texture pack for the Institutional straitjacket!

It’s done, finally.

I just completed a big texture pack for the KDC Institutional straitjacket, in a single add-on script, you get ALL the KDC latex colors for the jacket.

This version of the latex has a much improved aspect and i intend to make more products out of it, but for now, this will do.

I hope this will make a lot of Peoples happy, considering it was requested over and over since the release of the leather pack.

Well here it is fellow rubberists, and i hope you will be satisfied 🙂

Come check it out in Second Life !

See it on the Marketplace!

A little sneak peek and some more

rubber straitjacket!Here is a little teaser for all the SL rubberists out there 🙂 I’m sure you will find it interesting.

I’m pretty much done making the textures of the pack and preparing the script add-on, it will come in the 15 classical KDC colors, so as usual it will perfectly (well nearly perfectly) match all my other latex products, with independent base and details, hell you can mix latex with the canvas or leather if you have the corresponding packs.

It’s also a slightly tweaked version of my latex, which, I believe greatly improve its look. I will be using this variation from now on as i believe it’s more subtle and realistic.

Now this isn’t really a product but I’ve been optimizing some more prims in Dead Realm and replaced all the ugly boulders over the tunnel with a few of the sculpts i initially made for floating islands. I also added one or two more trees. Only 3 sculpts were used instead of 10 spheres, so that’s a few more prims to spare and a much better looking mountain.

KDC and ER Collaboration on touchbound products

I proudly present you the result of a little collaboration with Winter Ventura from Eclectic Randomness, we have been friends for quite a while now and this is the first project we actually do together. She designed a collar to use with the TouchBound system, as well as matching sets of wrist and ankle cuffs and a very nice padlock design!

The collar has a large ring on the front that I absolutely love and the padlock has a tiny detailed keyhole on the front. They are both available in our respective shops:

And in our respective SecondLife Marketplace boutiques.

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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