Bottles done.
I got all the bottles done, this is almost a complete model (well, many models as it is) and once I finish the shaker arm, it will be complete.
As I suspected, this now about 7500 triangles, that’s high, but the bottles alone are half of that. Not much I can do about it and I hope this won’t end up with an obscene LI.
More Low Poly stuff.
A little bit of progress, the bottles and the shaker arm are still missing.
On the bottle side, I’m not 100% sure how to model them and have everything look just right, and also prevent Z-fighting.
I’ve either got a cold, or some allergy, but I’ll try to get more done tonight.
Lowpoly mixmaster progress!
- Picture 1: Early normal map test from the front.
- Picture 2: Same for the back.
- Picture 3: I added a handful more details and you can see the polygons.
No there is no N-gons in this picture, but I’ve used a lot of internal overlaps to cut down on polygon count, especially on the curvy “cup plate” (which I really should just normal map but whatever).
I’ll have to test if those overlaps don’t cause any issues, but at this time, I don’t see any reason why they should.
Good progress!
Some good work today, bottles and all the little details. Also some half-assed textures.
Mixmaster drink… thing?
This project has been long overdue. I apologize in advance if roleplay and service oriented submission isn’t your thing, because the coming weeks will be very boring to you.
This is based on a photo-mockup I’ve put together last october. And yeah it’s kinda based on some coffee machine design, there is still a bunch of things to add.
Belated lock update
This is old, but aparently I have the memory of a goldfish.
Back when I wrote the time padlocks, I’ve also added the “click and hold” function to all the keyed padlocks… Aaaand then I forgot about it.
So now all new locks should use the new code 🙂
Update for the ponyplay bits.
I added a new “bento mouth” animation, this one doesn’t get stuck open with some of the bento heads out there.
Update for the classic leather blindfold!
- CHANGED: The blinding effect isn’t as hard on the eyes anymore.
- ADDED: cfg_ScreenEffect to manually set/disable the RLV blinding effects.
- ADDED: cfg_ScreenPixelate to further limit visibility through pixelation.
The Manual has also been updated to reflect those changes.
Update for the Avara Hood!
- FIXED: Bug in the hud’s color preset system when adding new entries.
- FIXED: Screen effects don’t clear on detach with Marine’s RLV.
- CHANGED: cfg_PublicStyling=YES becomes cfg_PublicStyling=Yes (for the sake of consistency).
- CHANGED: When cfg_ScreenEffect is changed, the screen effect will update immediately.
- CHANGED: HUD->Hood communication protocol has changed.
- ADDED: cfg_ScreenPixelate to further limit visibility through pixelation.
As usual, you should be notified by the updater, enjoy 🙂
The KDC Avara Hood is out!
I will be honest, I have no idea why it took me so long to complete this project. I guess getting ill right at the start did slow things down a little. At least I learned a few things along the way that will most likely help for future projects.
Quick breakdown:
- 6 base styles, 50+ variations.
- TouchBound locking system, as per usual.
- RLV Blinding & muffling depending if the active style covers the eyes or the mouth.
- Auto alpha for system bodies.
- 5 different shapes including Utilizator’s M3 Venus (slim only at the moment).
- HUD to customize and store your colors & latex presets.
- Expandable skin system.
Oh yeah, it has DEMOS, and an extensive user manual, be sure to check them out first!.
As usual, you can find it at the KDC Main Store in dead realm (feel free to visit!) or the SecondLife Marketplace.
Enjoy 🙂

















