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Fashion from the Asylum


NoOpen

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Intro

Often in the process of creating sketches for my albums, I was faced with the lack of specific clothes, toys or objects. I had to use deceptions and tricks or abandon the idea altogether. This motivated me to get into modding.
One of the ideas was to create a female maniac with a reference to Hannibal Lecter.

lecter.jpg

The Mask

I vaguely remember that I seemed to see a Lecter's mask on old MG, but the search did not lead to anything. So I decided to make it myself. This is a fairly common image and I was able to find a 3D scan of a Halloween mask.
Although it resembled a dog muzzle, it was quite suitable for the basic model. I adjusted the model to the shape of the face, created a pattern and a simple texture.

Black Swan's new mask.png

All that remains is to model the fixing straps and the detailing of the coating.

The Straitjacket: Plan(s).

In the process of creating Miss Rayne's outfit, I realized that the plan might fail, so I created several at once.

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Already at the very beginning I realized that the work would not be easy. Of course, I didn’t find ready-made solutions, just a few models of freaks in a straitjacket. The main problem was that these clothes should, by their very nature, limit the movement of the model, but at the same time not be just a solid piece of mesh. This determined the differences in plans.

Plan A - easy-peasy

Simply create a tight long-sleeve shirt with morphs and have users create the arm pose and knot themselves using the morph. This is a fairly simple solution for the mechanics of our game, but also quite naive (I wouldn’t even look at it)

Plan B - hard way

Everything is more complicated here. As you know, some elements of clothing (mainly shoes) change both the basic pose of the model and all poses at the time of dressing. We even have specially created poses for such clothes. In the CTK I found the necessary files to make such a correction and already wanted to write new coordinates of the arm bones, but soon gave up. Too much change will be made to every existing pose. The experiments carried out showed terrible things even in the customizer's idle position. And you would still have to write special poses for my jacket.

Plan C - cut it all out

Here I decided to use a trick with the disappearance of body parts. Completely cut out the model's body from the neck to the navel. In this case, the clothes will have an almost fixed shape initially. This is a fairly universal solution and will allow most poses to be used without noticeable conflicts with any source model and most body mods. You don't have to fix arm and shoulder collision problems if you don't have them.

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The main difficulty is the creation of weights and the impossibility of controlling the jacket through most of the usual elements of the body.

Plan D - just cry and create another dildo toy

dealwithit.gif

Despite my fear of weight painting, I chose Plan C as it is more friendly to the average user.

The Mannequin: First problems

Just creating a straitjacket in a blender is quite a difficult task for me. Therefore, I decided to use Marvelous Designer, which I was already familiar with. For him, I created a mannequin with a ready-made pose in blender.

blend2.jpg

And immediately I got a problem. To work, you need a mannequin, preferably with a simple and accessible pose (A or T pose). My mannequin was not up to the task, so I created a standard mannequin and just squeezed his fingers.

blend1.jpg

I didn't know how well I would be able to solve problem with weights, so I had to ditch the straps and use a zipper.

strait.png

Blender-Bender

The import went pretty well. To transform the straitjacket from a T-pose into a natural position, I used the pose editor and simply bent the straitjacket along with the model's body into the desired position.

blend5.jpg

blend3.jpg

Knotting the sleeves was difficult for me so I used the trick again - just create a knot-like wad of fabric and place it in the right place.

blend4.jpg

Texturing

Having become a little more comfortable with Surface Painter, I created the fabric texture, zipper and borders.

It started out as a lighter, preppy jacket, but I decided to make it a little darker. In one of the versions it was pretty covered in blood and dirt, but I decided that was too much and just added some markings.

SP.jpg

Weights (almost success)

Transferring weight from the model's body produced predictably strange results.

weight1.jpg

I thought long and hard about keeping the inertia of the breasts, but it worked well with standard breasts and in static poses. In motion, this gave noticeable distortion of the overall shape. Since the weight of the breasts, collarbones and shoulders was completely cut out, the spine was used as a basis. Now the entire jacket follows the movements of the back in proportions.

weight2.jpgweight3.jpg

This gave very good results almost immediately. It was only necessary to remove the dependence of the hands on the inertia of the abdomen and reduce the dependence of the knot and palms on the movements of the pelvis. However, with active movements of the back, slight distortions of the arms are still noticeable in the area of the elbows and the crossing of the arms.

StraitJacket2.gif

Outro

This is quite an interesting experience for me, since I like to create things that are either not in the game at all or very few. I have to resort to tricks quite often due to my lack of knowledge or laziness, but I like the result.

custom.jpgStraitJacket1.gif

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Wow that's amazing! How I wish to be as lazy as you!

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I remember, asking about this, back in the old MG days.

Looking good.

I is evil of me, to ask about one for men?

Mwah-hah-haaaah..!

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Damn girl! I love that straight-jacket it goes great with those heels!

 

Great job! Being sane pfft that is so last season. 💅

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