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PerfectDeadbeat
PerfectDeadbeat

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Getting Tina wet, Rainy magic, reducing render times and dialgoues! - Little Update inbetween!

Yo,

Just wanted to show you guys some progress for the final scene since I'm only just now able to animate the remaining shots due to the preparations for the environment and models that were required.

Fortunately for us, there are guys out there who built nice little particle systems (SFMs integrated system for animated objects/effects) as you can see with the rain in the gif.
It just took some time to tweak the parameters (radius, animation rate, thickness of the drops) so it looks right with the lighting and the forest. It looks way better than the cop scene from DM1 if you ask me :)
Only problem that I have to fix here is to get the trees and branches look wet. Normally I would just type in a certain command and the material appears more glossy but I noticed just when the rain was all configured that they seem to have no normal- or bumpmap (meaning no parameters to change material appearance possible) which is pretty much the first time that happened to me after 4 years of animation with this software but eh, it will be figured out.

Next on the angenda was to make SFM less laggy. We're using .. countless objects with this fuckin forest over here so I checked all the props, the trees, the branches, the building and the floor tiles whether I can reduce the amount of vertices (basically polygons) or not.
Just to give you a reference. Tina's base model have like 16.000 vertices in total, which is pretty common for NSFW models.
Now, I want you to take a guess what a fucking simple floor tile could possibly put on the counter? 1000? 2000? Heh.


I don't know WHAT the creator of this was thinking with this one. Thankfully, we got it down to 30k without altering the shape of the mesh itself too much but holy shit, this would have been render hell with the countless tiles that are spread across the map D:

Needless to say, our models have to adjust to the weather:


Thankfully, this was quite easy. Just had to get Tina's hair right and some changes were made with her clothing as well.

The other model was a bit more complex... that's all I'll say for now ;)


As you probably know, writing isn't really my expertise and it sure isn't easier doing that being a non-native english speaker..

But I've put more time in getting the last dialogue right.. to the best I can at least :D

For future projects, someone more knowledgeable than me in terms of cinematography and writing will probably help me if not completely take over this task for me. I was way too stubborn the entire time to outsource any tasks whatsoever but that's just dumb when there are people who are more skilled than myself in that area.
Same goes for creating/editing models. It's crazy how much time this shit takes while there are people in this sphere who could do that for me instead while I could just animate in the meantime.

Oh well, lesson learned, moving on >:)


Patience is bitter, but its fruit is sweet


Getting Tina wet, Rainy magic, reducing render times and dialgoues! - Little Update inbetween!

Comments

No worries champ, we undestood why , the masterpieces takes time and that matters after all, also have a good weekend Deadbeat ,you Deserve it!

SoloSer

Please sir I genuinely ask you, if you gonna release full movie please don't cut any part at all🙏🙏. Cause all of them were good animations

Az'rel Muca no dre

Glad things got fixed and np.

xblurp

I just fixed it, it had to do with the VTF file and the data path that was supposed to refer to the normal map wasn't correct *face palm*. Thank you very much for helping out though! Glad to see some people having technical knowledge with those things too :)

Perfect Deadbeat

Just shooting my shot, but I've done NSFW scripts before. Nothing monetized, but feel free to DM if you're at all interested :)

HungryOuroboros

Hmmm...I can only say in regards to the material issue, is that you'd have create the equivalent Blender's "new user" thing in their data materials if they are all sharing the same material. So you can specifically edit which ones you want without messing up the others or the material itself. If SFM doesn't have that, then you could duplicate the material, rename it, edit it how ya want, and replace it on the meshes where it's needed. Tho that'd prob take a while. If the issue is more the material is weird then I couldn't say since I'd have to see the issue at hand to see if I could see a solution lol.

xblurp

Thank you! SFM only has "self destruct". Wonder what that does! Already using an HDRi for the sky. Using that for the forest would look way too simplistic. bumps and normals are created with pretty much any image editing software like photoshop or gimp. Problem is the material that is being used by a bunch of models at the same time. I don't even know lol

Perfect Deadbeat

In regards to the environment issue I feel that. Especially if the creator originally created the model with Daz in mind. For whatever reason, especially if it was made for Daz, environments tend to have an overblown amount of vertices for very little reason, making the use of it in renders other than a picture, inconvenient to say the least. It's prob due to Daz being made more for single images than animation. Idk if SFM has it, but maybe "Instancing" could of helped in regards to the tiles. Or creating an HDRi for the background and only having a few "real" meshes where most the main action would be. The bump and normal map creation I imagine you'll need to use Blender for, although in that case, messing around with the roughness setting in their materials could maybe be a quick way to create a wet look. Not great, but an idea. I'm curious about that other model.

xblurp


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