Here's another round of more polished playblasts, showing the appropriate scene lighting of the recent three clips! Might have to alter Zoe's fur a little whenever the camera is close to her face, so the hair doesn't seem as thick, but that's something for the final render, as it will be rendered with four times the density! The lighting you're seeing here is pretty much representative of the final look, even though it will still look a little more refined for the actual final render when all the effects and assets are in place.

Right now I'm animating the final scene and already have 40 seconds of it done, hoping to finalize it before the end of the month. I'm admittedly taking a few shortcuts in this one by having some of Zoe's dialogue play out off-camera, as otherwise I'd still be stuck on that scene until mid next month. And considering I still want to animate some additional scenes like a burp, I needed to aim for a bit more efficiency in this one, especially since it's mostly just dialogue, which is somewhat secondary. Overall it looks like I'll be finishing somewhere around frame 12000, which is over 6 and a half minutes. There's probably half a minute that will be shaved off from that since in between scenes there's a couple of sequences where I repositioned the characters for the next scene. However, there's about one minute of internal shots being added, which should bring this back to 7 minutes. And then there's still an intro sequence and two additional scenes for the extended cut, so... oh boy.

Definitely need to fix Zoe's fingers since the fur always goes wild there. If I still have a bit of time I might end up adding claws and pawpads as well, but only if I can get these implemented in a timely manner! For now I'm hoping you're enjoying these slightly extended cuts. Please note that it will probably still be at least 6 weeks until the preview version should be ready, so don't get hyped up just yet. From here on I'll still be animating and mainly polishing for two more weeks before getting into the rendering process. I'll however keep you updated with previews, including the first fully rendered sequences, as well as probably one playblast that shows the internals. Note that the environment is likely going to get touched up a little as well, as I still think that things could still look a little better!
As always, thank you so much for the amazing ongoing support! I'm pretty confident this will become the best burning pastry animation yet due to all the time you allowed me to put into this. Thank you for being so patient with this! ;-;
2020-04-25 12:27:58 +0000 UTC
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After walking straight into Zoe's hand, our vixen seems to be on to our hero. c:
Had to make cuts on this sequence again since it's a bit slower paced to be more sensual. This scene is the second to last one, already pushing the animation past the 5 minute mark and already making it the one with the longest run time yet. It still isn't finished and literally ends on the last frame shown here, but with my current tempo I should be able to finish it within the next few days and then tackle the final scene, which will conclude this encounter!
The lighting for this scene is pretty close to final this time. Time of day will progress during the animation, having it go through roughly four setups to avoid that samey look during this film. I'll make sure to post one more round of extended playblasts later this month, by that time I should hopefully be almost done and continue with scene polishing before finally getting to render the first few scenes! I'm still expecting it to be at least 6 weeks before the release of the exclusive preview version of this animation, as rendering this will be no joke, especially at 60FPS. But I'll get more into that with the next preview! In the meantime, thank you so much for your invaluable patience. Stay safe everyone!
2020-04-13 01:30:05 +0000 UTC
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Might use a different camera angle for this later on that shows her mouth a little better!
A small excerpt from the successful suction attack, which is pretty far into the animation! The scene that follows up to this is almost done as well, and likely one of the best sequences I've animated yet, but having already shown a decent number of these playblasts I don't want to spoil all the good stuff yet! I might include a small snippet in the extended playblasts later on, though!
This month's overall progress has been quite quite fantastic, with me having been able to finalize two major scenes and getting fairly close to the 4-minute mark now. I'm currently getting a lot of progress done, which is partly due to the current quarantine as well. With my other job almost standing still right now, I've occasionally been able to push up to 14 daily hours into animating, boosting my progress quite a bit. There's roughly three larger scenes ahead that I'll be working on next month. Once these are finalized I'll advance to polishing and rendering the first scenes, while simultaneously working on other sequences. Once all scenes are done I'm expecting this animation to be somewhere around 5 - 6 minutes in runtime, with the extended version probably going beyond that later on.
More of these will come next month, as I'm approaching the animation's final scenes. Thank you guys so much for staying with me during these rough times! Remember to stay inside and be safe! ;-;
2020-03-30 18:11:10 +0000 UTC
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Many thanks on the overwhelming feedback of the last playblast! I was actually a bit shy to post it, since I think there's still a lot of things that need improvement, but I'm glad it already excited you despite the rough spots!
Despite the current lockdown in most European countries I'll be able to continue work as usual. If anything then it might make my progress on this animation a little faster, since I won't be distracted by travels. I recently got back from a short business-related trip to London, and luckily everything went smoothly since airports were still functional a week ago. Looks like for now I'll be locked in and have all the time to focus on animating, so here's hoping I can further ramp up the progress within the next weeks and grind through the rest of this new animation!
Something that has me a little concerned though, is the entire economic freeze that is currently happening. NVidia was supposed to announce new cards in a few days, but called the entire announcement off yesterday, means I'll likely have to render this on current day hardware. I'll have to see if I can rent a Titan RTX once I'm close to rendering, as it's currently the only thing with enough video memory to render this animation in a timely manner at 60FPS and all. Should this not be the case then I'll have to look for alternatives. Having spent this much time animating, I want to ensure this animation is rendered in the most visually appealling way, so I'm a bit reluctant to compromise any of the visual quality. But we'll see how things are looking in a couple of weeks.
Zoe Voice Actress
I've been in touch with a potential new voice actress for Zoe after roaming through the infinite depths of Furaffinity. After hearing someone who goes by the name Gen Corgi voice another character, I immediately tossed her a note and found out she'd certainly be up for voicing Zoe in this new animation. The timbre of her voice is quite close to what I always imagined Zoe to sound like, on top of that she has a professional setup, so the quality of the samples should be quite pristine.
You can listen to her here: https://www.furaffinity.net/view/31553770/
Note that I'm still planning to have Hestia record samples as an alternative, But I'll have to see how burned out I'll be by the end of this. There's also a voice actor who will provide the voice of the 1st person character, but that's something I'll get into when I'm done animating!
Many thanks for the overwhelming ongoing support! I'm planning to have another playblast posted by the end of the month, so stay tuned! (:
2020-03-17 20:09:47 +0000 UTC
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Looks like we have a bit of a romance at hand~!
Things are getting a little more sensual after the player got temporarily pushed down to the ground, and despite Zoe not exactly holding him down, he aparently makes not much of an effort to get away, tsk!
This segment was supposed to show that Zoe doesn't actually mean any harm and may even have a bit of a crush on our hero, she just has a particular way of showing it! From this point the dynamic is going to get quite a bit more sensual as we're slowly approaching the conclusion of this "boss fight". Our vixen eventually picks up on the hero liking her as well, which will lead to the next scenes getting more and more intimate. But I don't want to spoil too much yet, despite the high number of frames there's still a lot of animation ahead of us!
Phew... this scene was quite a bit of work! It's actually so long that I had to put cuts into this playblast to stay within gif limitations, and that's still just showing some parts of it. Since the recent update last month I've managed to get well over one minute of new animation done. Things are still a little rough looking, but I'll make sure to have it polished for the next big preview. Right now there's still a bit of clipping, as well as the lighting still being a bit so so. This clip is only using the preview lighting with low-res shadow maps, also suffering from a lot of light bleeding. For the final render I'm likely going to have the lighting adjusted for this scene, so everything looks nice and pretty. It's also likely I'll have the time of day shift a little during the course of this animation, basically have it start at sunset and end at night. This should keep the scene from looking all samey, which will definitely be necessary since it's going to be one lengthy animation!
Going to post another small text update either tomorrow or the day after. For now I wanted to get this new preview out and get right back to work. There's still some other updates I wanted to share about this animation, but I didn't want to squeeze all of it into one post, so stay tuned! (:
2020-03-16 14:14:22 +0000 UTC
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Round 2 of the extended playblasts is here! Here's some prettier versions of the previously posted ones with some of the heavier effects enabled, albeit at farily reserved settings. Unlike last time I also brought in the trees, so the scene looks a lot less baren in comparison to the old previews. Only thing that is still missing in terms of environment effects are the 3D mountain backdrop, hipoly assets, as well as atmospheric fog that will create a proper sense of depth.

Zoe's fur is rendered in a simplified manner and only using 1/5 of its actual density for these previews. The shadowing on her is already looking pretty solid whatsoever and somewhat representative of the final lighting. I had to figure out a new way of having her lit by the sun, as my entire lighting is 100% based on shadow maps. Since the shadow map of the sun needs to cover the entire area, the shadows cast on her would turn out very blocky up close. Having her lit by her own exclusive light that would only stretch the shadow resolution over her own model would give sharp shadows, but she'd consequently not cast shadows on the environment. I managed to solve this by using an exclusive sun light source for her model, while also having a second model of her that is not primarily rendered, but still linked to the environment sun shadow map, this way she casts low res shadows on the area, while the self shadowing on herself is handled by another light source, allowing beautiful depth shadowing of her fur without causing any flickering. There's no real purpose for anyone to know this, I just wanted people to know how difficult that was. :D

I'm still considering having this rendered at 60FPS later on, but I'm still a bit uncertain if I can pull this off with the supposed target visuals. It also looks like this animation is going to be quite lengthy in runtime, with the currently finished animations already clocking in at almost 2 minutes of runtime. I'm just approaching the halfway point of the script, so the final animation is likely going to be somewhere in the ballpark of the longest running films such as the Halloween animation I made a few years back, only that the 'animation density' is significantly higher here. I still have a hard time giving an ETA on when this will be finished, but considering that I can reuse some of the animations you're seeing in these playblasts, the progress from here on could speed up significantly. Then on the other hand I'm just getting started with all the more complicated nomming scenes, of which there will be quite a few more!

Here's another bonus playblast to show that there will also be the occasional 3rd person scene thrown in here and there. While this player rig has been significantly updated from the last animations, there likely won't be anything that identifies them, which should make it easier for the viewer to see themself in that role. There will also be tiny bits of dialogue from the player, but it will be rather short and likely done with gibberish sound samples. Note that despite all the nomming, I'm actually planning on having this end in a bit of a happy ending where the player gets the suitcase back and makes peace with Zoe. How it comes to that is something I don't want to reveal just yet, but who knows! Maybe both of their mother's name is Martha~
Again, a HUGE thank you to all of you for your amazing support! If it weren't for you then I couldn't even put a fraction of time into animating this. Here's hoping that these extended playblasts will shorten the waiting time once more.
2020-02-21 13:54:01 +0000 UTC
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Starting off the week with a new playblast! This one's admittedly still a little rough around the edges, more so regarding the lighting than the actual animation, but I'll provide an update later on this month!
Phew... this scene was quite a challenge animation wise! Giving the fast movements impact and weight was one thing, what gave me most of the headache though was setting up multiple parent constraints to a character rig, so the player could be parented to first her hand and then her jaw. With the last animation I managed to set everything up beforehand, with this one I realized the system was broken though, so I needed to redo it without it affecting the previous animation that comes before it, ah well! At least it's working now.
A new series of enhanced playblasts will be delivered by the end of the month. This will include an extended version of this one, so stay tuned!
2020-02-10 11:43:16 +0000 UTC
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Huaaaaaaaaaaaaaaaaaaaaa! *Insert Kirby sound*
This suction attack is a bit hard to dodge, gotta make sure to take some distance in the moment she leans down and walk towards the side!
This one was quite fun to animate, for the final render I'm hoping to include some turbulence effects and make the grass dynamic, given I can pull that off without breaking something.
2020-01-23 18:41:42 +0000 UTC
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Finally getting to the action! Here's a first look at some generic attacks, as well as a grab that the player managed to dodge just in time! Looks like the blaster isn't doing any damage on Zoe, so the player will likely have to find other methods of winning this battle, oh well!
Note that the animation where she leans onto the ground is still a bit unpolished. Definitely going to tweak her eye expression once more since it currently looks a bit too angry. There's also some clipping on her chest, which will be worked out later on.
Right now I'm focused on doing all the attack and grab animations of her, once these are done they can practically be reused and the animation progress should be a lot faster. I have to admit I slightly underestimated how long it would take to animate the player movement and make the jumping and running seem like there's proper weight and impact. I think it's looking proper now whatsoever. It's always important to have just enough bobbing to add a sense of weight, as too much will quickly end up making the viewer nauseous.
From here on I'm approaching the nommy bits, so expect a preview on that later this month!
2020-01-17 07:45:51 +0000 UTC
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First off, happy new year everyone! Hope you all managed to celebrate Christmas and New Year's Eve with your family and got some time off! Thanks so much for this year's amazing support to everyone around here. I'll certainly do my best for 2020 to keep the animations coming, which will of course include the current bossfight animation, as well as Zoe Noms U 3, which I want to get back to after this one is completed.
Despite the holidays I've managed to keep things on track and finalize the first-person rig, as well as implement and animate it for the scene. The model is based on the one from the previous animation, only this time it's using proper clothing and fabric textures, rather than plain colors. Since I didn't want to include any guns, I've went for a more Mega Man/Metroid-style blaster canon, which will of course not do a whole lot to Zoe, but you'll see about that later~! A HUD will also be implemented to give it a more videogame-ish appearance, but that's something I won't be tackling before post.
With the entire intro being done I can finally move on to the actual boss fight itself, which should be quite a fun challenge to animate! I'll make sure to keep you updated with new previews as much as I can. (:
2020-01-01 18:00:04 +0000 UTC
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Oh boy, if Patreon ever decreases the files size limits of gifs, then it will probably be my fault!
Finally, a look at some of the playblasts of the first part of the new animation with lighting! I've decided to go a little further with these and include a few more graphical effects such as fur to give a better impression of the eventual final look. Of course these only use moderate settings and are somewhat simplified since these test sequences need to render in a timely manner. Note that the trees, as well as the entire surrounding landscape won't be in these as I'm excluding them from the WIP project file to keep it at a moderate space and prevent saving from taking forever. They'll of course be included in the final render!

In terms of progress I'd say this introduction sequence makes out about 1/4 - 1/3 of the animation, which I guess shows how much of an undertaking this one is once again. With the scope of this animation being this wide, I'm even considering releasing a mini animation somewhere in between it to buffer the waiting time a bit. It probably won't be possible to remove any scenes from this one during production as in some of the previous films due to the POV nature of it.

I might turn these extended playblasts into a habit whenever I reach certain points within a lengthy animation, given people enjoy these. These are all fairly polished with various complicated deformations already being fully animated, which you'll notice if you pay attention to how Zoe's chest deforms against her arms, or how she pinches her tummy between her thumb and index finger. Of course this isn’t the final render polish and there’s still issues such as Zoe’s hair clipping through her head, as well as her eyes looking a little dead with partially missing specular highlights. There also might be a few more changes to lighting to illuminate her mouth a little better, but that’s something I won’t touch too much before the final polish. For the rest of the month I’ll be setting up the first person rig, along with its animation, meaning there probably won’t be any other playblasts this month. Here’s hoping that this rather elaborate preview makes up for it though!
Thanks so much for everyone’s incredible support this year, I’ll do my absolute best to keep these animations coming and try to further improve with animating these. Hope you’ll all have a lovely Christmas and a Happy New Year! <3
2019-12-20 23:02:34 +0000 UTC
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Here's another early playblast from Zoe's introduction sequence and a bit of pointer on what this boss fight is going to be about! There's another bit of monologue before this, but I didn't want this playblast to get too long. Nevertheless I'll make sure to post an extended version of this next month, hopefully with this sequence finished, the POV rig set up, and some preview lighting to give a better idea for the scene's mood!
The intro sequence on its own is already 30 seconds in length, once completed it should be around 40. At the moment there's still some clipping with her chest going through her arm and some animation detail such as her iris and tail moving missing, but I'm hoping to have all of that sorted out soon, so stay tuned! (:
2019-11-30 16:34:16 +0000 UTC
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Here's a little wallpaper for Patreon's thank your patrons day, for which I took two days off from animating to make something small for the occasion! A big shout out to everyone who's been supporting me over here and making it possible for me to devote this much time to animation. I still feel like it was yesterday when I started out after going back and forth with people whether it was a good idea to start a Patreon. Needless to say I was more than happy to be proven wrong about all my insecurities after everything took off, which is all thanks to you guys! ;w;
Before I descend back into my lair to animate, I wanted to share this little wallpaper that incorporates the night setting of the new environment, Zoe included! Make sure to infinitely zoom in on it, as the image was rendered out at a completely unnecessary 8K pixel count! In case you don't like Zoe there's also a version without her. This one also has the depth of field disabled as well.

Just don't look too closely at the cliff. Since it's blocked in the image by Zoe I completely disabled the tessellation for that object. Guess that's the level of optimization I've reached by now, oh boy!
Hoping to have a new playblast finalized by the end up the month, which will feature some light nommy stuff. So stay tuned! <3
2019-11-19 08:38:10 +0000 UTC
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Super duper early stuff! D-Don't judge too hard. ;-;
Zoe has a bit of an introduction sequence that will play right before the battle! Of course it's going to include a decent bit of voice acting again, as I find it quite fitting for this animation! Since she's playing a big, evil boss I'm hoping to give a bit of a Shenzy vibe, but that will also be up to Hestia for later on. For now this is a super early test animation, more will follow later this month! (:
2019-11-11 23:59:18 +0000 UTC
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A new stage that was made for a future animation! Adding this to my gallery on the other sites, so putting this one public.
2019-10-29 19:18:25 +0000 UTC
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Here’s a look at the finalized stage, along with some lighting studies that I made to experiment with the colors and mood for this animation.
The one with the bright noon lighting was actually the kind of lighting I was originally going for, but no matter where I positioned the sun, the scene never looked as convincing as I intended it to, which is why I scraped it and moved to something a little more diffuse.

Overall I ended up preferring the sunrise mood, which is basically based on the lighting of the most recent animation loop! This also ended up looking best on Zoe herself, with the sun coming from behind providing a nice rim light to her fur in contrast with the diffuse ambient light.

The night lighting was the most experimental one of the bunch. And while I like soft and diffuse scenarios, the scene was overall a bit too dark. Sadly the skybox suffers from a bit of color banding since my renderer squeezes all textures down to 8-bit color depth. This could be fixed by using a different night skybox, but since this is only an alternative study I’ll leave it to that!
Rendering everything later on is going to be a challenge once again, as both Zoe and the environment need to be rendered in a single pass since one is constantly overlapping over the other. Only the mountains in the background can be rendered out in a separate pass. I’m also targeting rendering the entire animation at native 60FPS later on, but I can’t guarantee this just yet. I’ll have to see how far I can optimize everything in the end!
2019-10-27 15:07:01 +0000 UTC
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Hey guys! Just posting a quick update on the scene I’m working on for the new boss fight animation! Since the previous environments I made aren’t really fitting with this new animation, I had to start on something from scratch and tailor the stage to the animation right from the beginning. The idea is that the player has only limited space to maneuver and dodge Zoe’s attacks, who’s looming over the ledge of the cliff!

I’ve already multiple outdoor environments for animations with a bit of a forest theme, which is why this is getting a bit more mountainous! Here I’ve started with modelling a vast landscape that will serve as a backdrop when you’re looking at Zoe. The “player area” is mostly surrounded by it, so should Zoe grab the player and pull them out of the main area, people will at least have something fancy to look into the distance!

For the previous animations I’ve done most environment assets (safe for trees) myself. To get a bit of a productivity boost for this one I’ve grabbed myself a Megascans subscription to make use of their amazing textures and photo scans. Their Mixer is an impressive tool for quickly creating custom textures in a Photoshop-esque layer workflow and helped me tremendously texturing the ground and cliff edges. If you’re a 3D artist and into environment art I can highly recommend their library!

The stage should be finalized within the next days, right now I’m already working on details such as grass and small pebbles populating the ground. I’m still experimenting with lighting, so expect a lighting study with the finished stage soon!
2019-10-22 17:58:34 +0000 UTC
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The next big animation is going to be a little different from the usual ones I’ve posted here throughout the months! Originally I wanted to continue with Zoe Noms U 3, but I feel that safe for a different scenario, it would feel a little samey to the recently released one, which is why I want to move it back in queue for a later date. The scenario I’m planning for the next animation is a concept I’ve been considering for a while now, but I mostly kept it in the drawer since I was uncertain if I had the know-how and skills to pull it off properly since it’s a bit different from the previous releases. The basic idea is that Zoe is a giant end boss, which the player is failing to beat throughout multiple tries, basically getting eaten over and over. I’m planning to have the animation look like a pseudo first person shooter to get as up close and personal with her as possible.
I’ve already started working on a new environment for the animation, which I might be able to show sometime later this month. Once all assets are done I’ll get right to the animation work, which will be plenty! For now let me know if you like the concept! (:
2019-10-12 18:57:09 +0000 UTC
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And the follow up from last month's animation loop. Looks like Zoe was busy all night delivering noms left and right! I personally like the thought of the viewer having gone fishing with her all night and she gobbled up all the catch, but it's fairly ambiguous, so you can make up your own theory!
2019-09-30 01:37:57 +0000 UTC
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Right click and View Image for full resolution!
And the follow up from last month's animation loop. Looks like Zoe was busy all night delivering noms left and right! I personally like the thought of the viewer having gone fishing with her all night and she gobbled up all the catch, but it's fairly ambiguous, so you can make up your own theory!
2019-09-30 01:33:13 +0000 UTC
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And the follow up from last month's animation loop. Looks like Zoe was busy all night delivering noms left and right! I personally like the thought of the viewer having gone fishing with her all night and she gobbled up all the catch, but it's fairly ambiguous, so you can make up your own theory!
This animation was natively rendered at 60FPS again, even though I think it doesn't benefit this clip as much as it did in the previous animation. Took an entire week doing rendering and compositing due to insane amount of on-screen fur, turns out that big stretchy tummies need a lot of that!
1080p/60FPS: Link
Haven't gotten to export the slow motion versions yet, but will add them tomorrow!
Also make sure to turn on repeat for the videos to loop! You get there by clicking the small ... symbol on the bottom right on Windows 10's standard movie player!

2019-09-30 01:28:56 +0000 UTC
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And the follow up from last month's animation loop. Looks like Zoe was busy all night delivering noms left and right! I personally like the thought of the viewer having gone fishing with her all night and she gobbled up all the catch, but it's fairly ambiguous, so you can make up your own theory!
This animation was natively rendered at 60FPS again, even though I think it doesn't benefit this clip as much as it did in the previous animation. Took an entire week doing rendering and compositing due to insane amount of on-screen fur, turns out that big stretchy tummies need a lot of that!
Source Resolution (4096x2727)/HDR/60FPS: Link
4K/60FPS: Link
1080p/60FPS: Link
Haven't gotten to export the slow motion versions yet, but will add them tomorrow!
Also make sure to turn on repeat for the videos to loop! You get there by clicking the small ... symbol on the bottom right on Windows 10's standard movie player!

2019-09-30 01:20:59 +0000 UTC
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Looks like it's morning already and Zoe had nothing better to do than to pull noms all night, oh well!
Still need to smooth her tummy a bit for the final render. This loop turned out a little longer with a runtime of roughly 11 seconds. Currently polishing the last bit of animation and setting up the background! Expecting it to be finished until the end of the month! (:
2019-09-21 00:23:49 +0000 UTC
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A small preview at the second part of last month's mini animation, showing how the evening progressed! c:
Sorry for being a little late with this preview, had to restart on the animation a few days ago after realizing there was something broken with Zoe's tummy rig, so I had to go two animations back, re-implement all the updates added in the meantime, and redo the animation keys with the working rig. Guess in the end I'm glad I noticed it now, rather than halfway into a big animation.
Since the environment is already there I'll be able to cut a bit of time, even though the lighting will be revamped to give it a bit of a different look. Expect another update on this in a few days, hopefully with lighting, as well as a squeeze~!
2019-09-12 21:47:47 +0000 UTC
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Finally got some time to sit down and fix/update the video library! There's been quite a couple new animations since the last update, so make sure to check it out in case you missed anything! It's back on the left side of this page under featured tags!
2019-08-26 20:16:31 +0000 UTC
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Almost in tradition, here's the new mini animation I've previously teased! Having Zoe goof off a bit during a spooky night trip through the forest. There's going to be a follow up to this next month, which will be a little more tummy focused, so here's hoping people like the premise!
Blargh to her hair, which still doesn't loop perfectly, despite me helping a bit with adjusting the physics that influence it. Looks like I'll have to get back to making a fade next time, ah well!
2019-08-25 16:41:44 +0000 UTC
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Right click > View Image to see full resolution!
Almost in tradition, here's the new mini animation I've previously teased! This one has Zoe goofing off a bit during a spooky night trip through the forest. There's going to be a follow up to this next month, which will be a little more tummy focused, so here's hoping people like the premise!
Blargh to her hair, which still doesn't loop perfectly, despite me helping a bit with adjusting the physics that influence it. Looks like I'll have to get back to making a fade next time, ah well!
2019-08-25 16:38:01 +0000 UTC
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Almost in tradition, here's the new mini animation I've previously teased! This one has Zoe goofing off a bit during a spooky night trip through the forest. There's going to be a follow up to this next month, which will be a little more tummy focused, so here's hoping people like the premise!
Blargh to her hair, which still doesn't loop perfectly, despite me helping a bit with adjusting the physics that influence it. Looks like I'll have to get back to making a fade next time, ah well!
The clip was rendered natively at 60FPS, and considered there's complex area lighting with volumetrics and GI, fur, and SSS, this was quite a tall order. Hoping to be able to afford an RTX Titan towards the end of the year, since natively rendering full animations in 4K/60FPS could actually become an option then! Next to the improved fluidity, rendering at a frame rate like this also makes it possible to do quite amazing slow motion shots~! Making sure to include these here for your convenience!
1080p/60FPS: Link
1080p/Slow-Mo: Link
Just realized that Windows natively supports video looping in its default player, so make sure to turn on repeat for the videos to loop! You get there by clicking the small ... symbol on the bottom right!

2019-08-25 16:34:17 +0000 UTC
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Almost in tradition, here's the new mini animation I've previously teased! This one has Zoe goofing off a bit during a spooky night trip through the forest. There's going to be a follow up to this next month, which will be a little more tummy focused, so here's hoping people like the premise!
Blargh to her hair, which still doesn't loop perfectly, despite me helping a bit with adjusting the physics that influence it. Looks like I'll have to get back to making a fade next time, ah well!
The clip was rendered natively at 60FPS, and considered there's complex area lighting with volumetrics and GI, fur, and SSS, this was quite a tall order. Hoping to be able to afford an RTX Titan towards the end of the year, since natively rendering full animations in 4K/60FPS could actually become an option then! Next to the improved fluidity, rendering at a frame rate like this also makes it possible to do quite amazing slow motion shots~! Making sure to include these here for your convenience!
Source Resolution (4096x2727)/HDR/60FPS: Link
Source Resolution (4096x2727)/HDR/Slow-Mo: Link
4K/60FPS: Link
4K/Slow-Mo: Link
1080p/60FPS: Link
1080p/Slow-Mo: Link
Just realized that Windows natively supports video looping in its default player, so make sure to turn on repeat for the videos to loop! You get there by clicking the small ... symbol on the bottom right!

2019-08-25 16:30:19 +0000 UTC
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Little update from the new mini animation, this time with some lighting! Here Zoe grabs the viewer by the collar to give them a good little scare! Lighting isn't final yet, so isn't the animation. Should probably be done animating in a few days though so I can fancy up the light some and add an environment. Once done, the loop should be around 10-ish seconds!
So sorry I haven't bumped up the video library yet, will probably do that once this animation is rendering to make the most out of the time, still a wee little bit swamped here! ;w;
2019-08-13 06:38:45 +0000 UTC
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