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CHAQUINN0

CHAQUINN0

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Dev Log #15 - Chapter 3

Hey, everyone! šŸ™‚

I just realized I forgot to write a dev log last week. I posted Michelle’s March set and I thought I had done it, but got it all confused.

Either way, I’ve been very busy the last few weeks around here. I’m dedicating all my time to posing the business trip scenes now. The effort to balance the inevitable amount of Da Som Kim’s screen time with the other characters is actually coming out nicely. Basically, I gave them different scenes in between as if they are happening at the same time. These scenes are not fillers though, they actually have meaning and give an insight on that character’s own story.

As the renders finish, I’m already putting them in the game and testing them out. If I spot any issues, I can get them fixed quickly.


It’s been a month since I left my full-time job, and it sure feels weird, but it was definitely necessary. The amount of things I am able to work on while having all day free is liberating. In the end, it’s all for a good reason. Good things require sacrifices.

Have a great weekend, everyone! ♄

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Happy Easter! 🐰

The complete custom renders set is available for Bright Road tiers and above [here].

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Michelle - Happy Easter! 🐰

Exclusive March custom renders.

Thank you for all your support! šŸ˜€

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Chapter 3 - Preview #9

Boop! šŸ˜

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Dev Log #14 - Chapter 3 + Preview

This week I worked on some issues from previous chapters and also finished writing a few more small scenes that will mainly serve as bridges in between scenes that have the same character (mostly the MC), so I can eliminate that ā€œfast-travelā€ confusing feeling in some of them.

I started posing the business trip scenes now. I had to purchase a few new assets as reusing the ones I already had wasn’t good enough, I’m still changing a lot of the ones I already have though. Overall they are coming together nicely, time to fill up that render queue again.

I reorganized a few scenes and placed some into the final part of the chapter as they felt a little out of place. Once they are posed and in the game, I'll see whether this change was good or not. If not, I can just revert them to their original positions or make better changes.

One of these scenes is the Michelle hangout, which I shared a preview some time ago. This one now plays in between the third and final part of the chapter, rather than at the beginning.


Either way, everything is coming along fine. :D

Have a great weekend, everyone!

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St. Patrick's Day! šŸ€

St. Patrick's Day treat!

A NSFW mini set is also available for Bright Road tiers and above [here].

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Olivia - St. Patrick's Day šŸ€

A small exclusive treat to celebrate St. Patrick's Day!

Thank you for all your support! ♄

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Dev Log #13 - Chapter 3

I’ve finished writing the business trip scenes. However, there is a big chunk in the last part that I need to review now, as it is a VERY important section for Kim’s route. I need to check the code to ensure everything is working as intended.

Additionally, there is an optional sex scene within this business trip segment. While it is not as tricky to code as it is to pose, it’s something I will leave for last, just like all the other lewd animated scenes in the update.

There are just a few more images left in the render queue now. It should be all done by this weekend, just in time for me to start posing the newer scenes.

Have a great weekend, everyone! :D

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Chapter 3 - Preview #8

😟

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Dev Log #12 - Chapter 3

Hey, everyone! :)

I've been working on the business trip scenes all week and putting their assets together in DAZ. I'm not posing them yet, I'm just putting the assets and characters together and saving the file so I can start posing them later. For now, I want to focus on finishing writing these scenes while the PC is busy rendering.

The images from the first part of the chapter are still rendering, but more than half of the scenes are already done.

Some of you have asked about the ā€œpartsā€ of the chapter that I've mentioned a few times before. These are mainly how I separate the events, I used the same concept in the previous chapters as well.

Chapter 3 is divided into four different parts. The first is already finished, which ties together events from Chapter 2 and introduces new characters and antagonists. Currently, I'm working on the second part, which covers the entirety of the business trip events.

The third and fourth parts primarily focus on character development and plot-moving events (not going to spoil what happens there).

Development is now moving at a much faster pace, thankfully! :D

Have a great weekend, everyone!

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How I do Lighting in DAZ

Hey, everyone!

Not necessarily a post about the game itself today. However, I got quite a few of you asking me how I light my scenes in the game and my random renders, so I decided to make this not-so-brief, but in-depth sort of tutorial.

Keep in mind that I am by no means a master of the craft, in fact I’m still learning a lot of things every day.

Use this guide as a one way of doing this, but not as a definitive guide.

I really hope it helps you somehow. 😃

There are many different ways to light a scene, especially since there isn’t one specific time of day or environment. I follow some fairly simple concepts known as ā€˜Two Point Lighting’ and ā€˜Three Point Lighting’ and apply my own twists to them.

Keep in mind that you don’t necessarily need to do exactly what I do. You can take this concept and apply your own way of doing it.

Personally, I like using emissive surfaces for my light sources since it gives me better control over the objects and colors I can apply to the lights. You can increase or decrease the size of the emissive objects, and it emits a nice, smooth light overall. Not only that, often the characters will have a shine reflecting on their eyeballs which adds to the aesthetic.

You can use any type of light you want though: point light, spotlight, sun-dial. Just keep in mind that the results will differ according to the type of light you choose.

HOW DO I MAKE MY EMISSIVE SURFACES?

This is the simplest part, in DAZ you can navigate to Create > New Primitive.


A small window will pop up with a few options, I usually choose the Plane at it’s default options.


Once we have our plane selected in the scene, we need to make it emissive. In order to do so we need to navigate to the Surfaces tab. In case you don’t have the Surfaces tab open, go to Window > Panes (Tabs) > Surfaces.

Now in the Surfaces tab, expand the categories until you find the Emission. Here you will notice that the color is set to Black, this means that there is no emission set to this object.


When you click on the black color, a color picker window will open, in here is where you can change the color of your emissive surface. You can pick any color you want, but for this example I will just set it to white, and click Ok.


Notice that now your Emission options changed, there are more options in there, this means that your Primitive is now emitting light, but it’s not bright enough, so let’s set the Luminance to a higher value. Maybe 250000?

Great! Now we have an emissive surface lighting up our scene!

You can change it’s color, increase or decrease it’s luminance in this exact same options within the Surfaces tab under Emission.

Each render will have it's particular settings, so you will need to experiment and tweak to find what's suits best for you.

IDENTIFYING YOUR ENVIRONMENT AND YOUR POINTS OF LIGHTS

The first thing you need to understand is where you are; maybe it’s an open space, a small enclosed room, a big hall, a photo studio, etc.

Once you know where you are, you need to find your Key light, which is your main source of light. This can be coming from a light bulb in the ceiling, a small table lamp, a phone, a window...

For example:

In this image, the main light source is the window.


In here, it is coming from the lantern she is holding.


But what exactly is the Key light?

It is the strongest point of light in your frame, it’s the light that wherever it is coming from it’s illuminating most of your focal point. It doesn’t necessarily need to be pointed straight to the subject, but it is usually doing so.

The second point of light is the Filler light, or Bounce light. This light will counter the strong shadows that the key light is casting, giving your image a better balance making it less dramatic. I will explain this better in a little bit, for now just remember what it is used for.

The third is the Back light, this has many different applications, it can be used to light an environment as a whole as well as to ā€œseparateā€ the subject from the background by illuminating their silhouette.

USING THE LIGHTS

Example 1 – Outdoors:

This first example is in an open space, where the key light is the sun/sky and we don’t really need to create anything fancy for it, all we need to do is use the natural light in our favor.

In this example I am using DAZ’ own default HDRI map to illuminate the environment. The best part about working on a 3D environment is that we can totally control where we want that point of light to be, so in here I rotate the dome in order to get that sun spot exactly where I want.


Dome rotation 95Āŗ


Dome rotation 270Āŗ


Notice that where the key light isn’t reaching, it is casting a very rough dark shadow on her face?

This is where the filler light comes in, so that it can counter those shadows giving it a softer brightness.


Note that the filler light must not be brighter than the key light, or else it will become the key light itself and totally wash away those shadows, and we need some of those shadows so that our image doesn’t look flat and boring.

You can position the light source at an angle not too far, but not too close to the subject. Make is smaller or bigger. Experimenting, trial and error is the best way to find the sweet spot for your scene.


In this case, we are done. We don’t need a back light since the key light is also doing that job for us by lighting the environment itself through the HDRI.

Here is this raw render, no post-work done.

Example 2 – Indoors:

When it comes to lighting indoors it gets a little more complicated depending on the size of the place. However, we can still apply the same concept and make it work.

Usually the assets already come pre-lit out of the box, which helps a lot, but sometimes that’s not the case. In this example, I am using the European Style Apartment DAZ asset, which does not include a good lighting set of it’s own, so we are gonna have to get creative.


LIGHTING THE ENVIRONMENT

The first thing you should do is light up the room you are in, and for that you need to identify where your light source(s) should be coming from, maybe it is from a window, or maybe it’s as simple as a ceiling light. It’s up to you.

You can do a practice right now, look around you and see where the light in your room is coming from, that will help you identify it within your 3D scene.

Sometimes one light source will suffice, but at times you may need one or two extras.

Never use one giant light source, or make the entire ceiling an emissive surface, else your environment will look terribly flat with no shadows and very bright.

In my case, I needed two ceiling lights for this one, there is also a window where there is some light coming through, but I purposely blocked the window light by putting a fence outside.


Great! Now that we have our room lit up, it’s time to put our characters in and add a key and filler lights to the scene.


Here is how this shot looks through the camera.


See how I put the Key light at an angle?

This is to avoid the subject looking flat, giving it a nice soft depth.

Which side to put the light is up to you to decide. Keep in mind that if you put it against the camera the shadow part of the face will be the one facing the camera giving your scene a more dramatic aspect, while if you do the contrary the effect will be the opposite.

Speaking of dramatic, here is an example of lowering the environment light and adding a Back light in order to shift the mood of the scene only by using lights.


PS. I also lowered the camera’s f/stop in order to blur the background even more and increased the bloom for that mood shift.

For this shot I lowered the ceiling lights Luminance, and totally removed the Fill light so that the rough shadows on her face would come up. In addition, I lit up the lamp in the back in order to add a mood light in the distance.

Once you have your lights in place, you can control them however you want to achieve the mood you are aiming for. :)

Example 3 – Using a Spotlight

I recently made a render that prompted a few questions as to how I made it, so I’ll include it here as well, and you can use this concept on your own renders.

In this example the key light is coming from a Spotlight, which works great to emulate sunlight. In fact I only use spotlights for this purpose myself.

It also has a filter in front of it so I could achieve some shadows to emulate it coming through a window of sorts.


In this environment I used STZ Bedroom 4 with no light sources inside, but on the outside I just used DAZ’ default HDRI map so the light would come through the window and light up the room.

Let’s first create a Spotlight (Create > New Spotlight) and point it where we want to illuminate.

The spotlight settings I'm using is in the image below too.


Looks pretty boring, doesn’t it? So let’s add some shadows in front of it now.

In order to do it we will have to first create a blank white image with black shapes in it. You can do it in Paint, GIMP, Photoshop or whichever your image editing tool of choice.

Here is the one I made:


Now to add it to DAZ is pretty simple, first create a Primitive (Create > New Primitive) and select Plane.

With your Plane selected, go to the Surfaces tab and search for ā€œCutout Opacityā€. In the option that appears click on the arrow pointing down and select ā€œBrowseā€ on the list that opens. Now you will look for the file you just created and open it.


Your plane now looks something like this.


Now all you need to do is put it in front of the Spotlight to achieve the shadow effect.

Keep in mind that this is just one way of doing it, you can put anything in front of the light and it will cast a shadow so you can get creative from there.

Every scene that I do, be it in my game or a random loose render, I use these concepts.

I hope that this was a comprehensive way of looking at how I do it. You can literally achieve the look you want by following very simple concepts and adapting them to your own work.

Understanding that these are mere concepts and not rules will give you the freedom to adapt and change everything to suit your needs, you can add more points of lights to serve the same purpose or remove them completely to achieve something totally different.

You can make the lights stronger or softer, change their positions, and even totally get rid of one of those points of lights to shift the mood.

Play around with your camera in order to have a close up or a wider shot to show exactly what you want your audience to see.

Keep in mind that lighting is just one component of a good shot, understanding you framing and composition is what’s going to allow your images to pop.

Ultimately however you do your thing, play around and keep practicing is one step forward to learning something new.

Here are some videos I highly recommend checking out:

Frameforest Filmschool: 3 point lighting 

Shoot Like a Cinematographer, Not a Videographer 

Roger Deakins on "Learning to Light" — Cinematography Techniques Ep. 1 

In Praise of Subtle Cinematography 



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Chapter 3 - Preview #7


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Dev Log #11 - Chapter 3

The first part of the chapter is finished!

I’ve been writing and posing the scenes from the second part now, which is basically the entirety of the business trip segment. This part already had a small chunk of it done since when I started making this update; I began from this part (hence why the first chapter preview was from it), so it is going much faster now.

The season change from Fall to Winter within the game’s world is proving to be a bit challenging since I am doing a lot of texturing and asset manipulation within other 3D tools to make things unique and fit the snowy environment. It is taking a little bit of time, but the results are worth the effort.

The images I have already posed have been rendering over the past few weeks. While they are processing, I write and work on other content for this update.

As I mentioned previously, thanks to your support, I am now finally dedicating 100% of my time to the game’s development. Things should start moving at a faster pace now. No more time to lose! šŸŽ‰

Have a great weekend, everyone! šŸ˜€

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February Custom Set

Exclusive custom renders set is now available for Bright Road tier and above.

You can find it [here].

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Da-Som Kim - Garden Chair

Exclusive February custom renders.

Thank you so much for all your continuous support! ā¤

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Chapter 3 - Exclusive Preview #2

"Nothing here you haven't seen before."

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Chapter 3 - Preview #6

😃  

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Dev Log #10 - Chapter 3

The whole Alessa/Vera lewd scene is fully done, including its animations. I wanted to finish it to get it off my mind since I just started working on it, but left some things left to do. Along with this one, I’ve completed posing the introduction of the antagonists.

Basically, this week I finished three smaller scenes, plus a ā€˜bigger’ one with animations. I’m getting close to having all current written content done, which comprise the first part of the chapter (before the business trip). I might be able to finish the remaining ones this weekend.

Then I can resume writing again!

As I have been planning since the end of last year, and thanks to the growing support from all of you, if all goes according to plan, next month I will likely be able to finally start dedicating myself 100% to developing the game. Fingers crossed! šŸ¤ž

Have a great weekend, everyone!

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Happy Valentine's Day! 🌹

Valentine's Day treat with Tasha.

A NSFW mini set is also available for Bright Road tiers and above [here].

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Tasha - Valentine's Day 🌹

Just a small exclusive treat to celebrate!

Thank you so much for all your support! ♄


PS. This is not the February exclusive set yet, that one is coming by the last week of the month.

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Chapter 3 - Exclusive Preview #1

ā€œYou are so horny lately, and I know exactly why.ā€ 

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Dev Log #9 - Chapter 3

Hey everyone! :)

This week I finished Olivia’s art exposition scenes (which you may have seen in the latest preview). As I had predicted, the branching scenes really take a while to pose. This one in particular, took about three days to finish as it splits in two depending on whether you are in Julia’s route or not, but it also has a third iteration which plays without the MC (if you choose not to go). Each route is a whole scene of its own.

There is a long holiday period next week here in Brazil, which extends all the way until the 13th. Some companies allow us to stay home during these days. I will use this time off to finish as much as I can. Even though I already dedicate most of my weekends to it, still, I could use a few extra free days.

Have a great weekend, everyone! :D

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Chapter 3 - Preview #5

😯

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Dev Log #8 - Chapter 3 + Rework Info

This week’s work was pretty much the same as last week; more posing scenes in DAZ and finalizing a few smaller things. So there's not much to discuss about it.

I've been meaning to address the reworked content for a while, and I think now is a good time for it.

Additional Content

Chapter 1 will feature two additional scenes for Julia which are fairly lengthy with significant dialogues and interactions. This is meant to bridge the gap between the Prologue and Chapter 1. Only saying that the MC and Julia have been talking and flirting during this time won't suffice. In the next update, you will be able to experience some of those interactions within Chapter 1.

These scenes happen before you can ask her out on a date at the office break room and won't include any choices. If you don’t want to replay, you won’t miss any substantial choices, except for some additional Julia lore.


I am giving the same treatment to Kimmy. Some players may have missed starting her route if they chose to stay home instead of going to the gym, which was intentional. However, just like with Julia, there will be a second chance for you to start her route if you missed it the first time around. 

Kimberly also has an extended scene in Chapter 1 now, which happens right before the sex scene, and that choice has been moved to within this scene, but again, if you have already chosen to start her route, you won't miss any choice, except to some Kimberly lore in case you don't want to replay.

Rework

I started making this game nearly a year before I even thought about releasing the Prologue, and back then, I had very little knowledge of how DAZ worked, and my PC wasn’t that great. So some renders from back then ended up looking terrible. I am slowly remaking some of them, which may or may not be included in the next update.

My main focus is to get all the sex scenes rework done first, then I will keep on improving the static renders and some dialogues.

I reworked pretty much the entire Zeke/Keyla house scene with better dialogue and renders, I also removed the cringe-inducing filler robot scene in Zeke’s office.

OLD


NEW

This week's dev log is significantly behind schedule due to how my daytime job is consuming all my time and sanity. But hopefully, next week, things will go back to normal.

Have a great weekend, everyone! :D

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January Custom Set

The January exclusive custom renders set is now available for Bright Road tier and above.

You can find it [here].

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Candace - Cozy Morning

Exclusive January 2024 custom renders.

Thank you so much for all your support! ā¤

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Dev Log #7 - Chapter 3

Hey, everyone!

A bit of a shorter dev log this week as I’m focusing only on posing the scenes in DAZ all week, so there isn’t much to talk about.

I’ve done all the renders for the scenes I set off to finish this week, I didn’t write anything this time around, but I managed to get 7 scenes completely done this week alone (code, dialogues and images). I’m knocking out the shorter and faster ones first since these are fairly easy to finish. I will leave the longer and more complicated for last.

Also, this month’s Patreon special set is finished rendering, as soon as I’m done editing I will post them for the Bright Road tier and above.

It’s Candace!

Have a nice weekend, everyone! šŸ˜€

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Chapter 3 - Preview #4

"It's official, you can't beat me!" šŸŽ®

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Dev Log #6 - Chapter 3

Hey, everyone!

So, this week was another one of more writing and putting assets together within DAZ. Next week, I will focus solely on posing more of them. There is enough written material for a month of work on posing alone.

Apparently, there was some concern regarding the Alessa/Vera scene I mentioned in the last dev log, perhaps due to the 'forced' nature of Keyla’s flashback scene; who knows? Every sex scene moving forward is either behind a specific girl’s route, or entirely reliant on your choices. None of them is forced upon you, so don’t worry, you won’t be violated.

When I say that things in the game will depend on your choices, I really mean it. Even if Alessa and Vera are a couple now, you can still choose to avoid one of them and be with the other if you so choose. All you need to do is pay attention to the dialogues and make your choices accordingly. If you don’t want to see some FF action, you will not be forced to. However, it will still be there for those who do.

Have a great weekend, everyone! :D

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Dev Log #5 - Chapter 3

Hey, everyone!

This week, I wrote a lot more scenes for Chapter 3. I’m consistently reviewing the previous chapters and going through the dialogues, checking for issues with story consistency and errors. I’m doing my best to get things right and improve everything.

This chapter has more lewd scenes than any previous ones and I started posing the first one this week, it is about halfway done though. This is the Alessa/Vera scene, no MC involvement here (yet). šŸ†

Have a great weekend, everyone! šŸ˜€

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