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ano_delta

ano_delta

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ano_delta posts

1 Gold Portal

"It was so obvious this damn portal won't deliver you to Oggrimar. With what you were thinking, Kiro?"

Edit 10/05/25: The GIF FPS issue was resolved, so I've updated the post with a new GIF file.

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(???) 1 Gold Portal - Last WIP

Phew. This is the last WIP for this animation, as you can see it's pretty close to the final look, but there are still things to do.

Last project with the new model

First, I want to talk about the new model. This project is the last one in which I have used a new model. It's not because it's a failure or bad, nope. Considering how raw it is, it has done a really good job in CA10, this animation, and the previous short animation. The reason why its last is that I began getting cr...

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(???) Unnamed short looped animation progress #2

Looks like this animation is more complex than I thought. It showed a new side of where I lack skill and highlighted the problems the new model has.

After roughly 16 iterations (it's not a joke), I finally got something decent-looking and can finally begin working on the last bits of the animation. I'll try to squeeze all the juice from UE5 and see how it looks when effects and lighting are properly done.

Can't really say anything more, wait for the release of th...

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Worst month so far

I'll be honest, currently, I'm experiencing the same situation I had in CA7.
In short, everything is falling apart. I have too many projects, and a CA10 got out of control, and now I don't know when it will be finished. A16 and the effect I've worked on didn't make any progress, as I was focusing on "small and simple" animation. Meanwhile, this "small and simple" animation got its 16th iteration. I dunno what to do, it's overwhelming how much I screwed up.

For now, ...

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(???) Unnamed short looped animation progress

Sigh... I didn't make it in time. I've spent most of the time working on details and refining body movements. Seems like adding details to the animation is the most time-consuming part. Roughly speaking, it's 50% done. What's left is: Make head and face animations, add the rest of the physics, add effects, and add the environment.

At one point, I'll finally stop adding ass-slams to such animations. I hope so.

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(WIP) Status Update

I began working on a small animation to fill the large empty space between posts. Consider this post more like an info post than a WIP one.

CA10 - I've finished animating the hardest part. Meanwhile, I didn't manage to finish it in two weeks. Mainly due to its increased duration, as it's 24s long instead of 15s max. These extra 9 seconds are exactly why it takes more time than I planned. Why did I make it more than 15 seconds long? In its main loop, there is a tentacle ...

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(A16-0) Base pose

I feel bad for not posting anything for a really long time, but don't worry. I'm still working on CA10 and have made good progress, there isn't much left to do in terms of animating. Environment will take a while as I need to create new assets. While you're waiting for the CA10 release, I decided to make a really short looped animation to break this silence.

While I was taking breaks from CA10, I continued learning Unreal. This animation is a test of my new skills I've learned recently....

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(CA10) Wrong Sizes

Work on CA10 has started. But sadly, there won't be any CA10 WIPs... for now. Sorry.

I may explain why later, in the release post. Estimated time to finish it - up to two weeks.

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"Forged in fire" Commissions opened

The new model is mostly done. The current iteration can now be used in production.

I just need to polish it a bit, and I didn't come up with a better idea than finishing it while working on a project that uses a new model. This way, I'll find issues that I missed while working on my projects and make the new model more suitable for unusual poses and uses.

So, 2 slots have been opened with limitations. I don't want to make large commissions, and it's quite risky to do them. So I l...

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(R1-6) Rig development devblog

So, I've begun creating a new rig using Auto-Rig Pro and... I have a really weird feeling about it. It is a sturdy system, but it feels so limiting. Can't even say if the resulting rig will be good or bad. It's just different.

I'm writing this dev blog as I'm working on the rig.

Currently placing bones in the right places and struggling with how I should approach adding new bones and constraining them. Should I add them in Meta-Rig or Generated rig? This is import...

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(R1-5) New rig

Welp, the new model IS NOT compatible with Unreal...

What has gone wrong? My pick for the rig system was a major mistake in making it compatible with Unreal. CloudRig is a good system if you work only in Blender, but as soon as the model needs to be exported somewhere it begins to fail. Currently, new model has the same fate as the original model where it holds only by Blender's modifiers.

So what's next? First of all, all work beginning from R1-3 goes into trash can. Second - I'm...

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Horny stash

Among stashes filled with ammunition, nuts, and stolen goods, there are a few stashes made for cases when loneliness begins to hit spots below the tail.

It's a failed animation that got to the release by miracle. I know about issues this animation has, but I can't do anything.

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(WIP) Horny stash

Ugh... This is animation with mixed quality. It's a miracle I managed to pull it off considering how bad everything was going,

It's a big success and failure at the same time.

I'll start with good news.

Guys, I did it! I have finally come to the point where I can replicate the same quality as Dota 2 cinematics. I've overcome all the troubles I had that were stopping me from achieving my main goal.

With a bit of practice and a new good model, s...

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Teasing...

And here goes the first poster with the new and unfinished model. It's a test render to showcase how this model looks like in NSFW projects. Also, it serves as a new model teaser.

Rendered in Blender as the model isn't ready to be ported into the new engine and I need to test it in a controlled environment. For the model itself - seems like everything is working properly except for one quite painful issue I'll talk about in the next R1 WIP. Her rig is still raw, and I'm still trying to ...

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(MA1-10) Second loop - progress

Now both loops are 90% done.

While the first half was a breeze to animate, the second loop is a different story. It took me a while to make it look good and not jaggy. The second loop is split into two halves, with the second being faster than the first. Also, I've tried to add some liquids for the second half. It's a test simulation to see how it can look and if it's worth adding in a final render. I'll play with it to see how it can be enhanced, and depending on results, I may or may ...

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(MA1-9) First loop - progress

It's been a long time since I worked on MA1. It's time to continue work on it.

First on the TODO list - Polishing main loops. As far as I can see, the intro part is in good state and requires just a bit of tweaking to make Hoodwink's facial expressions look better. Meanwhile, main loops is in "awful" condition and needs to be improved by adding some movement variations. Currently I've added some variations to the first one and made it less repetitive. You can see how it looks here: View Post

(R1-4) Test pose

Microwaving squirrel.

So, I made it to the point where I can use rig to test poses and other stuff. I've tried to make a few poses and an animation to test how the model deforms and I can say that... It's good!

It does have problems, but they can be fixed... mostly. One issue I can't fix is her neck fur, I can't figure out how to fix it and how to make this fix work in UE.

I guess it will be ready for production quite soon. I need to redo textures and make the rig more usabl...

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(R1-3) Devblog

Like in the previous attempt - rigging (or skinning) is the most tedious and painful stage. But still, it's easier to do the second time, as I've collected enough experience and info to ease the time I spend rigging her.

1st Challenge - Face rig

First challenge I've encountered - Where to place bones on her face and how? Despite making this model for Unreal Engine, I need to make a Blender version first. And in Blender you can use a better solution where you draw "deforming loop...

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Info

And here are two animation releases with pending CMDL2 release.

A15

I'll be honest, the last few days where I worked on A15 were insanely difficult, and it's without taking into account insane render times. This is the first time I have seen how 1 frame is being rendered for more than a minute instead of usual 5-10 seconds. A15 took my PC on its knees.

Now I'm looking into buying a new GPU as my current one has begun to show its limits, especially in Unreal Engine.

...

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(A15) Long-range amusements

"What the hell my sis doing!?". Even without any evidence, she knows it's her sister's doing this. And it seems our forest guardian will answer her in the same or other ways for disturbing her from doing her duty.

Full animation is here: https://www.dropbox.com/scl/fi/1nnx1ukqnzw03arw6za52/A15_release.mp4?rlkey=5543rwnsgzzuuo23...

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Hoodwink pleasures herself (Animated)

It's an animated remake of my old poster.

This is a special animation. It's the first project to be done on Unreal Engine. It serves as a test animation which looks quite decent for the first project on the new render engine.

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(R1-2) Success?

It seems like I've managed to port textures from the old model to a new one, with all texture issues as well. At least they are fixable. This can be seen as proof of concept because one of the main concerns that could make this remake impossible - textures. Now knowing that it is possible, I can continue work on it.

Can say I'm halfway through finishing this edit, but this doesn't mean I'll finish it soon. There is still one HUGE step - rigging, and you may remember how I struggled with...

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Hmm...

A new patch in Dota opened a few new locations where I can use octopus-like tentacles. I thinking about making a new animation here with Hoodwink being held by water-tacles. And I'm thinking about actually using in-game locations for the next animations where it's possible.

In short, the next short animation will be here with octopus-like tentacles. Obviously, it will be done in UE. This way I'll see how good is the idea to use in-game locations.

Unusual post, yeah?

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(R1-1) Yet another Hoodwink model rework

Now to the good news.

As I'm moving into Unreal Engine, I need to remake ALL of my assets. And first of all what needs to be remaked - the Hoodwink model.

I don't know if this attempt will succeed, but it needs to be done one way or another because the current model is a pain in the ass to work with, especially in UE. It's funny how remaking her model is some kind of test of my skills.

What are my plans for this time:
1. Change her legs - I've always said how bad they are...

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(A15-7) Final environment+lighting setup

This is how the animation will look like. I've finished polishing the environment and lighting.

Sadly, this is not all. Currently, I'm struggling with this animation and things don't go as I wanted. First of all, the technical side of this animation will be worse than usual, I'm encountering several major issues with how EEVEE Next works which led to a noisy image. Denoiser doesn't work here for unknown reasons. It may look not as critical as on a static image, but when it starts moving...

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3rd Anniversary

On December 15, 2022, I started my journey as a 3D artist who likes Hoodwink. For three years, I have created posters and animations, learning Blender along the way. Now, I'm sitting here, having "mastered" Blender and beginning my journey to learn Unreal Engine.

Looking back, I've learned a lot. Current projects look and feel a lot better than my old ones. Especially on the animation side. I still remember how I was fully against doing animations as it's way too difficult and not worth...

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(A15-6) Fluids

A quick WIP for ya.

This time I've worked on liquids and making them look good here. Spent all day trying different setups for simulation and stoped on this iteration. Looks decent to me.

Phew, a small amount of work left. Currently, I'm polishing the whole animation and adding missing things to it. After that, I'll try to add physics to her cape and remake the environment as I'm not pleased with the current one.

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(A15-5) Ending part progress

Next on the release queue - A15

Sorry for GIF quality, I had to heavily compress it so I could fit 15 seconds in it. I'm currently focused on A15 and plan to finish it this week. Roughly speaking, the ending part is done, but it needs a little polish to be considered fully finished. After that, I'll add fluids and make a final pass to polish parts where I see issues in animation. I should add, that the last seconds will be blurred, so I won't work on them. I'll just make sure that you c...

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(?-WIP) Unreal Engine

It seems like it's the beginning of my path to learning about Unreal Engine.

Take this post as an info post instead of a WIP one. I'll focus here on my recent advancement and how it will affect my next projects.

New render engine, new possibilities

So, what’s the deal? For the first time, I’ve successfully used Unreal Engine for my project. It opens A LOT of new possibilities and most importantly - I’m getting closer and closer to my main goal. If yo...

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Dungeon Hazards

The first animation without Dota 2 characters is here!

Commissioned by thecomposingwolf
Note: He will post a dubbed version some time after the public release.

Full 1 minute-long animation is here: https://www.dropbox.com/scl/fi/tv...

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