I know it's not a poll you waited for but I'm working on it, just wait a bit.
Now to the poll itself. I'm observing unusually low activity on A14 WIP posts. I want to know why.
Is that because:
2024-08-09 20:27:46 +0000 UTC
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Half of the first part of the block-out is done. I'm not sure about how good it looks, but the polish stage will tell us more. Currently, I feel like the polish stage will take A LOT of time, mainly because of me fixing mistakes I've made in the block-out stage, thus we have a whole hood to work with.
Everything goes as planned. If everything goes the same way then I'll finish the first part somewhere this week. Then I'll start working on the second part or will take a break and create ...
2024-08-09 01:27:26 +0000 UTC
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Uhhh... Uploaded the second GIF in a separate post as Patreon's UI places two ultrawide GIFs in a row instead of a column.
2024-08-05 04:29:43 +0000 UTC
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That's better, A LOT BETTER.
An issue with the slow process is still present but I've found things I can optimize which helped... a bit. I guess I can't do anything with it but accept that I spent 2 days creating 5 seconds of an animation block-out. Gladly, I enjoy how good the animation usually ends up.
First part iterations
The first part beggining had 3 iterations. The first you saw in the previous WIP, the second is the GIF in the next post, and the third the final one...
2024-08-05 04:24:59 +0000 UTC
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Yeah, the animation doesn't look good but this is temporary. You can see that it differs from my previous projects early WIPs. This is because I have created a bare skeleton of animation, which I will modify and enhance with more and more details. It's similar to the workflow in my old animations. One issue with this workflow remains - the inability to create fast, sharp, and more alive-looking movements. To work around it, I'll use my usual block-out>inbetweening>spline>polish workf...
2024-08-01 21:44:16 +0000 UTC
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I opened 2 commission slots
Sadly, this time without a poster as I greatly screwed up with it. Sorry :(
Com info: https://www.dropbox.com/scl/fi/m3f99tacvniafem71t48v/Commission-info.paper?dl=0&rlkey=bqc0ev0ycy2bzbvva8jiylg8r
2024-07-31 13:54:03 +0000 UTC
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This animation looks VERY promising!
For this animation I want to try a different aspect ratio, instead of the usual 16:9 I'll use 21:9. This already gave a lot of space for moving her enormous-sized tail.
What about the animation itself? This will be a 30-60 second long animation with 2-3 parts. Where first part is looped animation with some variations and the second part is cumming part. This is animation where I'll try different approach to animating I've told you before. Scene...
2024-07-30 13:32:16 +0000 UTC
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A crate-breaking action on a crate filled with acorns.
From now on, "HD File" posts will be combined with "release" posts.
Public release on 5/08/24
2024-07-29 10:42:00 +0000 UTC
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The animation starts to take its final form. I've refined movements a bit. Decied to leave placeholder ears animation as I like how they move, just added a bit of physics to them so they doesn't look too unnatural. For the body physics, sadly I wasn't able to properly configure it for this animation so extreme model clipping will be left without changes.
The new environment workflow gives a decent results, but there is a major issue with it. The tecnique consists of creating new models ...
2024-07-27 10:02:35 +0000 UTC
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I marking this animation as another failure. Adding unnecessary sharp movements was a big mistake. Don't worry if you like it, I will finish it anyway. Just marking it for myself.
I'm currently thinking about optimizing my animation workflow as the current one is not great, to say the least. I was thinking about where it started to worsen and my best guess is that it started somewhere during CA7 development. To be more precise, at the point where I discovered a new technique to animate...
2024-07-23 18:44:46 +0000 UTC
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The HD File is here!
2024-07-19 22:52:27 +0000 UTC
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A 25-second short looped animation release!
While running through Mistwoods, Hoodwink jumps through a big tree root right into the flower, an infected tree fetus.
Commissioned by Nona1234
Full animation: https://www.dropbox.com/scl/fi/a...
2024-07-19 22:50:15 +0000 UTC
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Warning! This GIF is significantly larger than the usual GIF I include in posts, it can load slowly.
Phew, that's it. Animation is 99% ready. The only thing left to do is render it in HD and make some color corrections.
Now I feel like I learned how to create a forest environment close to Dota cinematics. A little bit of refinements and it will look like it was ripped right from Dota cinematics.
I'm glad that I was able to test my new environment models on this animation. I...
2024-07-19 00:16:36 +0000 UTC
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I've done a block out for the environment and wow... It already looks gorgeous! I really enjoy how it looks now, a lot better than the old one. I finally got a scene where I can try my new environment workflow and assets. Even the lighting was left almost without any changes so it's another win into pocket.
This environment gave an idea of the backstory of the animation. Let's say that Hoodwink was running somewhere and jumped across a big tree root right into the flower.
Just im...
2024-07-15 15:53:02 +0000 UTC
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Link for Full WIP Animation at the bottom of the post!
I've added effects to the part at the beginning and additional tentacles. I'm pleased with how liquids ended up, THIS is exactly what I wanted from a liquid simulation. Never had such a great result.
Had trouble with animating additional tentacles, hope you won't see any major issues with them. I'll add more tentacles to the background later as there should be also tentacles for catching living in the wild around.
A "lit...
2024-07-13 19:08:17 +0000 UTC
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The animation starts to take its final shape.
I made Hoodwink move the way she is controlling the sex flow using her legs. It’s a quite rough way but I think it suits her. I don’t know where to place the male's hands as holding her legs isn't an option now. For now, I placed his left arm on a future pillar next to the table, for the right arm… it will float somewhere in the air behind the camera. A few adjustments and it will be ready for polishing. Looking at how she moves, I pla...
2024-07-13 12:20:44 +0000 UTC
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No timelapse this time because the shitty timelapse addon didn't record half of process again >:(
Here is the first poster I've made on the laptop. Decided to make it first instead of animation. I wanted to see what it is capable of in still projects. For most time it performed well. The battery was draining slowly giving me enough time to make good progress, performance was OK. I'm pleased with its performance.
Posing was smooth. I was able to pose both models without any majo...
2024-07-10 10:33:38 +0000 UTC
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The HD File is here.
2024-07-10 10:14:53 +0000 UTC
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"In what ways you can use the abilities Shard gives? Uh, yeah, there IS a way to use them!"
The first poster from the secondary branch. It looks normal to me, but it could be better without the problems I encountered.
2024-07-10 10:11:14 +0000 UTC
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Old spam-like WIPs from 2022 returns. :)
TA1
This is an unfinished block-out of test animation I do on my laptop. It has a lot of problems which I will fix later. I also added a splined version so you can see how good it already looks. Oh, and I forgot to change the low-poly model to a high-poly one, that's why she doesn't have fur, nipples, etc.
I don't know what codename to pick for animations from a secondary branch. For now, I'll name them TA# - Test animation #. Mayb...
2024-07-04 06:20:55 +0000 UTC
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I added the flower and animated it. I didn't render the rest because the flower is just "breathing" in it.
Now I need to remember what is left to do. From what I remember things left are fluids, additional tentacles on sides, camera movement, and environment remake.
I'm pleased with how this flower model behaves in its first animation. I found a few problems with it, but for this animation, they are not critical. Looking at this animation, I would make a "meat" flower part a bit b...
2024-07-03 03:31:39 +0000 UTC
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What I'm working on:
Main branch -
Secondary branch - A16, R1
Low-priority -
MAIN - REST
SECONDARY - A16 (REWORK)
Animation - 1%
Environment - 20%
SECONDARY - R1
Rig rework - 1%?
Textures fix - 0%
*Bold - Finished, Underline - in work
I'll try to keep this post updated with the progress of each project. Last update 25/08/25
2024-07-01 23:14:58 +0000 UTC
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To the news. The good news is that CMDL1 is almost finished and CA8 will be finished soon after.
The bad news is that power outages have returned. If you know where I live you know why. Now I have limited access to my workstation. In the worst case, I have only 2 hours of electricity per day, at best - 6-8, which still isn't great.
But everything is not that bad! I've got a laptop to work on while I have a power outage. The main problem - It isn't powerful (f...
2024-07-01 23:06:28 +0000 UTC
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The first working model iteration is ready. I plan to use it in CA8. The rig is still unfinished, but even with the current rig you can do a lot
There were a few iterations of the model texture, as you can see in the last picture.
I have combined feelings about this model, from one side it looks great, but from the other one… I would like to remake it using different techniques. I've made a lot of mistakes and I can see them even after "finishing" the model. But hey! For the fir...
2024-07-01 22:47:11 +0000 UTC
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The next WIP or release post won't be soon. I have a job that needs to be done ASAP. And it can't be combined with Blender.
I can't say exactly when I'll return, maybe after a week or two, I'll try to return with a huge WIP post or poster/small animation.
Sorry.
2024-06-12 22:10:31 +0000 UTC
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Here is HD file in case you liked this animation.
It's a looped 17-second video
2024-06-10 01:37:07 +0000 UTC
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A failed attempt to create an animation in a short time.
I've tried to create a simple looped animation to see how long it takes to create such simple animations like in the past. I was hoping for 1-2 days, but it took a lot more.
2024-06-10 01:34:37 +0000 UTC
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"I should do rigging first so if I change something in a mesh there are no problems with textures" - Wise words. Fells like I knew something will go wrong with doing textures first.
What is an issue? Petals model is way too slim for animation (and overall, I don't like how they look).
After finishing baking normals, AO, and other stuff, I returned to Blender to check how the model would behave with a simple rig. It was... terrible and good at the same time. Good - it works great ...
2024-06-01 20:50:07 +0000 UTC
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Another step is done! I also UV Unwrapped the model after retopo so two steps are left behind.
Despite me saying that it would take a lot of time, it took a lot less. The reason for this is that I went with a lazy way of retopology. Instead of manually creating a new mesh, I used a sculpt mesh and decreased the "subdivision" level. That was possible because I've sculpted petals using "Multiresolution" modifier.
Sadly, for the flower base, I couldn't use the lazy way because I've u...
2024-05-26 16:06:20 +0000 UTC
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Here we go! Now it's time to do some retopology.
To my surprise, the model looks not bad at all. Looking at my previous experiences, I was ready for the total garbage model. Instead, we getting a pretty solid model.
I created a base for the flower and little petals around the main petals. The bottom part of the base should be buried underground. For now, tentacles will not be included in this model. You will need to add them yourself.
Maybe in the future, I'll create a prope...
2024-05-23 14:11:07 +0000 UTC
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