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As you have probably noticed in the last 1-2 months i have posted animations and WIPs with delays, that is because i spend half of my time in Autodesk Maya to learn it so i can make a switch to this new program somewhere next year.

The reason it takes so much amount of time to learn this new program (i started in the begining of this year if i remember right) is that this software requres knowledge in texture, rigging (not only bone (joint rigging) but facial rigging and muscle rigging), skin to skin collision, mesh deformer tools (used for bulges and other things), lights, cameras and so much more.

So i have learned each domain step by step.


Below ill give some examples:

-Maya Muscle Systems:

https://i.imgur.com/xrnYij3.jpg

https://i.imgur.com/kmdguXY.jpg

https://files.catbox.moe/henabk.webm


The muscle system will take care of secondary motion making jiggle automatic but also flex/stretch. For example when Samus or some male creature will get his hand close to his shoulder the bicep will flex automatically. 

Of course i can edit the flex to be more cartoony (unresonably bigger) and the jiggle more jiggly or less. And this motion will be automatical, i will no longer have to spend time on animating.


-Mesh Deform (Bulges):

Which in SFM i have to manually animate, here will be automatical as you can see below. I only attach an invisible sphere/ oval shape/ cylinder / whatever shape to the dick and that will deform the female mesh.

https://files.catbox.moe/go4mqu.webm

The deformation can be edited in any way. Important thing is that its automatic now.

There are many ways in which you can deform a body mesh, not only this. I can also do it via SFM way, to manually animate the bulge.


-Skin to Skin Collision:

For example when you grab your own arm, you see that the skin bulges in a little bit because the tissue is soft. I also learned to do that but unfortunately i havent created an example for it now. Still, an automatic process and the tissue can bulge in deeper or less deep, influnced by the strength of the grab and so on.

If we combine all these things (muscle system, skin to skin collision, and automatic bugles) you can imagine we will get a more physics realistic animation. And it will be great.


-Texture (Subsurface Scattering):

https://i.imgur.com/kGkz7Nu.jpg


Think i have posted this before but ill do it again in case you missed it.

Subsurface Scattering is the redness of your skin when light is behind your hand (notice at Femshep hand) and you can see that tint of red (light penetrates the skin).


And also many other things involving Textures (to make it more realistic), lights, cameras, all sort of mesh deformers, facial rigging (which ill explain in a future post).


I will soon (as in within one or two months) start my first animation in this program. Hopefully it will go good. 

Things still to learn:

-Liquid Simulation (cum)

-Clothes Simulation (so we have physics realistic clothes influenced by wind, by grabs by anything)

-Animating


Anyway this is a good render in Maya (ofc the model mesh needs to be fixed here and there):

https://i.imgur.com/HbJjQdG.jpg


I will try my best to no longer have delays in WIP updates and SFM animations.

Comments

Anonymous

Hi, I’ve been having trouble trying to watch your videos. I tried passwords and they didn’t work and discord links weren’t working either. I’ve written before and you haven’t answered yet

Void Abyss

Nice try bro~

rrostek

Hello, which animations, can you link the Patreon posts to me? Try to copy-paste the passwords as they are case sensitive. Let me know.