Some wip images + technical talk. (Patreon)
Content
I was trying some different ideas and poses and this is the one I will probably go with.
Also decided to switch from regular 3d render engines to ue4 for rendering and there are few reasons for that:
-Render times, even that previous animation which had nothing but a plain background took more than a minute/frame and with environment assets could take 4 min/frame. There are also a bunch of different techniques like translucency and volumes which I never used before because of render times.
-Access to megascans library which is free for ue4 use, it is a massive library of assets scanned from real life objects so they look great and save a ton of time.
-Any kind of post processing work is much more pleasant and faster.
There are also drawbacks.
-It's a real-time engine so quality is obviously not quite as good, though ue4 is still pretty damn good for rendering.
-Displacement maps don't really work on characters, what they do is add more detail on the character surface without having to model it by hand. Rale especially was quite reliant on these.
Both of these characters have multiple things about them that I don't like and now when combined with not being able to use displacement maps on them I may just retire both of them after the next animation.
The character I'm working on at the moment is one I was planning to create without displacements anyways since they can be a real pain in the ass during fluid simulations and since it will have rig similar to Keie I may just bring that female lizard back for the animation after this one.
I also really need to stop making wings that connect all the way to the hips/tail, they constantly get in the way and really limit what poses I can do.
Switching to ue4 didn't delay me that much, I did a lot of work with it before I started doing furry stuff and even rendered my first few animations with it. I hadn't used it for few years and some stuff has changed but it does feel pretty good to use it again.