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Hey everyone, hope the start of your week is going well so far. We don’t have much to update you on regarding individual projects at the moment since Miro is still getting caught up on the CyPunk and Circle of Love Patreon short animations. We do have some general updates, however, which we hope will interest you.

First, over the weekend we updated the Patreon archives and refreshed the download links for the month. Since we published the archives for the first time in late May we were only adding about 10 days of content, but we still wanted to give you a heads up that it had been done all the same.

Second, we’ve finished up our first go at adding text to the Patreon image sets. We ended up going the visual novel route and paired Flying High up with the Renpy visual novel engine. We’ve exported a version for PC and Mac to start. We’ll be posting that right after this text update, so you can read more about the specifics in that post.

Next, we want to report more on our journey with Blender. For those of you who don’t already know, we do all of our animations in a software called Maya. Blender is an open source alternative to Maya, and over the years it’s been significantly improved to the point that it’s now a very viable alternative for our productions. Miro recently tested out the current version of Blender and believes we should switch our Patreon production soon, and the main production team over eventually as well.

This switch won’t impact Bloodlust: Lanessa - Blood Crown pt. 1, which we intend to finish in Maya, but depending on how well the port we discussed last week goes, we may consider moving Blood Crown pt. 2 to Blender if it makes sense to do so. For all future short animations, however, we’re hoping to start working in Blender from the beginning.

So what makes Blender a better choice? Real-time rendering. We currently spend days and weeks rendering cam tests to get the final version of our animations looking the way they do. With real-time rendering we can see the results of our work almost instantly, whether that’s a small change to our lighting settings, a tweak to a character movement, or swapping in different environment props. Want to see what a few extra trees will look like in The Seed of Rebirth environment or if the changes we just made to Lanessa’s hip animation made her look less wobbly? We can now find out immediately. Likewise, little mistakes like forgetting to turn Cerene’s shoes back on after working on her toe animation won’t matter anymore because we’d know immediately instead of hours later when the cam test is finished.

It’s also possible we can save a lot of time on final rendering in Blender as well. Miro tested a popular Blender rendering engine called Eevee and found it’s pretty close to the unbiased rendering we currently use in Maya, except a frame takes just 3-4 seconds to render. With our current workflow, a frame can take 10-15 minutes to render. Miro suspects that with some tweaks we can get Eevee to export the final quality we want, possibly even matching UE5.

For now it’s a no brainer to at least jump in and do some test renders. Since we’re not sure how long the port of the Flying High girls will take, miro is going to run his initial experiments with existing, Blender-ready character models. You’ve probably already seen some of these models around in the wider 3DX community, as most of them are based after game characters. Having said that, most of the characters we’ve seen so far are in need of a major boob upgrade. When we have some camtest ready, we’ll show these to you so you can see how the quality compares to our current Maya setup.

Anyway, that’s it for now. If you have any thoughts or questions, let us know in the comments!

Comments

Ryupyroa

Blender is an absolute MONSTER of a program. It takes a long time to learn but the results can be incredible. Artist like Nyl create god-tier 3D animations.

Kyla

Yeah Blender is pretty neat. has massively improved with 2.8, since then we're on 2.93 I think, only gotten better. Is something I want to jump on myself, though like many things I want to do it'll take a while :D

EmEn

So what's the issue with the Cyberpunk animation? Finishing touches were over a month ago. After that it was a week and a half away and we blew by that too. Was supposed to be the next one out. I'm asking because it seems like the best animation yet with all the dialogue going on. So I'm eager to see it 🙂

TheGreatCornholio

Seeing what other people like wildeer and Nyl manage to do, quality wise, with Blender this is a good choice and the real time rendering part sounds like a great upgrade.

Xavier Hall

Isn't UG5 used for like big games an dense backgrounds like remake of RE2 and 3

Ryupyroa

All modern resident evil games are on the RE engine

Ryupyroa

No one yet. As far as I'm aware of everyone is still on ue4.

Xavier Hall

Hmm well let's hope the switch up doesn't halt the process of the project

Anonymous

Seeing as all your animators are busy switching to blender, do you think you could get your VAs to do more dickgirl orgasm recordings like what you did a couple years ago? I think it would be insanely hot to have one or more of your VAs erotically moan into the mic like they were having sex for a few minutes. Like an ASMR thing.

Kyla

I'd be for that, though let's not call it something it's 100% not related to.

affect3d_miro

Will get an update from miro about this one on Monday. Last he explained the details, there's just a lot of little issues that need fine tuning. Don't want Cerene's head cutting into the wall and that sort. -Marie