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Hey all, got some updates and ramblings - prepare for a good read. I'm still trying to get that ByRhea scene out and I apologize extremely for the holdup yet again. It's frustrating that it hasn't come out earlier and I'm really trying to make this one work. I guess the best comparison I can put out is like drawing the eye on a character a few times and it doesn't come out right.

My personal life has been moving and changing pretty fast and my schedule is tightening up more than I'm used to in this time of year, so I'm looking to adjust my approach on longer projects. 

As a variety animator there's a lot of different people from different fandoms following, so it's tough to cover all bases especially when my primary aim is to keep everyone satisfied while also animating the stuff I want to make. 

Some larger projects can take months on end or take longer to produce than expected for any reason, like with my ice mom project. And the waiting part sucks! 

I'm thinking about trying a release-as-you-go format where presentable fractions/scenes or 'short episodic portions' of a large animation are released the moment they're finished, then I use some time to hop to another project or stay on the same one and repeat the process. Once it arrives to full completion the video gets compiled into a final release with extra additions and last touches. A rough example:

The pros I see for this release format:

  • You don't have to wait as long to experience a scene (or multiple scenes) with audio, 4K, and VR since they release the moment they're done.
  • Slower months that aren't as bountiful in progress can still have more to them. Overall there would be less gaps in content releases from a follower perspective.
  • Projects and ambitions don't wait as long in line since they're being done together in sweeps, i.e. project 1 doesn't have to fully finish to see project 2 come to fruition.
  • Fans of different series get chunks of their favorite characters or content as they come to hopefully keep everyone satiated.
  • Helps me avoid creative burnout by mixing things up.

Next topic, VR:

VR render times are pretty crazy with the current limitations of the rendering engine which is why they're pretty tough to shell out sometimes. I export everything VR in native 6K 60fps; no additives like artificial upscaling, frame interpolation, etc. To solve this I programmed some basic instance exporting support to the VR plugin I use.

Here's an example for 50 seconds of VR footage at 6K60 between 1 and 4 instances:

I can manage up to 4 instances on average with my current hardware, and in this example it cut the render time down from 40 hours to 10 hours. I'm looking to build a local rendering system to bump this up to 8-10+ total instance for even more render time cuts and an even faster delivery for VR content. This will also assist 4K rendering.

I had something else to comment on but forgot and this ran off for longer than I expect. As always many thanks for your continued support!!


Comments

Lichty

I trust you to make the right choices. 🙂 I can't wait to see what you have planned for us. Keep it up!