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Hey Gearheads!

This is a commissioned animation since I wanted to throw in a character that you don't see often as well as one of a darker complexion since that's been requested a time or two. I thought Wo's Marina design was pretty cool and would also be a good fit for the request for more THICC girls.

We tried out a new animator for this one since NaySayer was out for the holidays and might hit him up again depending on how this one does.

[DOWNLOAD HERE]
This file has been added in the archive with the others, so let me know if you have any issues downloading.  Testing it out went all right.

P.S. - We're always working on improving our skills and techniques.  To that end we're using a higher quality base for sharper videos.  This means we usually render at about 3K and will now be rending at 5k.  We tested 8k, but that's way too long to render, especially if there are issues.

We ran into an issue with this one where the settings reverted back to an older version when making tweaks to the animation.  So we're re-rending it.  We'll make an announcement when it's ready and update this post, removing this part of the post.  It'll prob take the rest of the day to finish, but we didn't want that to affect the release schedule too much.  To see the difference we've attached the before and after as reference.

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Comments

ScarletIce

Can you render a 4096x2048 in h.264? That is the max resolution that Oculus Go can handle.

ScarletIce

Oh wait, never-mind. This is 24fps, not 60. The go can handle up to 5760x2880 at 30fps so this plays just fine. Though it doesn't really look like it's that resolution while playing. There seems to be a lot of pixelation (is that the right word?)

vranimeted

Yea most of my animators (and animations in general) work at 24fps. 60/90 fps are great for live-action and games, but not quite there for lewd CG animation. For the longer animations, I do I'll be aiming for 60fps though. As far as the pixelation, I employ lots of different techniques to increase the quality as much as I can using some of the new Blender techniques, but the desktop versions are always going to look better. Even still with each new release, I'm always looking for ways to improve my methods.