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I wanted to make a post updating you on what we've been working on since the last animation. Since I'm using a new style, I need a lot of things re-doing, and with animations, a lot of models need cleaning up and improving. Future content will be in a semi-realistic style and not stylised. Which means no more fortnite content. I decided to do this because it looks way better in engine, specifically in animations. I'm essentially starting from scratch.


Maps

With the new style I'm using, I want to use full maps instead of small scenebuilds and backgrounds. And all maps publicly available for SFM look obviously source-like or are overused/ugly maps. I'm starting off with this one so that I have a generic forest that I can use for a lot of things, including the werewolf stuff I'm planning to start off with.

If you figured out what map this is then congratulations! As you can see below, it's Black Forest from KF2, which also includes all of the map lights.

For some reason, KF2 is the biggest game ever, so the maps take up an insane amount of space. But as said above, I'll be using this as a main map for a lot of things so I'm ok with wait and size. I'll be porting at least one more - Infernal Realm because it can fit with Quake's / Vermintide's / Doom's style.


Models

I'll be improving and porting a lot of models, starting with a generic human and the NSFW Skyrim werewolf, including creating a female variant with breasts and a canine pussy. Models will be improved through things like selective tessellation and making high quality bump and detail maps,  specular reflections and other materials etc. After this is done, I'll be able to start animating again while I also work on porting RoR2 models. These will be overhauled to make them semi-realistic, which requires making material references like the ones below for Mercenary and Commando:


Future Animations

As I said, I'm using a different style which will make animations look way better. I'm done with stylised models. In addition, I'm also making the animations themselves a lot more detailed. They won't be like my first two animations; they were kind of just experiments at
best. To give you an idea of what I mean, these animations use storyboards. The first two animations were also limited by  model and map quality which also produces limited camera angles. By doing all of this I can make animations at a much higher quality.

I understand if people don't want to keep being pledged, but doing so will help me so much with surviving while I get this work done.

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