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Animation #11

The maid that can do everything.

The work on upper body reactions is an on-going process. I was more focused on how some lower body bones (both Male and Female) weren't behaving as expected. I found out that BP becomes unstable at lower framerates when you have high speed actions (thrusting) and it momentarily 'stops' working: it glitches through the skin and returns to its non-BP state a.k.a the Male is missing his thrusts (kek).

After trying out KKUTS on #10, I had to try one on a brighter scene. It's probably more noticeable in darker scenes like the previous (#10), wait actually it's pretty noticeable here too - it's less anime-like(?). I tweaked the colours, most postprocessing things like contrast and bloom, in the Koi scene, Reshade, and in Premiere. Does it look a bit off? I will build the next one with things like eye-adaptation off and auto-exposure off, then rely on the scene light and the point light(s) I placed.

Speaking of tweaking, this is the second time I used KKUTS and I'm already using it again on #12. The material editor is so freaking useful when it comes to getting how you want some things to look and I can't believe I didn't use it sooner. With this release it's past 10% for the Road to #100.

P.S. Hmmm, should I trim off the intro angles/scenes and go straight to the POV? M-maybe I'll do some scenes that are straight to the action. And hey look it's #12 (work-in-progress).


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