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Know it's been a bit light again, turns out doing two jobs can wear a person out a bit.  My goal for the last few weeks was to nail down a few lingering issues with the new system that I felt would be better to do now rather then have to redo later.

1) Models have been setup to use Character Definitions.  This means I can realistically load different body types into a scene and have them animate properly.  I have definitions setup for both the joint rig and the controller rigs.

2) Added setup to allow transfer of animation data from other sources to the models.  Hoping it will work well when I move to story content as I don't have to animate simple things like walk cycles or emotes.

3) Character packs have more features including brow overlays, better color handling, tattoo overlays, and a skin mixer, which allows me to mix other textures find or buy into the base skin I have been using.  This will make it easier then just photoshoping everything.

4) Light and processing have gotten a small change. First, I added a baked in post process sequence that will happen on renders, giving them a bit more life even when not post processed.  Second, I setup a new light system that is attached directly to my custom camera system, and will allows me to mess with things like contrast, shape, spec position, highlight, etc, which can be used to increase body definition, brightness, or detail.  Since it's attached to the camera and only works on the characters, the feel will look the same no matter the angle.

5) I have two new animations done but just have to make a scene for.  You can see one above, but I also have a doggystyle animation setup.  Hope to post something with it soon, plus one of the remixes on the last one I have been missing.

My hope is that these adjustments will make things more consistent as I move forward.  Sorry for the wait.

Comments

Nefarious

Nice work, rexx (cool to see your own verse start to take shape )

deeyock

That last animation looks perfect for an armbinder... just sayin. >.>