Monday, October 17, 2022

Progress 17.10.2022

 

And good Monday to you all. Mostly good anyway, outside of this damn cough and upset stomach. Right so things. As I said on Friday, I'll start rendering update 18 today, which I have, and there are renders cooking, so to speak, as I write this. And unfortunately, no, you don't get to see them for obvious reasons once update 17 is released to your hands and one name, Chiel. 

And speaking about update 17, proofreading is underway, and once it has been done, it will be released to you guys. But I'm stating the obvious there.

And as for writing, I'm not entirely happy about the length of update 20, so I will write a few more pages to it before moving to update 21, it shouldn't take longer than an hour, but that goes into the "famous last words" category.

So, what I'm going to show you? Well, as I usually do, I'll show some of the extra renders I did for motivation.

To be fair, you've seen similar renders before, partially because they are easy to do, look spectacular, and are general-purpose enough not to give spoilers on anything I've planned story-wise. Maybe.

So why I'm showing this one? Remember earlier when I said that the clothes the mage is wearing aren't most likely what she ends up using because of the constant dForce requirement on them? I was wrong. Those are hers. Over the past week or so, between posing, writing, rendering, and making some other stuff, I've been trying around 15 clothing sets for her, but none of them fit. Sure they looked good, but they weren't hers. This is one of those moments where the first intuition was correct. Initially, when I created her, I just, without thinking, put that set of clothing on her. 

And then there is this. Actually, no idea, just one of those things that popped randomly into my head that I had to make as a render. Although I've never made a render with that particular fairy model before, it's a good test to see if I can render it. And stating the obvious, yeah, I can, with enough VRAM to spare for two or so more figures in the scene. 

Although, it also illustrates a point about dForce that I dislike, other than the bag clipping through his leg *sighs*. Lack of basic morphs for the clothing. A lot of times, it would be easier if you could have something like a basic sitting morph. This angle doesn't show the bottom half of the tunic clipping through the tree stump. Sure, if you mess around with the timeline, you CAN make it look perfect, but there are times when you are producing something, you have to ask, can I do it in a different way? The obvious solution is to make him stand, but how would that change the dynamic of the scene? Having him sit down creates a more relaxed image and puts the viewer at ease that at least now there isn't some monster coming to bite the heads off. But I'm rambling.

Anyway, I'm back to rendering and writing and other stuff for the update after the next one.... weird way to say updates 18 and 20/21 ;)



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