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Just an update on the current state of things and plans for the future.
The last couple of weeks were mostly R&D focused, with a bit of “taking it easy” mixed in. That BG project had me working 12–13 hours a day and I kept underestimating the workload, especially the post production phase once the animation was done in Blender. Burnout was creeping in, so I eased off a bit to recharge.
On the technical side, I’ve been experimenting with a new method for cloth jiggle sims that should give much better results. It’ll also allow for better interactivity with breasts through hands, dongs, you know the drill, which should open the door for some really nice tit fuck scenes. Still figuring out the workflow since I’m running those sims outside of Blender and bringing them back in, but it’s doable, and that’s what matters.
Now, onto the next big project. I’m going back to my roots with the pairing that started it all and that I haven’t touched in way too long. Wonder Woman and Power Girl. This will also be my attempt to redo my old, scrapped attempt at a longer project with them. With everything I’ve learned since then, I’m feeling way more confident and ready to do them justice with some steamy action, of course.
I’m still writing the script and gathering references. Since it’s a bigger scale project, I’ll fill the gap with smaller ones, like the upcoming Zatanna and Hawkgirl animation. For these shorter animations, I’ll keep things relatively simple, an intro, maybe an outro, depending on the premise. I want to keep them tight and around 1–2 minutes so they don’t spill over into the production time of the main project more than necessary.
Like I mentioned before, I also want to dabble in Marvel. Storm and She-Hulk are pretty much ready, but I’ve decided to wait a bit. I really want to do something with Storm and Jean, and with Emma and Jean supposedly just around the corner for the Marvel Rivals game, I’m holding off on porting them especially since I’d like to blend the Rivals look with a more realistic style. Even though I have them prepped in DAZ, I’m waiting to see if I can get a better and "official" version to work with.
As for the Green Lantern project, unfortunately it's pretty much scrapped at this point. The BG project ended up growing way beyond what I’d originally planned, and I improved a lot during that time. The foundation of the GL project would need so much reworking to match my current animation quality that it just makes more sense to start fresh if or rather, when I ever revisit it since I like the premise of it.
Whew, bit of a TED Talk. But for those of you who made it to the end, thank you so much for the continued support and all the kind words, especially about the BG project. I totally agree about the lack of pose variety, that was the biggest issue with it and a leftover from its original premise as a short. I’ll be spicing things up in future projects with multiple poses, since that kind of progression really adds depth to the animation.
Again, as always, thank you very much for the support, and stay safe out there!