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Just a heads up. I've been tinkering with the rendering pipeline since the start of the chapter, figuring out ways to increase details while keeping the render time
similar. Due to time constraints, the renders of the past were heavily toned down in quality, and I always dreamed of not having to deal with it one day.
There are ways to mitigate the shortcomings; the easiest one is to purchase a monster rig, but the price is too high for me to stomach at this point.
The other way is to find shortcuts that are realistic enough to implement.
A mini-breakthrough came up when I set out to produce a thin halo across this character's skin during certain scenes.
I'm uncertain of how things will end up becoming when the chapter releases, but alas I believe I've taken a major step forward in that aspect, and while you won't see the differences at a glance (especially on shots far away from the characters), yet once you zoom in, the differences are
very pronounced.
It has its weaknesses, but I think the pros massively outweigh the cons.
This
may be jarring when you notice it the first time. But it's an upgrade—at least, I think that it should be—however, I cannot apply these changes to all the previous renders. The images of the past four chapters will remain the same. I'm also unsure if the other characters will respond well to this type of rendering pipeline.
But those will be figured out when the right moment comes.
That is all for now. Thank you for your continuous support! I hope my efforts answer your generous hearts!