- Apr 1, 2019
- 518
- 995
I would only say this: if this new game is so successful, so funny, so full of pretty girls, with an MC as charismatic as that of Personal Trainer, then I'm 100% for it and I can't wait to dive into it. ...
Wow!View attachment 1432706
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I've been quite lately so want to make up for it with a render from episode 1.
Also, I introduced this character as Sonya. I have no idea who Sonya is or what state of sleep deprivation I was in to constantly refer to her as such. This is Gloria, all the scripts say Gloria. God damnit Dom!
Better a few smart, super sexy, curvy and attractive Milfs than a bunch of young assholes with brains in their cunts walking around without panties waiting to get fucked on every street corner ... And I pity those who claim that a 35-40 year old woman is "old" because they deprive themselves of both human and sexual experience ...Main Female cast only old women? Thanks, but a big no for me ...
The weird thing to me is that I'm pretty sure the first character showcased Raya isn't a milf so their comment makes even less sense...Better a few smart, super sexy, curvy and attractive Milfs than a bunch of young assholes with brains in their cunts walking around without panties waiting to get fucked on every street corner ... And I pity those who claim that a 35-40 year old woman is "old" because they deprive themselves of both human and sexual experience ...
Really excited for this one, I loved personal training, you are talented.View attachment 1527048
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Knocking out more renders and prepping animations. I spent the first few months of this year on preparing assets and exploring technical opportunities to increase visual quality. Some of those possibilities quickly proved to be an inefficient use of time, while other things would be a great option once Blender furthers along its development (Particle hair rework 2022).
Overall, most of the time invested in learning these technical opportunities are paying off. There are certain things I will hold off on doing until after episode 1 is released as I don't want to delay progress any further on the initial release. Blender is releasing version 3.0 this week which brings a really great feature that will help speed along development.
Of course I'm talking about the Asset Library. This allows me to organize and access my assets in a convenient way similar to Daz. The best feature though is the ability to save poses in this library as well. As mentioned before, I do all character posing manually from scratch. This allows greater flexibility but at the cost of speed. Although I've gotten pretty quick at posing the body in general, arguably faster than it would take me to find and tweak a suitable pose in Daz, certain body parts still take a lot of time. The most notable ones being hands and facial expressions. With the asset library, I'm able to create my own hand poses to quickly reuse and tweak, which saves an incredible amount of time.
Facial expressions are much more difficult. After episode 1, I will build a library of custom generic facial expressions with some character specific unique ones. Hands and facial expressions probably account for half the time I spent on setting up a scene.
There were some new issues that popped up, mainly due to software updates. The first issue is that some of the characters I prepped first no longer have the same rig as the newer ones. This is due to the Daz -> Blender addon making some changes for the better. This results in having to do the preparation work all over again. It should be relatively easy to transfer over most of the old to the new, but there are certain things that don't always carry over well like morphs I've sculpted in Blender as well as the particle hair for eyelashes. I'll do this after episode 1.
Another issue is that Blender is using a new open source denoiser which has increased speed and quality for renders but animations are screwed with terrible flickering. I've purchased a Davinci Resolve license which has a temporal denoiser included which should fix this issue. Still needs to be tested. I unfortunately discovered this issue after I rendered the animated opening sequence. So I ended up using the original open source denoiser + the Davinci Resolve one in addition. This wasn't ideal but I can't afford to dedicate another 15 hours towards re-rendering it.
Finally, I stumbled upon some cool shit. I use Marvelous Designer for customizing and simulating clothes. One issue is that when you bring the simulation back into Blender, you lose vertex and shader information. The clothes act as one single shader, meaning you can't separate the trim from the rest, have multiple designs, etc. Well while trying a new data format to transfer animated cloth simulation, I discovered that this new format allows the retention of all data. This is huge because it saves time I would have to otherwise spent to redo all the clothes vertex/shader data.
Finally, over the past month or so, I've started being less of perfectionist to some degree. In the past I've re-rendered the same scene several times whenever I notice something not quite how I wanted it. That's a tremendous amount of time wasted for things that most people would likely not notice. It's a bit of an internal conflict to push through a render that I see a glaring issue with but at this point production speed is more important.
I'm still not announcing an ETA for episode 1 as I don't want to create a deadline until I'm absolutely certain I can deliver. Just to give an idea of where the project's at, I'm giving myself a personal deadline to finish all renders/animations by end of year. There would still be other work left to do like sound design, ui, coding, etc and it's these steps that I'm currently unable to estimate.
Overall I'm happy with the progress and can't wait to have you guys play the game. Although the writing in Personal Trainer was more-or-less an afterthought, In a Scent's script makes me very happy in my pants.