notakernelguy

Member
Jan 10, 2021
128
587
Kind of. He created around 2000 still renders in the last 6 months, last year he did around 1,500 in 6 months if my memory is correct.
Where did you get 2000? Latest info is 1300...so :unsure:

I'm currently 1300 still renders in and I'm around 200 to 300 renders away from finishing the "normal" part of the update. The one that isn't in the Tabletop session.
So the normal part of the update (excluded cinematics) is pretty much 85% done.
The Tabletop part is 45% done.
 

Warscared

Well-Known Member
Jan 26, 2021
1,808
11,240
Actually, he does. Yeah, he thinks it's weird.
great now he can cringe as much as i do when i see my sicko sister Nami trying to get sexual with me or when that weird chick Bella tries to come for a kiss... like she earned the right to kiss me!

in the end there will only be Sasha as it was in the beginning and as always been in between, i knew i loved Sasha before i knew Sasha and that is as it should be!
 

Ahx

Active Member
Jul 9, 2021
878
3,199
great now he can cringe as much as i do when i see my sicko sister Nami trying to get sexual with me or when that weird chick Bella tries to come for a kiss... like she earned the right to kiss me!

in the end there will only be Sasha as it was in the beginning and as always been in between, i knew i loved Sasha before i knew Sasha and that is as it should be!
BEGINNING AND IN-BETWEEN ? THE HELL !!! So this chick drove you crazy even before you knew her?

* Setting up a red flag *
 
Last edited:

rerderrum

Newbie
May 4, 2018
80
395
New Dev-Log:

Chapter 4 - Dev Log #10
Hello,
Sorry for the slight delay of this Dev Log but I had to spontaneously fly across the country and had to take care of some personal concerns. (4 days trip)
Took me a day to fully regulate my dopamine and stress levels.

1. Tabletop cut
2. Current state
3. Improvements.


1. Tabletop cut
Well, so... There's something I will address today regarding the tabletop session.
I will be cutting it in half... Let me explain why.
So, at the moment I'm around 800 lines into the Tabletop session. For comparison, a normal update of mine with 1400-1600 renders is around 2000-2500 lines long.
The current Tabletop story is already 1700 lines long and I'm not even close to finishing the writing. Means... I'm going to cut it there and the group will just "stop" playing for the day and continue at a later point.
Another very big reason is that Daz isn't enough to visualize my vision. Daz can't destroy buildings, make epic action sequences, use particle systems to simulate a huge explosion + shockwave.
So yeah, I'll be cutting the Tabletop session at its current writing state. It will feel natural and won't be abrupt.
1646320036168.png
That means around 800-900 lines are left for the tabletop session.
And I'll might actually wait until Blender to continue it so that my vision can actually be visualized.

2. Current State of Chapter 4.
The current state is that around 97% of the normal timeline is done. I'm currently creating some solo animations, etc.
Then I'll need to finish a smaller cinematic (35-40 seconds)
And then all that is left is the rest of the Tabletop session. Which are mostly stills.
1646320043893.png
I think I have around 1600 stills atm + tons of animation renders.
1646320048990.png

3. Improvements
As teased a few times before, I'm now going to elaborate a little on my personal improvements and give some numbers.
1646320059087.png
Back in 2021, I used to create 7-15 renders a day and it often took forever to finish them. While I started working on myself after Chapter 3, it was still a long way to go.
A little backstory, I read a lot and I was reading a book called "The Comfort crisis." by Michael Easters
There was a point in the book that said something along the lines of: "You're just as good as your biggest limiter."
It got me thinking and I tried to localize my biggest limiter in terms of development.
After I found it and started to tackle it... The improvements were incredible.
I'll not say what the limiter was as it's private but damn.
Let me just give a number that blew my mind, even now... Looking back.
There was a day in February when I created 112 renders. On a single fucking day. (Took 3-4 days to render out.)
Those weren't easy to pose renders where just the head or an arm moves a little. It was at the Tennis scene with Nami, etc. A lot of Movement, adjustments to the light, and volumetrics.
During Chapter 3, I worked around 12-14 hours a day on the game and came out with 7-15 renders on average.
Now I work 6! hours a day and come out with 40-60 on average. (Quality increasing.)
I first did 3h of SG and 3h of WiAB a day but I didn't like the sudden switch. I now do 6h SG, the next day 6h WiAB, repeat.
I don't count "writing" as work time, as I find it very relaxing and often do it after the 6h of creating renders.
The changes I've applied over the past two months are incredible. And those 40-60 renders a day isn't made under pressure. It's actually relatively easy. (Except I have to build an environment.)

I keep telling it to other devs that I sometimes speak with.. The mindset you apply is so important. And the longer a dev works, the harder it is to keep it up as we humans like to cling to negative emotions.
Until you can actually detach from external dopamine releases, etc., and just flow through the work with a smile.
I, of course, won't make any promises ever again but I'll expect Chapter 4.5 to be a new record in development time.
TL:DR: I work much less but produce much more and my mind is as healthy as it can be.

I'm thinking about posting an average render/day at the end of each month to see how I'm doing. Animations still kinda ruin my productivity due to their test rendering phases, etc. But that's a Daz problem since they removed the "Save materials function" with the Iray Preview.

Well, I think this was all I wanted to say.
1646320067821.png

Oh right, I also got the Custom Environment from Wibble. I'll showcase it in the next Dev Log.
And because you guys are the supporters and made this possible, the Environment will cost me 2000$. I think you should know about that.
But damn it's such a gigantic, unique, and great environment. An investment into the future of SG.

- Ocean
 

Monetka_

Member
Feb 2, 2021
172
2,812
New Dev-Log:

Chapter 4 - Dev Log #10
Hello,
Sorry for the slight delay of this Dev Log but I had to spontaneously fly across the country and had to take care of some personal concerns. (4 days trip)
Took me a day to fully regulate my dopamine and stress levels.

1. Tabletop cut
2. Current state
3. Improvements.


1. Tabletop cut
Well, so... There's something I will address today regarding the tabletop session.
I will be cutting it in half... Let me explain why.
So, at the moment I'm around 800 lines into the Tabletop session. For comparison, a normal update of mine with 1400-1600 renders is around 2000-2500 lines long.
The current Tabletop story is already 1700 lines long and I'm not even close to finishing the writing. Means... I'm going to cut it there and the group will just "stop" playing for the day and continue at a later point.
Another very big reason is that Daz isn't enough to visualize my vision. Daz can't destroy buildings, make epic action sequences, use particle systems to simulate a huge explosion + shockwave.
So yeah, I'll be cutting the Tabletop session at its current writing state. It will feel natural and won't be abrupt.
View attachment 1684368
That means around 800-900 lines are left for the tabletop session.
And I'll might actually wait until Blender to continue it so that my vision can actually be visualized.

2. Current State of Chapter 4.
The current state is that around 97% of the normal timeline is done. I'm currently creating some solo animations, etc.
Then I'll need to finish a smaller cinematic (35-40 seconds)
And then all that is left is the rest of the Tabletop session. Which are mostly stills.
View attachment 1684369
I think I have around 1600 stills atm + tons of animation renders.
View attachment 1684370

3. Improvements
As teased a few times before, I'm now going to elaborate a little on my personal improvements and give some numbers.
View attachment 1684371
Back in 2021, I used to create 7-15 renders a day and it often took forever to finish them. While I started working on myself after Chapter 3, it was still a long way to go.
A little backstory, I read a lot and I was reading a book called "The Comfort crisis." by Michael Easters
There was a point in the book that said something along the lines of: "You're just as good as your biggest limiter."
It got me thinking and I tried to localize my biggest limiter in terms of development.
After I found it and started to tackle it... The improvements were incredible.
I'll not say what the limiter was as it's private but damn.
Let me just give a number that blew my mind, even now... Looking back.
There was a day in February when I created 112 renders. On a single fucking day. (Took 3-4 days to render out.)
Those weren't easy to pose renders where just the head or an arm moves a little. It was at the Tennis scene with Nami, etc. A lot of Movement, adjustments to the light, and volumetrics.
During Chapter 3, I worked around 12-14 hours a day on the game and came out with 7-15 renders on average.
Now I work 6! hours a day and come out with 40-60 on average. (Quality increasing.)
I first did 3h of SG and 3h of WiAB a day but I didn't like the sudden switch. I now do 6h SG, the next day 6h WiAB, repeat.
I don't count "writing" as work time, as I find it very relaxing and often do it after the 6h of creating renders.
The changes I've applied over the past two months are incredible. And those 40-60 renders a day isn't made under pressure. It's actually relatively easy. (Except I have to build an environment.)

I keep telling it to other devs that I sometimes speak with.. The mindset you apply is so important. And the longer a dev works, the harder it is to keep it up as we humans like to cling to negative emotions.
Until you can actually detach from external dopamine releases, etc., and just flow through the work with a smile.
I, of course, won't make any promises ever again but I'll expect Chapter 4.5 to be a new record in development time.
TL:DR: I work much less but produce much more and my mind is as healthy as it can be.

I'm thinking about posting an average render/day at the end of each month to see how I'm doing. Animations still kinda ruin my productivity due to their test rendering phases, etc. But that's a Daz problem since they removed the "Save materials function" with the Iray Preview.

Well, I think this was all I wanted to say.
View attachment 1684372

Oh right, I also got the Custom Environment from Wibble. I'll showcase it in the next Dev Log.
And because you guys are the supporters and made this possible, the Environment will cost me 2000$. I think you should know about that.
But damn it's such a gigantic, unique, and great environment. An investment into the future of SG.

- Ocean
God, renderers are at an incredible level as always :любовь:
 
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Reactions: rerderrum
Sep 3, 2020
4,440
30,610

HanBoston

Member
Oct 11, 2021
211
179
New Dev-Log:

Chapter 4 - Dev Log #10
Hello,
Sorry for the slight delay of this Dev Log but I had to spontaneously fly across the country and had to take care of some personal concerns. (4 days trip)
Took me a day to fully regulate my dopamine and stress levels.

1. Tabletop cut
2. Current state
3. Improvements.


1. Tabletop cut
Well, so... There's something I will address today regarding the tabletop session.
I will be cutting it in half... Let me explain why.
So, at the moment I'm around 800 lines into the Tabletop session. For comparison, a normal update of mine with 1400-1600 renders is around 2000-2500 lines long.
The current Tabletop story is already 1700 lines long and I'm not even close to finishing the writing. Means... I'm going to cut it there and the group will just "stop" playing for the day and continue at a later point.
Another very big reason is that Daz isn't enough to visualize my vision. Daz can't destroy buildings, make epic action sequences, use particle systems to simulate a huge explosion + shockwave.
So yeah, I'll be cutting the Tabletop session at its current writing state. It will feel natural and won't be abrupt.
View attachment 1684368
That means around 800-900 lines are left for the tabletop session.
And I'll might actually wait until Blender to continue it so that my vision can actually be visualized.

2. Current State of Chapter 4.
The current state is that around 97% of the normal timeline is done. I'm currently creating some solo animations, etc.
Then I'll need to finish a smaller cinematic (35-40 seconds)
And then all that is left is the rest of the Tabletop session. Which are mostly stills.
View attachment 1684369
I think I have around 1600 stills atm + tons of animation renders.
View attachment 1684370

3. Improvements
As teased a few times before, I'm now going to elaborate a little on my personal improvements and give some numbers.
View attachment 1684371
Back in 2021, I used to create 7-15 renders a day and it often took forever to finish them. While I started working on myself after Chapter 3, it was still a long way to go.
A little backstory, I read a lot and I was reading a book called "The Comfort crisis." by Michael Easters
There was a point in the book that said something along the lines of: "You're just as good as your biggest limiter."
It got me thinking and I tried to localize my biggest limiter in terms of development.
After I found it and started to tackle it... The improvements were incredible.
I'll not say what the limiter was as it's private but damn.
Let me just give a number that blew my mind, even now... Looking back.
There was a day in February when I created 112 renders. On a single fucking day. (Took 3-4 days to render out.)
Those weren't easy to pose renders where just the head or an arm moves a little. It was at the Tennis scene with Nami, etc. A lot of Movement, adjustments to the light, and volumetrics.
During Chapter 3, I worked around 12-14 hours a day on the game and came out with 7-15 renders on average.
Now I work 6! hours a day and come out with 40-60 on average. (Quality increasing.)
I first did 3h of SG and 3h of WiAB a day but I didn't like the sudden switch. I now do 6h SG, the next day 6h WiAB, repeat.
I don't count "writing" as work time, as I find it very relaxing and often do it after the 6h of creating renders.
The changes I've applied over the past two months are incredible. And those 40-60 renders a day isn't made under pressure. It's actually relatively easy. (Except I have to build an environment.)

I keep telling it to other devs that I sometimes speak with.. The mindset you apply is so important. And the longer a dev works, the harder it is to keep it up as we humans like to cling to negative emotions.
Until you can actually detach from external dopamine releases, etc., and just flow through the work with a smile.
I, of course, won't make any promises ever again but I'll expect Chapter 4.5 to be a new record in development time.
TL:DR: I work much less but produce much more and my mind is as healthy as it can be.

I'm thinking about posting an average render/day at the end of each month to see how I'm doing. Animations still kinda ruin my productivity due to their test rendering phases, etc. But that's a Daz problem since they removed the "Save materials function" with the Iray Preview.

Well, I think this was all I wanted to say.
View attachment 1684372

Oh right, I also got the Custom Environment from Wibble. I'll showcase it in the next Dev Log.
And because you guys are the supporters and made this possible, the Environment will cost me 2000$. I think you should know about that.
But damn it's such a gigantic, unique, and great environment. An investment into the future of SG.

- Ocean
Thank my brother for sharing this
love you (yesn't homo)
 
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