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Comics Unity Terms of Patronage [NSFW Biz Journal - Dev + Art + Everything Log]

SirLecherous

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Okay Edited this to make sense 6.25.25


So kinda really lazy now but will continue to update this over the coming weeks , will take 3 months / 200hrs or less to get to a sufficient place in blender and unity to do what I need to do the way I want it to be done.

Terms of Patronage
You play as one of multiple characters who find themselves entangled in a ring of 1% high net-worth women these women typically range from 45 - 70 and are at the highest echelons of society. They may or may not be married but that is immaterial to their desires and the fulfillment of said desires.These women operate their daily lives but still want pleasure and usually have difficulties finding a mate who is equally yoked . As time went on they advanced in their careers , had husbands who ignored them or just family duties (think nobles and oligarchy ) or just not happy.Because of their status they also need to be particularly selective with their mate of choice. Which lead them to a secret society which employees ADULT men who fit which ever role these women want secretly.

These men then gain a slice of the world in terms of money access and power. But both parties are also aware there are Terms of Patronage. The men understand they can easily be disposed(6 feet under) of if it comes to light what they are doing . And the women just have fun with their selection of toys.
The toys(term for the men) are not all standard some are old , some are young , some are fit and some are fat.

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Post Premise : Log of progress and a step by step guide for anyone who wants to do nsfw and a decent level etc. Lol we will learn together.


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That last image is an actual render those prior are just Iray screenshots. Those images are just horsing around and posting on the gilf appreciation post. Will def get much better

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Those character templates are AI generated but gives a good gist of the who , how , why etc and at the moment are just placeholders for what they could be.

Why Blender

Well Daz is pretty fucking annoying for posing, not to mention micro pressures, collision detection etc. As you can guess the characters will not be stick figures and Daz creates all manner of issues dealing with these thick to bbw women. Not to mention the workflow envisioned relies heavily on scripting. For instance this is what I think(also AI told me so it's taken with not just a grain of salt but a spoonful of salt) I can have a script which when executed pose a character on a bed/table/wall etc .Now another script poses the other character and an automatic insert etc. From what gather blender and scripting is more spatially aware or can be idk if daz can do it.

Why Unity

Even my trusted ai advisor recommended renpy but after stating the final version of the game unity was recommended. Plus learning C# in school and want to make other no perv games in the future.

Daz Scripting

Tried scripting in Daz and got my as kicked for a bit, was trying to make a character customizer with my morphs but only ended up with a script to toggle resolution and sub division on click.


Short term Goals - Many hours
Learn blender
C# + Unity.
Acquire all 3d Assets
Build an ai story builder/record system


Immediate Goal - 2 - 3 weeks
Document the story as a Game Doc
Write the character modifier script for daz
Converting characters and morphs from G8:G9

So the character modifier script basically applies several morph ranges on click to a chosen character. As an example after loading a G9 base female she should look around 40(oldish) , slim thick ,caucasian , mixing 3 compatible heads at various levels etc. Sounds wild but I was almost there until it started to bug out and got sick of the shit. The aging is tricky as it would involve testing the morphs combinations and having them set. While the heads are also another task and I believe ever dev should do this to ensure your character is unique .

However with the character modifier done the characters are then made in a single click with minor adjustments for aesthetics . Vs playing around with 1 million sliders each time for each character. I have tried shape randomizing plugins in the past but they don't load all the shapes/mods which is annoying.
 
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SirLecherous

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Okay will do a weekly log and update the post above with sticky content, I'm realizing more people want to make games but the task is daunting at best just the volume of information and choices prior to starting the game is a tsunami while we are on a little raft. The graphics and coding aspect are very crutial which is why I made it a seperate post to have something which can be followed in a sort of sequence.

While the second post to me is equaly as important which is the marketing and business side of this , because yes it's often a hobby but a rather time consuming and can become an expensive hobby. Jack sparrowing assets isn't a consideration at least once you publish the game for players. Also just doing promotions to get your game out there it's like a dead topic no one speaks on

So yeah dev log 6.25.25

- Gave up on the daz scripting(too many errors ) for custom characters and instead making a CMS to keep track of my characters , assets , scenes ,plots , characters etc.Google docs and excel sheets not cutting it and for now most of my work will be done via ai/apis .Yes this includes the sex scenes , fetishes etc, using google ai console.CMS not yet complete but may have too many bells and whistles.Came to realize late that I have trouble deciding which characters to include in the first Book which is about LEO ( calling them books for a reason you can say chapter or episode but alot will happen)

For instance one character is a pyschologist , another a retired porn star , another the heir to an oligarchy empire etc. While playing daz3d store cart jenga for discount I often forget which assets not to mention assets in like 4 other stores .

Pyschologist - dresses refined suits , flat shoes , modest earings , modest hair styles
Retired Pornstar -flamboyant and revealing clothing , wild hair styles , high heels , heavy makeup
Heiress -long dresses/gowns , high heels , luxurious jewelery etc


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1750902255497.gif
This may seem insignificant but for the CMS to shine it has to have all these details. As It's gonna use ai to do most of the creation while relying on input from me the end user. The end goal is to have these assets known on a graniluar level (down to the file names) and have the CMS export this data as json which can then be imported into blender and blender magically loads everything. So in theory(yeah idk man ai says it's all possible we shall see) If ask for an imtimate scene with Leo and the Heiress I can get her and leo in missonary , doggy , in the bed , against the wall etc . Now this is all theoretical .

Funny story is AI be my cheerleader with most of the ideas saying it's all possible while crushing the hopes right after askinf for confirmation. below are two responses. different questions of course


Screenshot 2025-06-25 214654.png

Screenshot 2025-06-25 215006.png
Okay okay yeah I am a grammar and spelling nazi too but in this instance i was just typing fast.

And btw i got check by a non human entity -_- crazy work.
 
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SirLecherous

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Sigh got the character profile creator and asset manager done but stuck, my main magical mod for ass and thicker characters will never have a commercial release so now I may have to just really learn intermediate modeling in blender -_- a pain.With the modifier I can do the example below , without it shit annoying and looks generic. So yeah shifting time to blender.

Screenshot 2025-07-10 055431.png
 

mibc9394

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it should be more efficient to model the characters with some morphs from DAZ marketplace. Although there is limited controls in DAZ with the sliders but you can export those shapes out to blender and have finer control. That should also give you a better starting place.

If you're not gonna do any fancy interactive 3D stuff, there's really no point to use Unity. I'm making my visual novel now and I started out using Unity and switched to Renpy eventually after a month. It only took me 3 days to learn Renpy and rebuild what I built (badly) in Unity:coffee:
 
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SirLecherous

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it should be more efficient to model the characters with some morphs from DAZ marketplace. Although there is limited controls in DAZ with the sliders but you can export those shapes out to blender and have finer control. That should also give you a better starting place.

If you're not gonna do any fancy interactive 3D stuff, there's really no point to use Unity. I'm making my visual novel now and I started out using Unity and switched to Renpy eventually after a month. It only took me 3 days to learn Renpy and rebuild what I built (badly) in Unity:coffee:
Sup , yeah relied on the sonsy system heavily,a single pear shaped dial would complete 70+ percent of the transformation.But sonsy wont have a commercial releases for my needs (spoke with the creator). Sonsy does the best job with glute+thigh+hip shaping etc without needed additional modifiers.Tried out various mods like you mentioned (had them but was probably being lazy since sonsy does it in one dial) just got these models today and their based as thicker women. It's no bad so train back on schedule.

As for unity why did you turn back and did you try to also use AI(a Nice model like claude 4 opus) to aid with some coding? I despise the claymation/stop motion approach in daz+renpy to AVN development.Time consuming/tedious and fucking annoying.
Not to mention images necessary for a scene plus their render times.

Could be wrong and will find out soon if I am or not.My plan is to load the 3d model and use systems such as IK constraint for scenes and a character waldrobe apperance dynamics. Most games especially solo dev feel lack lust(could truly be lackluster who knows).As a Daz artist I know it takes quite a while to compose the scenes at a decent level then more time to render. Even if you batch render that's still much.

Yeah renpy has great support etc, but doing the math for me it's just bad. If a first release has 300 images and it takes around 30 mins to render each at 1080. That's like 150 hours of render time.

Idk conceptually it's wild that If I have a character named Mary in an office talking wtih an MC and cycles 3 emotional states... bland , excited , anrgy. I need to render 3 different images 1.5 hrs of render time. If feels like a bottleneck to just how much you can allow per story beat and per character.That bottleneck may not just be on time but also on creativity. Too many games end up in a grave yard. Not blaming renpy just saying rather make an alternative route.

Lol truth be told the character creation is not on the forfront of my list until realizing sonsy will not be commercially avaliable for my use case.Why -_- characters are pretty easy to make(in theory) but haven't done the math yet on the chracter variations I require.

Will update this more later

Screenshot 2025-07-11 050915.png
 

mibc9394

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Sup , yeah relied on the sonsy system heavily,a single pear shaped dial would complete 70+ percent of the transformation.But sonsy wont have a commercial releases for my needs (spoke with the creator). Sonsy does the best job with glute+thigh+hip shaping etc without needed additional modifiers.Tried out various mods like you mentioned (had them but was probably being lazy since sonsy does it in one dial) just got these models today and their based as thicker women. It's no bad so train back on schedule.

As for unity why did you turn back and did you try to also use AI(a Nice model like claude 4 opus) to aid with some coding? I despise the claymation/stop motion approach in daz+renpy to AVN development.Time consuming/tedious and fucking annoying.
Not to mention images necessary for a scene plus their render times.

Could be wrong and will find out soon if I am or not.My plan is to load the 3d model and use systems such as IK constraint for scenes and a character waldrobe apperance dynamics. Most games especially solo dev feel lack lust(could truly be lackluster who knows).As a Daz artist I know it takes quite a while to compose the scenes at a decent level then more time to render. Even if you batch render that's still much.

Yeah renpy has great support etc, but doing the math for me it's just bad. If a first release has 300 images and it takes around 30 mins to render each at 1080. That's like 150 hours of render time.

Idk conceptually it's wild that If I have a character named Mary in an office talking wtih an MC and cycles 3 emotional states... bland , excited , anrgy. I need to render 3 different images 1.5 hrs of render time. If feels like a bottleneck to just how much you can allow per story beat and per character.That bottleneck may not just be on time but also on creativity. Too many games end up in a grave yard. Not blaming renpy just saying rather make an alternative route.

Lol truth be told the character creation is not on the forfront of my list until realizing sonsy will not be commercially avaliable for my use case.Why -_- characters are pretty easy to make(in theory) but haven't done the math yet on the chracter variations I require.

Will update this more later
I'm making a visual novel so I was using naninovel plugin in Unity. The plugin is great, but it doesn't have as much documentation and support as renpy, so it's hard to do custom stuff there and I dropped it eventually. And yes I've been using AI to help me and that's why I feel renpy is better because all the discussions available online.


If you want your game to have moving pictures, you can use videos. They might cost even less performance wise thanks to the webm format. It's also possible to do interactive lighting with some compositing tricks and sure it would be easier to make better looking images since they are not real time 3D. You can do great interaction with just videos as long as you know how to split them into different smaller sequences probably. The logic is the same as making animation sequences for a 3D character.

For the ik stuff, I'm still investigating that in DAZ. But I think you can export an animated DAZ rig into blender via the official DAZ to Blender Bridge. That way you can animate in Blender with a proper DAZ rig, which shoulder be easier. A more efficient workflow I'm imaging is to get some premade animation for DAZ rig, then export the whole thing out from DAZ to Blender (or Unity if you prefer), then adjust the animation there using an extra ik setup and animation layers.

If your bottleneck is in the render time then you probably just need to find a better real time rendering solution. You can still use Unity to render. Just no need to program the game there.

If sonsy is not commercially avaliable but the result is something you wanna pursue, then maybe it's better that you take sonsy as an inspiration and sculpt your own morph. Shouldn't be too difficult if you already have the references in all angle.

Just some of my ideas. Not pushing or dissing anything :).
 
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SirLecherous

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I'm making a visual novel so I was using naninovel plugin in Unity. The plugin is great, but it doesn't have as much documentation and support as renpy, so it's hard to do custom stuff there and I dropped it eventually. And yes I've been using AI to help me and that's why I feel renpy is better because all the discussions available online.


If you want your game to have moving pictures, you can use videos. They might cost even less performance wise thanks to the webm format. It's also possible to do interactive lighting with some compositing tricks and sure it would be easier to make better looking images since they are not real time 3D. You can do great interaction with just videos as long as you know how to split them into different smaller sequences probably. The logic is the same as making animation sequences for a 3D character.

For the ik stuff, I'm still investigating that in DAZ. But I think you can export an animated DAZ rig into blender via the official DAZ to Blender Bridge. That way you can animate in Blender with a proper DAZ rig, which shoulder be easier. A more efficient workflow I'm imaging is to get some premade animation for DAZ rig, then export the whole thing out from DAZ to Blender (or Unity if you prefer), then adjust the animation there using an extra ik setup and animation layers.

If your bottleneck is in the render time then you probably just need to find a better real time rendering solution. You can still use Unity to render. Just no need to program the game there.

If sonsy is not commercially avaliable but the result is something you wanna pursue, then maybe it's better that you take sonsy as an inspiration and sculpt your own morph. Shouldn't be too difficult if you already have the references in all angle.

Just some of my ideas. Not pushing or dissing anything :).

Np I'm using a few tuts and ai there is a tut on and a few YT vids on the topic without plugins that's the route I'm going. The render times aren't really a problem for me just the posing and the fact you need to pose for everything. As for the daz to blender will consider your video suggestion if the ik doesn't work (ai says it should but ai says alot of things). if my approach works it will allow me to work as a high skilled and dedicated team.

And Ive beaten the sonsy issue got a few more mods and boys we are really back on track


Screenshot 2025-07-12 051909.png

Screenshot 2025-07-12 054627.png

I'm hoping by dev release time there is an opensource nsfw img to vid model with this level of quality and adherence. The second vid she got a gap tooth but I think its due to the light reflections from her lip (mid section) in the image. I have seen some decent wan2.1 vids so there is some hope for the next 3 months or more.

View attachment undefined - Imgur.mp4

View attachment 7mQhR22 - Imgur.mp4
 
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mibc9394

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Np I'm using a few tuts and ai there is a tut on and a few YT vids on the topic without plugins that's the route I'm going. The render times aren't really a problem for me just the posing and the fact you need to pose for everything. As for the daz to blender will consider your video suggestion if the ik doesn't work (ai says it should but ai says alot of things). if my approach works it will allow me to work as a high skilled and dedicated team.

And Ive beaten the sonsy issue got a few more mods and boys we are really back on track

I'm hoping by dev release time there is an opensource nsfw img to vid model with this level of quality and adherence. The second vid she got a gap tooth but I think its due to the light reflections from her lip (mid section) in the image. I have seen some decent wan2.1 vids so there is some hope for the next 3 months or more.
Not my preference but i think the model and animations look great! For the reflection issues probably better to just paint the gloss map (or what ever texture driving that) to fix it.

I think the current Wan 2.1 should be able to do what you want. But ai img 2 vid is very slow (a few hours for a few seconds) on my machines (16gb vram 32gb ram only) and i feel it will take too much time for iterations. So I personally prefer editing premade anim clips to get the animations
 
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SirLecherous

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Not my preference but i think the model and animations look great! For the reflection issues probably better to just paint the gloss map (or what ever texture driving that) to fix it.

I think the current Wan 2.1 should be able to do what you want. But ai img 2 vid is very slow (a few hours for a few seconds) on my machines (16gb vram 32gb ram only) and i feel it will take too much time for iterations. So I personally prefer editing premade anim clips to get the animations
Hoping there are improvements/better modles prior to my release ,if that doesn't change will try using a gpu digital ocean droplet they give $100 free credit to use for a few mins.Lol and if that fails I will use runpod will come out of pocket but don't mind once the quality is there.Another creator I follow on patreon did a sweet missonary vid was 420p not sure if he upscaled it but the quality and adhreance to his image was top notch , could def be a sex scene loop in game.
 

SirLecherous

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Okay so got the glutes and thighs situated without sonsy :HideThePain:. For those who don't know sonsy system and it's multiple addons is the absolute best for making thick models in daz3d idc what anyone else says it's like number 1 , 2 and 3 . By isolating various body parts(alot of fucking dials) you can truly feel like it's sculpting....However they do not have a commercial release(i need commercial since my dev approach involves loading 3d models into another software vs the popular approach loading images of prerendered models.).


So yeah took some time and sure the glutes to thighs work. :BootyTime: . I don't post character images etc because I haven't totally figured out how to approach to character creation. Not looking for a manual process but something more automated(still haven't figured that part out 100%).

Glutes Noice

hmm3.png



As an example lets say I want to have 20 women in game , not all will be GILFS / COUGARS / MILFS some could be in there early 20s.Also what level of thickness do i desire , breast size , ethnicity , age range... etc. For this In my mind I have devise a part of the cms which will randomly generate parameters based on how ever many women I want and their character profiles.

It's not magic , it's just aware of the parameters , file names and dials needed.Which will then generate the json neccesary for blender to load / create the desired character using the blender mcp as a bridge (okay this is all theorotical but i'll make it possible ) .I'm def over thinking this and purist who do everything by hand may scoff but that sort of time i do not have.

For instance lets say there are

6 Core body archetytpes : petite , average , slim thick ,thick ,bbw and ssbbw.
5 Waist types : pear , slim , hourglass , stocky , fridge(lol)
7 Breast sizes : Non existent , Tiny , A , B , C , D , F
A bunch of Ass sizes and shapes etc

Now the system would randomly be aware of 3 - 5 levels for each of those parameters lets say 10, 25 , 50 , 75 , 100%.

As a more pratical example below is a character(ignore the black one for now) with one of Grimms ssbbw morphs loaded with 20/40/60/80 and 100 percent . Now here the first two characters two at 20 and 40 percent which isn't ssbbw one can even argue that only the 5th image at 100% is ssbbw but that's besides the point(also there will be overlaping of mods). This would be an example of the body archetype.

Now the black lady would be a combination of the 100% ssbbw and other section parameters.

Screenshot 2025-07-14 054307.png


Idk what happened to the black ladies stomach and she doesn't talk so yeah don't ask. But besides that ,we have the body type, waist size , breast size , ethnicity and age .I do not have all my dials just yet there are still some mods missing and will need to first manually horse around to know their levels.

Screenshot 2025-07-14 054458.png


Example of Character Profile (old)


1. Mrs. Eleanor Vance (The Lonely Widow)
Age: 68 (GILF) Archetype: The Lonely Widow Source of Wealth: Inherited. Her late husband, Richard, was an old-money industrialist who passed away five years ago, leaving her a vast, unmanageable fortune and an even larger, emptier mansion.

Appearance & Vibe: The epitome of timeless, old-money elegance. She favors classic cashmere twin-sets, pearl necklaces, and perfectly tailored trousers. Her silver hair is always impeccably styled. There's a fragility to her, a deep-seated sadness in her kind blue eyes that she tries to hide behind a polite, warm smile. She moves with a quiet, practiced grace, but seems to almost float through rooms, disconnected from them.

Personality: Gentle, kind-hearted, and deeply lonely. She's become a ghost in her own life, surrounded by staff but starved for genuine connection. Years of being a "trophy wife" have left her feeling unseen as a woman. She is polite to a fault but possesses a quiet, resilient strength.

Behavior & Motivations: Publicly: She is a patron of the arts, attending ballets and funding museum wings. Her public persona is one of quiet dignity and philanthropy.

Privately: She craves intimacy and touch. Not just sex, but the feeling of being held, listened to, and truly seen. She is touch-starved and yearns to feel desired for herself, not for the Vance name or fortune.

NSFW Angle: Core Desire: To be reawakened. She wants to feel vibrant and alive again.

Turn-ons: Tenderness, genuine compliments, long conversations, patience, a man who isn't intimidated by her wealth but also isn't chasing it. The idea of a younger man's energy and passion is both thrilling and terrifying to her.

Potential Kink: Her "kink" is intimacy itself. The slow seduction, the rediscovery of her own body through a patient lover's hands, and the emotional vulnerability that comes with it. She would be drawn to slow, sensual encounters that prioritize her pleasure.


More vivid visiual description

Mrs. Eleanor Vance embodies a timeless, old-money elegance that has been distilled, not diminished, by her sixty-eight years. Her ethnicity is etched in the fine porcelain of her skin, a pale, creamy complexion that has been shielded from the sun for decades and now holds a soft, delicate translucence. She carries herself with a quiet, practiced grace, her slender frame hinting at the lithe figure of her youth. While she favors classic cashmere twin-sets and perfectly tailored trousers, these garments only serve to accentuate the subtle, womanly curves beneath. There is a gentle swell to her C-cup bust, a soft weight that speaks to a mature fullness, and her waist, while no longer cinched to youthful proportions, still curves elegantly inward before flaring into softly rounded hips.

Her silver hair is always impeccably styled, swept up to reveal the elegant column of her neck and drawing the eye to the deep, kind sadness in her blue eyes. These eyes, fringed by surprisingly thick lashes, are her most expressive feature, often betraying the profound loneliness she attempts to mask with a polite, warm smile. Her stomach is soft, a gentle, yielding curve that hints at a life of comfort rather than rigorous denial. Beneath the impeccable drape of her trousers, her legs are long and shapely, with slender thighs that still hold their elegant line, tapering down to delicate ankles. There's a fragility to her, yet it's contradicted by the subtle sway of her rounded buttocks as she moves, a quiet, unconscious sensuality in her step. She seems to almost float through rooms, a ghost in her own opulent life, a masterpiece of refined beauty starved for a touch that sees beyond the perfect, polished surface.

--------------------
That above isn't optimize for the workflow it's just an example but ai can determine the neccessary parameters for a visual and i can even prompt it for the specific text parameters.Then this is saved to json which blender will load via an the blender mcp. I would get as granular selecting various golden palace morphs and mods as a base and values ranges which are acceptable. The time I would spend crafting 1 totally unique character now at a click would craft as many as I want. -_- it will be a time consuming aspect but makes stuff easy.

And as you guessed hair styles, clothing and accessories would also be loaded just from the json .

Also have another aspect but this one will be done by me or maybe a decent vision ai. Which is to take my library and determine which characters faces are most compatible visually. The reason for this is to make characters visually unique to you but still an attractive character (needed if you intend to have any sort of IP/brand ) . Below is an example taken from the daz sales page which mixes two character (lets say the head only for the sake of the convo) the model areLauryn 9 but at 60% and also Joan 9 at 70%. You can be lazy and just mix pretty characters too or even lazier and only mix 1 pretty female head with all other females.


1752489347854.jpeg

This will be my last post for a while gotta make this an a few more parts of the cms work not to mention learn unty etc. See yall in 2 months. By then the ground work would have finished and can start introducitng characters and give a release date etc.

Pretty much the workflow involves heavy ai usage as stated in the first post , knowing mods and exporting most things to blender . While I'm out I will need to have the visual character creator working as well as the character poser , scene generator etc. I should be back with enough work to start the comic while soley focused on game dev as the assets would all already have been developed.

So yeah peace...and shout out to all the game devs keep the faith