Hello! here we are in the second week! Most of my work this week has been focused on animation progress. I’ve nearly completed the first scene, which is the struggling sequence, clocking in at about 55 seconds. Next, I'll be refining the "Necro" segment. Since I’ve been working on it for a while and most of it is already finished, I originally thought I might be able to wrap up the entire animation by next week. But! Plans have changed. Someone came to me with an Elder Scroll, and after learning the knowledge within, I managed to solve a lot of problems I thought were impossible to fix. You see, sometimes technical limitations force you to take shortcuts. For example, originally, I couldn’t make a good animation for removing underwear. So, I thought, why not just skip it and start with the character already undressed? If I can’t do something well, I’d rather not do it at all—like how Kemono Friends should’ve skipped season two. But now that I’ve resolved some technical hurdles, I can create a proper animation for removing clothes, and honestly, it looks amazing. Fixing these technical issues also allows me to add more shots and sequences that were previously impossible. Of course, we want to see the slow, detailed process of a character’s demise—something that was hard to achieve before due to technical constraints. Now that it’s possible, I’ve decided to add some new shots and cut out some of the original ones. I genuinely believe these changes will make the final video much better. Now, moving on from the animation and scene design updates, let’s talk about improving character quality. Normally, I don’t spend much time creating characters because I’m not good at it and I don’t know how to make them better. But now, I’ve learned techniques to unify the art style of the characters and make them blend seamlessly with the scenes. One breakthrough was adjusting the shadow colors of the characters. As a former illustrator, there were colors I used to love but couldn’t replicate in 3D. Now, I’ve found a way to bring those colors back into my 3D scenes. Honestly, the new shadow colors look so much better. I started learning to draw around 2014, and you can see these colors in the works of many artists from that era. To be fair, modern artists tend to use paler or lighter color schemes—like the style in Blue Archive, with white skin and soft purple shadows. While that style isn’t bad, I personally prefer these more classic tones. You can see the adjusted colors on my cover art, which perfectly aligns with my vision for KosoruCG 2.0. I now have a unique color palette that looks amazing, and I have full control to tweak everything to my liking. So, that’s pretty much all for this week’s WIP update! Since I’ve learned so many new techniques, I plan to redo some scenes in New Management. But I’m confident I can still finish everything by the end of the month. I’m also organizing all my ongoing projects and messaging a bunch of people to confirm production schedules. By the end of the month, I’ll share my plans for the year, so you’ll know what videos to expect and what I aim to accomplish. Okay, that’s all for now! If you have any questions or if there’s anything unclear, feel free to ask—I’d be happy to answer!