SakeTami
azmaybe9
azmaybe9

patreon


Endurance Test

From 2:30am to whenever Neko is finished. I need this done today.

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I want to post more on what's going on, but the information is kinda there. It's all just cleaning up scenes that are messy here and there. Cleaning up animations, physics, etc. Not hard work, but time consuming.

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I actually don't remember much from the Sunday morning 4am stream.

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Rin is 99% done and just needs hair physics and subdivision for her model

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The end is in sight! Just got to put my notes down and get there.

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After more thinking, creating my own discord would allow much easier contact with me and building relations with you guys a bit more. Plus, discussions on projects can be carried out easier. Currently working on patron permissions to see such channels so that the benefits here cross over to Discord. (Like having a patreon category show up that tracks project progress and a suggestion box/discussion channel for projects)

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Nuttin' but exporting to UE4 and doing final shot work on part 1! That's a relief!

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At this point, I just want to get done with Neko vid. Gonna spend all day to get a polished part 1 finished and uploaded. That part has the least amount of things going on. Now that I have a good export process idea, now is the time to put it to full use.

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So this is working out so far. I'm getting a few more hours of work done. So that should help with things going faster. Other good news is that I recovered the original part 1 of Neko vid's animation. Was really worried I lost the animation data somewhere down the line.

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I'm gonna wake up and work earlier so I can get more things done. Like my collab with Minmax 3d on Doki-Doki Literature Club.

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So I think the lighting is frickin amazing for the environment, but merely ok for the characters. I'm gonna look into some more consistent shading to make things look like a nice mix.

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Trying to figure out how to go about the paintings and artists to go on them.
Edit: Probably put past vidoes up there but... it'd be interesting to feature other artists.

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New ending has come out fantastic! Let's get Rin to not look like she's frozen holding a Popsicle. 

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It's been irl hectic for me, but I can finally work now. Ending it with a face snuggle into helicopter chase from Neko.

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Ok, my cat seems to be returning to normal and I made surprising progress yesterday. Feeling much better today!

Also, I found out that Patreon may email you on every update. Terribly sorry if this involves one thousand emails of me setting up for streaming.

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The bad week STILL somehow finds a way to continue with one of my cats having liver problems.
Just gonna work through this.

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I wasn't able to get to destruction last time due to how hard animating Rin's part was. But this time, I'll get straight to it!

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I'm going to be putting down notes on what works for destruction here, then putting them up in the next huge scroll update. My destruction isn't going to start completely detailed, but maybe the notes can help me and others with a basics tutorial kinda thing.

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Ok, it looks more like pulse spurts. I'm ok with that.

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Stutter spurts are back! I'm super close to figuring them out again!
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I've been setting them up but organizing tutorials can be tough.

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So it turns out that the bags were under the same problem as Pyra and I've finalized a tutorial for fixing the shape key problem! But for now, I've got to animate Rin feeding Neko.

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I'm so tired today. Maybe I shouldn't stay up til 6am 2 nights in a row

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After not running into another problem, I think I may have passed that hump where problems needlessly pile up because I'd be new at this. So maybe I can start speeding up again.

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I'm so expecting to run into another problem

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Let's see what to do:
Tutorials for Blender. (Goin' ok with setup)
- Try 'subdivided' Marin shape key creation. (FAILURE. Shape key distortion in UE4)
Check out CityEngine trial sometime.
- Continue Neko Vid. (Part 3 ready to go)

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With Neko vid back in order, I should take time out to do some tutorials today.

I also want to check out a model subdivision technique for Blender so my models can be less polygonal.

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Going back, there's SO MANY mistakes I made.

Trying to animate everything all at once for VR while still framing everything as if a camera was watching is the biggest mistake I've made.

I'm going to get this done the regular way so that it gets done. VR content needs to be thought about in its own perspective and I can't "frame" things as if a camera is there. It needs to be where the person is.

Not only that, but Iost pretty much all the textures in the project and need to hunt them down again. Good news is that the UE4 version is untouched!

Endurance Test Endurance Test

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