Please work, embed.
Please work, embed.
Ok, no thumbnail, but it does work. Hmm. Maybe i'll stick to images with link below or maybe it's waiting for the icon to update?
Either way, this video was started on the 15th of this busy af month! Super proud to get this far with it!
2023-12-29 08:11:10 +0000 UTC
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https://www.newgrounds.com/portal/view/project/5318754
It feels so damn good to NOT be scared of destruction!
This time I did study more on inner wall formats and everything generally follows this:
. Panel
. Filling
. Structure
. Panel
The filling can be like wood or steel beams for concrete!
Floor destruction is much easier than I thought too!
. Panel
. Static panel or ground with rubble-like material on it
2023-12-29 01:00:44 +0000 UTC
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Edit: With the actual link to the vid this time
Newgrounds: https://www.newgrounds.com/portal/view/project/5303954
Still working on the title, but the general Blender animation is finished!
I'm shocked i've gotten THIS FAR when I literally started this project and the map on the 15th this month!
I should do these more!
This is one of those simulation test videos to get that practice in, but this turned out to be not only quick, but refreshing without getting in the way of everything else i'm working on.
2023-12-24 06:05:03 +0000 UTC
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Stream: https://picarto.tv/AZmaybe9
12/20/23: Siege Animation Finish
Crazy to think this little test is getting close to done. That's until I get to the actual simulation stuff.
12/18/23: Streamin' Siege Simulation test
Makoto Sound/Music part 2 is going well so I want to do a very quick side test. And by quick, I mean it's not gonna be a 3 minute long video. More like 20 seconds or so. Something to reinvigorate the fun of working on this stuff with a destruction/smoke simulation test thrown in! (Also work on something fresh for just a moment and see how quick it goes. At least up til the smoke simulation part. Will be my first time implementing that)
12/13/23: Makoto Sound/Music Editing
With a cat viral outbreak in my house now calming down, I can finally get to streaming again without something suddenly going VERY wrong all of a sudden.
Haven't been on Picarto for a bit so not sure if the thumbnail will work
2023-12-18 22:27:50 +0000 UTC
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https://www.newgrounds.com/portal/view/913102
We're nearing nearing the end of the tunnel and I can see the light!
I've split up the project release into 4 Parts.
Parts 1-3 Released Separately.
Then Parts 1-3 together + Extended End.
2023-12-09 02:02:21 +0000 UTC
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I've been doing some testing today by posting an unpublished preview of the Makoto trailer on Newgrounds.
https://www.newgrounds.com/portal/view/project/5241626
So far it seems like there's no restrictions like the BS I deal with sometimes on youtube where they mark private videos as adult, or even worse STRIKE my page on an unlisted video. (Neko vid WiP)
So despite no video embedding, it seems like a PERFECT way to go for hosting future WiP's! No need to log-in either, no matter how adult the video is! (Mind-blown)
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Other news, i'm streaming back on Picarto because Piczel's recording features have been abysmal. I don't want to worry about corruption when i'm streaming or recordings becoming glitchy or even just hard as hell to parse through with infinite time endings when Picarto has this shit solved already.
To think Piczel was made because of Picarto's bugs, but now it's the buggy one.
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Heyy, I just got Makoto's VA work in! Part 1 release should be ready right at the start of next month and then i'll be working on Part 2 and Shantae vid!
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Along with a bunch of other places, i've updated my About Page with my LinkTree: https://linktr.ee/AZmaybe9
2023-11-28 20:32:59 +0000 UTC
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I'mma post this then sleep. I hope you enjoy what i've worked super hard on here and Happy Halloween!
2023-10-30 08:13:08 +0000 UTC
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This went from insanely hard to figure out as the most complex destruction i've ever used to being kinda cool to check out how destruction is truly art directed and never left to chance as much as I thought.
Chugs like a mf'er though. Will have to keep that in mind for the future in city shots. Should make buildings be in their own scene rather than interact with each other. (Until they do, of course)
2023-10-26 04:43:10 +0000 UTC
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First of all, a summary on the changes:
0. Release content smarter, not harder and harder.
1. Short Simulation Tests with all kinds of characters for fun.
(Needed especially after spending 7 hours yesterday trying to understand complex building destruction)
2. Main Videos made and released in a scene by scene basis and then combining everything when the ending is finished.
So far, everyone loves short videos that come out quick because there's always something new and exciting around the corner. But everyone loves longer videos with a somewhat follow-able story that have a satisfying or epic ending.
I've been thinking about The Queen vid taking me almost 2 rough years and how it's technically a bunch of scenes in different rooms that build up to bigger moments.
i've been working hard on this Extended_End for it while the beginning parts just sit there waiting to be released.
Finished, but just needs some sound tweaking and music.
It doesn't technically have to MEAN i've been working on 1 video for 2 years.
So the idea is now to make my vids in scenes and release in parts. Then once the ending is done, combine it all together for a final video. This should stave off the content droughts I constantly have despite always working hard.
Like I did image sets, which were great, but people always asked for the next video. Then the short vids were too short for anything interesting.
The Extended_Ends with the spicier classic focus are what i'm aiming for. They've been awesome!
But with scene by scene, it's possible to do short vids as well that combine into bigger ones. It also will be possible to do "What If" scenarios that couldn't be strung together regularly in a longer video.
So at this point it's better to work smarter rather than harder. All these side ideas just created extra work and detours.
I'm still proud of them and they were important for helping finalize my style. Simulation tests are the next step.
2023-10-24 20:22:25 +0000 UTC
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I wanted to make sure the final version of Makoto's Blender animation made it here with all the physics on and such.
There's still yet more to do with simulated destruction physics here, but you can see how this project is already chugging with the lower framerate! Destruction will have to be a separate map without anything else on it.
Very proud of this!
2023-10-19 23:07:22 +0000 UTC
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I wanted to get this out so you guys know I'm working hard on this since the beginning of the month!
There's still more to fix up, but I'm proud of where it's at right now!
Tell me what ya think!
2023-10-17 14:31:41 +0000 UTC
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Just got this blocked out and the last few days of September are packed irl!
I can't it's believe my... 6th year anniversary of being a gts animator.
This ending, just like Brighid's extended end, is a return to form on what I used to do with the past so i'm SURE people will be happy with it!
As for Joker, I will have to make a post-credits scene. Freakin' Marvel up in here.
2023-09-29 05:04:12 +0000 UTC
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https://piczel.tv/watch/AZmaybe9
11/24/23: Composing 2nd half of part 1
11/21/23: Composing for Part 1
No tempo desync issues this time
11/18/23: It's time to start finishing this
I'll be composing music all day and maybe some sound editing
10/23/23: Destruction Simulations
Edit: My dumbass just realized that's been a picture above this whole time. Replaced with an actual embed link
Edit 2: Nvm, Patreon actually kinda retarded with non-clickable picture link
10/18/23: I've been doing a lot of work on Makoto in the background. It's mostly polishing up the animation in Blender, physics, and destruction! Then inputting all the patron names!
10/10/23: I've been forgetting about the small update notes here i'm sure nobody reads. Anyways, Nearly done splining all the blocking for Makoto vid. Which is a GOOD SPEED SELF. NOT SLOW. Man, my brain likes to think how slow I may be, but I do a lot of things.
10/4/23: It's actually amazing how Patreon keeps actively making worse and worse logos for itself.
10/3/23: I just now spotted there's a new Collections thing on Patreon! That could make things much easier to find compared to tags!
9/26/23: After working on sound for most of this month and getting towards the end, i've opted to work on the extended ending portion! Map is already made and now it's just character editing and animating
9/11/23: This is gonna be a long one. I've gotten another trial of Epidemic sound to hopefully ease the time searching for sounds.
2023-09-11 21:17:00 +0000 UTC
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This MASSIVE set is ready to drop as Brighid vid is set to release!
Peppermint and Korsica enjoy a day off and go on a nice robo-destroying rampage together as they literally grow closer to each other!
Edit: Updated link with jacket fix and now padded numbers as suggested by a friend
MEGA: https://mega.nz/file/aTJniAbR
Key: TQpr3qAFg3JlFCg0paqMOopWjSZWw8MQVRgJ2qI49XU
2023-09-01 16:35:13 +0000 UTC
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Ok, I just finished the Hi-fi Rush image set of 92 pictures. (Hot damn that took awhile)
It'll be perfect to upload here once Brighid releases.
I've learned a lot from doing these image sets and I feel like my visuals are at a point I really like. Enough to try to decide between 3-point lighting or emissive skin with a few lights and quite a few people didn't see much a difference.
(BTW, NOT doing 3-point lighting anymore. That lighting setup took forever with Hi-fi for each shot)
The next journey is all about simulations and Fluidninja.
Since image sets are kinda against that kind of learning, I want to replace image sets with fully animated short simulation and fx gts videos with a chosen character.
These will most likely stay soundless. I now have to start Makoto vid sound and that is... More than double the length of Brighid vid.
I miss having a sound editor.
2023-09-01 08:27:43 +0000 UTC
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This duo is gonna rampage the hell out of this city for fun! Lots will be going on here when this is done! Expect around 90 SHOTS!
These models are TRICKY, I gotta tell you. But after completely reimporting the meshes and fixing where the "inner lines" are kept as well as the weirdly colored specular lines, everything looks FAR better now!
I cannot be assed to remove Korsica's shoulder armor again for the 4th time. There's like 6 unconnected pieces of the same mesh layered on top of each other!
2023-08-19 20:05:31 +0000 UTC
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Full video complete after some sound fixes!
Brighid absorbs the fire of the Aegis, and proceeds to grow uncontrollably in and around Torigoth!
VA Brighid: https://twitter.com/MamaStrassa
VA Pyra: https://twitter.com/saltySupp0rt
2023-07-27 17:20:18 +0000 UTC
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I put lots of work into making this interesting and very cool.
Like I COULD'VE gone with making tons of references of the original material, but I kinda want to start branching out and see what mixed style I really want to go for. Not that this lacks references either.
But finding my style for composing music is gonna be an even longer journey than animating! VERY proud of the extended ending orchestral part. That was the hardest thing to learn how to balance and sound right.
2023-07-27 17:20:03 +0000 UTC
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Brighid Sound edit by itself is done! Now waiting for VA to finish, then I got some scenes to re-render with Patron easter egg names, then also Music to compose. (Which that just passed the fight scene)
2023-07-16 17:07:40 +0000 UTC
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This set is really becoming something special, but wow it has to be the most characters i've had to consistently pose shots for. It's almost exactly like working on VR scenes where everyone has gotta be fully posed for the camera. (Shoot, I COULD make this VR compatible)
The fact that we're now at 51 pictures at the halfway point, which is already far more than Bloodstained, says a lot. I mean we've got 2 main characters this time, so of course it's longer.
But to my surprise, this is going slower than sound editing. So I think i'll switch back to Brighid sound and get that done this upcoming week.
2023-07-08 15:24:55 +0000 UTC
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I wanted to release this so that you guys would have a pretty good update for this month.
As you can see, the image set is gonna be BIG!
It's already at 29 pics and it hasn't even reached halfway!
Bloodstained was 42 pics!
Don't worry, Peppermint will get in on the action too.
I blame being bed-sick most of the month with my slow progress and my sound editor disappearing... (If I had a nickel for every time this happened)
I've been slowly making progress on Brighid sound at the same time.
2023-07-01 05:13:20 +0000 UTC
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6/29/2- jesus it's the 29th: Hi-Fi Continued
Continuing to shake off sickness as I pose more progress.
6/28/23: Hi-Fi Posing
After lots of bone cleanups, sound editing Brighid for a bit, adjusting a whole bunch of things, yadda yadda, i'm finally back to this and hope to finish this soon.
Jeez being sick knocked me out for awhile.
... and Street Fighter 6, but mostly being sick.
6/15/23: Hi-Fi World Building
Man. Being sick sucked, but lots has been happening in the background for planning!
2023-06-15 22:28:03 +0000 UTC
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Edit: I've patched the soundless version with some things I missed and visibility improvements. Also some adjusted slowmo in part 1. MEGA link updated as this version has a silent audio track rather than nothing to help with compatibility.
After 1 and a half years, Makoto's Metaverse Madness is finally done!
I do want to mention that I DO make mistakes even after rendering what I believe is the final version. I found a few already, but if you have any critics I can potentially get them fixed before the sound finalized version.
MEGA: https://mega.nz/file/vbp0jYZB
Key: CrFrUFteYMUZHplUVt02jGXsSnkgbOgcW10xPZNBzpQ
2023-05-19 15:13:09 +0000 UTC
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5/11/23: Part 5... part 2... half... final... Mach 2
Getting close to the end of this week. I'm not sure if i'm gonna make it with getting everything into UE5 in time for the weekend. (Won't be in town)
But at least i'm gonna try to get all this stuff done in Blender asap. Main animation is absolutely gonna be done this week.
5/10/23: Part 5 end animation now
I've been working a lot in the background so that chase scene's basic animation is completely done!
5/8/23: Added motorcycle chase sequence
If I didn't add this, she'd be on the motorcycle for like 5 seconds.
5/3/23: Part 4 reAnimating 2
It's weird. I feel like i've been fixing up the animation way faster than when I first created it. Even new scenes! Where was this speed a year ago?
5/2/23: Part 4 reAnimating
Part 3 and back is already good to go except for some lighting and facial animation.
Part 4 & 5 are having lots of changes so it's far less rushed for some imaginary pacing I believed in back then. Plus, with the focus going back to sexier gts content instead of just action, I want to inject more scenes that are satisfying in that direction.
For example, the van escape scene. It's all in one motion most of the time and it's like... more can happen there. WAY more. So i'm gonna do that.
4/38/23: Part 2 Fixes
Once I get through fixing these Makoto parts, i'm gonna go back and fix the lighting. These fixes are gonna be quite extensive in some areas, but highly worth it!
4/26/23: We Must Go Back!
With all this knowledge I've learned from Brighid, it's time to finish what I started and rejig it a bit with satisfying extra scene times. Maybe an extended ending, but let's see how long it takes to make a bunch of changes to the vid.
2023-04-27 02:43:00 +0000 UTC
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Free Korsica Pictures for everyone!
Thank you so much to all the new people having joined the Patreon. 500+ of you? Insane! After reconsidering, I've decided that the time limit on the videos wasn't doing them any favors.
Like with Brighid, I had decided to (under adequate supervision) extend the video and take more time to make it the way it is now. (Which I am SUPER proud of!)
So, from now on, the Patreon will function like this:
. Videos will come out when they're done (Gonna finish off Makoto next as the map for Shantae is built up)
. Videos will be around 3 minutes long, at the least.
. Render sets will be made to fill the void between video WIPs and full versions.
. When a character gets a render set, this doesn't mean they'll never get a video.
. Character Polls gonna be introduced after Korsica and Peppermint for render sets since the video mega polls are gonna be less frequent.
2023-04-19 19:18:50 +0000 UTC
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I'm so damn proud of this video and what it taught me.
But why'd it all have to be so damn hard.
Mega: https://mega.nz/file/XK5xQCKI
Key: hH5_u74JEknHa1z6EWImm32Meq_NAUywpfVX_vbOc00
2023-04-14 00:11:02 +0000 UTC
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This area was pretty fun to animate for the jaw dropping scale differences.
Instead of just ending with guards arresting Pyra like written, what if just merely getting to her was a whole journey itself? ON Brighid!?
I gotta do more stuff like this. This is the kinda stuff i'm going to be changing my direction towards.
2023-04-06 03:49:38 +0000 UTC
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Man i'm so proud of this. 1 EXTRA minute of MEGA juiciness!
Lots more lighting/materials fixes to go and an animation fix for legs in one part that start floating up.
2023-04-06 03:45:51 +0000 UTC
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Alright. I still got Unreal Engine stuff to do but there's a lot here that i'm proud of.
First of all , the fx are not working right. It's like they spawn then delete themselves. So I just started the video in those locations where they show up. Oddly the fx just spawn but don't pay attention much to how I moved them. It's stuff I don't understand at all.
Still need to do lighting and touching up the level, but all this stuff i've faced has been pretty advanced. Literally all the stuff that kept me from finishing Makoto vid is in this one. So I can go back to that sometime.
I'm so, so happy with the destruction!
2023-03-25 09:12:44 +0000 UTC
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Edit: I hate how youtube breaks embedded videos for unlisted stuff until you click to watch it on their site.
This video is a sleeper hard mode, man. Everything in it is at the final part of Makoto vid part 4 that stopped me. (Except turning wheels)
But I finally have a comfortable flow through RBD Labs in Blender! The ONLY issue I have now is that the fracturing process deletes parts of the objects. Which is why the roofs of the buildings are already torn up. I've opted to just say fuck it. Fuck fixing all that after hours of it not working and instead, in the future, I will mesh swap the perfect model into the pre-destroyed Blender animation upon impact.
Everyone already does that and it works amazingly!
Lastly, MAKE DAMN SURE that when parenting the destruction objects to the armature with a shift select drop in the Blender outliner, THAT THE ARMATURE NAME is changed! It took me days to figure out that having the armature named "Armature" was breaking the destruction import process into UE5 so that every piece was its own mesh because I already had other armatures named that!
Another useful thing not shown here in RBD Labs is that you can highlight areas of destruction to be keyframed WHEN their physics turn on. This is insanely useful if you have a staircase that's all connected but needs to be progressively destroyed upwards. *cough
Now off of Blender and on to UE5.
The destroyed "hovels" (open house things) here are pre-done in Blender, but the smaller objects on them are all simply clicked, added physics with a toggle, then turned start awake off. To my surprise, you can increase mass and slowdown how it reacts to physics for each object or multiple selections all at once.This shit is just fantastic. Same for the huge balls that acted as collision for it all.
An important aspect about collision is that NOT having it simply be a remake of Brighid's body allows you to control where the objects fly. If everything was perfectly remade, those hovels would go flying upwards because of the shape of her boot. But instead I used flat walls aimed downwards in Blender.
I've been trying to use Fluidninja more, but I need to stop discounting the fx I already have. I should just learn the marketplace fx I have, then Fluidninja will slowly creep up to replace them. That way i'm not spinning my wheels for weeks trying to reinvent the wheel in an fx plugin that's completely separate in how it works from Niagara. Plus, i've learned that proper fx are done in layers instead of 1 thing handling everything.
Like the fire could be regular particle fx, the embers a part of it, but then the smoke if Fluidninja that I will learn one day on how to get it to react to the particle fire.
Then a final touch of having a point light there to act as the emissive for the fire.
It's THIS kind of thinking that has tripped me up for years with vfx. Layer things up separately and fake where people think things would happen.
2023-03-14 07:29:32 +0000 UTC
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