I've spent so damn long going through so many damn tutorials only for all of them to have the shortcoming of not being able to scale with the character. (The only method was the gravity bones cloth mesh wire but it has no collision) I had to come up with a new way to put together hair physics. It's a layer above the gravity bones tutorial found here: https://www.youtube.com/watch?v=NpuhgbSbXEE
My physics setup adds boxes or capsules to the wire like a bead necklace! It all works! Scaling, collision, shape mostly keeping form! I'll have to make a tutorial now. There's no way for someone to just figure this method out. I also need to stress test it to make sure it goes right with Yoko.
Edit: After a light stress test, this method is STABLE AF
I just finished the full rough draft! It's been surprising how much is involved with this video so far but yeah. Turns out it'll actually be around 2 minutes!
Edit: So this rough draft is a bit of an update. I spent awhile animating all the little objects in Yoko's room for this part to make things more impactful. I've also been experimenting with some growth text and fx around the character to see how cool that could be.
I also fixed the framerate. This is supposed to be in 48fps but Hitfilm read it in 60fps. After fixing that, the video is actually closer to 3 minutes rather than 2! Crazy!
I've also come up with an ending with my writer for this and it should add a bit more that's necessary rather than just cut off like the current ending.
On top of this, i'm not sure i'm gonna make it to the end of the month with releasing this so if you feel like leaving and not getting anything out of the month, just message me or i'll try to keep track of who goes so they still get the VR vid once that's done.
There's still a bit more to do but this week suddenly became busy.
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The outside of the base has been expanded quite a bit rather than feeling like a small level. I know the canyon walls don't match Gurren Lagann but I think that will be fine to trade for a nice view.
The hangar got an "upgrade" where a lot of the poor buildings have kinda moved over the sci-fi stuff. This is MUCH closer to the show after I took screenshots and copied what I saw in the background. Even the facility on the left got a makeover. The way I did the doors leading to black like the show was by having an unlit black material on a plane placed there.
I had to push the poor area forward because I finally decided Yoko should outgrow this area. Less technical destruction compared to the facility. Also, her height should be a bit taller than the hangar with this spot.
Now next up is her room. Since there's nothing really in the show for this, I improvised with a Fallout inspired setup.
It looks alright but I think it could use a shitload more guns just laying all over the place!
On top of this, I have her as a bit of a tinkerer. But I think once I get the guns in here, it'll look more like she's a gun tinkerer. Also, way too much dust atm.
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Yoko VR environment done for the outside hangar area! I found a different fog material I can apply on top of the sky cards to make the clouds move like fog on the ground or whatever. Only used for up close clouds but this is gonna be one hell of a combination for looped movement!
I looked at a bit more concept art for hangars to figure out how to fill this in and I redid the lighting! It's SO MUCH better! Lots of clutter and stuff added. But now I need to figure out Yoko's room. I may have created myself into a corner where she's most likely going to have to have a room inside the main facility on the left. Not something I expected and the room is gonna be WAY smaller. Idk, gotta figure that out now.
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Marin video has begun getting work. The island will be more cinematic this time compared to Diane and we'll get a more dangerous perspective of it rather than gliding over everything. Although I totally will go more anime with the colors. I just can't help myself!
I thought I was gonna stop using Skycards for the clouds in 2d, but after seeing how Halo Reach pulled them off and my practice with them, i'm probably going to use them forever and keep improving upon the practice of 2d image clouds. It's just so much more flexible than volumetric.
For physics, i've looked into something called Kawaii physics for UE4 and it's so incredibly easy to set up! But Marin's skirt will still be an insane challenge. I'm glad I found this thing on youtube because i'm probably going to use it for everything in my future going forward as well. It's just spawning capsules within an animation blueprint and attaching collisions to bones. The EASIEST setup of physics I've ever used. There will still require lots of manual animation for it in some scenes.
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I'm gonna be sticking to a short VR video every month that will release at the beginning of the next one.
Non-VR in the $5 tire with VR in the $15 tier. I tried looking into 3d audio but that's some... 4d-chess shit, man.
The next character for a VR short will be Yoko! I chose her because there's not much content for her and not much content for VR right now so it's a perfect fit!
I will be opening up character polls for the next one once I get used to the process some more this month with Yoko.
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Oh! Samus official sound vid has started getting voice work! With the script done I've already gotten ahold of MissMooni for Samus and I will be finding a fun group of guys who want to get beat the shit out of!
I've included the script I wrote down for it. Although some things I might change if it doesn't match the flow of the video. (like the talking in the car if it doesn't work)
Edit: Man does VR take forever for Youtube to process.
After some frustrating times today and engulfing an entire pizza. I think I'm getting a workflow started on VR stuff. The next thing to learn is 3d audio so that sound happens in places where they're supposed to be. That's gonna be real weird to edit in FL Studio. Might have to use adobe premiere further for that.
I feel like splitting the VR version from the regular version in the tiers seems fair. Especially since these shorts will still eventually come out like every month. Cuz MAN was there a lot of extra bs to go through as I re-learned this. But it should get easier and faster in the future. Except for rendering. That's pretty damn slow.
Edit: Annnd I forgot I wanted to do sound tomorrow too. I'll just re-upload when I get there.
I don't even know what tiers to set these up as. I'll get to the VR version tomorrow as there's much to re-learn there. The physics in this were done in UE4 using something called Kawaii physics. It took some learning without a tutorial, but I feel i'll pass up my bad physics in Blender real soon with this thing.
I also figured out turning the shading mode to unlit on Ryuko to get rid of the weird block polygon shadows when you get up close to a character. Which is the ambient occlusion from the regular lighting. I'll have to figure out working without it or something because unlit is THE 2d anime look setting even though i'm going for a mix.
So I want to start getting more content out every month that sticks on this patreon for a bit before release. I was thinking quite heavily on short VR content that would allow me to get more stuff out AND practice things in UE4 as I work on the bigger projects in the background. (There will be a regular camera too) Based on the current VR practice of like... 10 seconds? These could be fully done in about 2 days. (I currently have a Ryuko test fully animated and in UE4, but solving bug problems)
I think this might open me back up to character poll requests.
I'd like to ask what you guys think about this and if there's anything else you'd want from this patreon? Also what kind of short scenarios you might want to see? (That I hopefully won't blow up into 2-4 minutes)
I've been working at this for awhile and now I think with a few fixes and some voice acting should complete it. I'm currently working on the script right now and will be sending this version of the video to any VA's who want to join or have a good enough mic.
Man, this re-render is gonna suck out a LOT of time -----
I've rendered all of Yoko VR and non-VR now. Just gotta add sound to it. Already have VA finished too. And then it's just intro and outro credits for the non-vr version.
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Edit: CANCEL ALL THAT. Despite not being able to record the destruction, I somehow found some way to tame Apex Destruction enough to be damn good for the video! PROGRESS!
Well the whole destruction thing in UE4 didn't go well to 2 factors. An object kinda freezes an area if it's not destroyed yet and I can't record any of the destruction. Instead of Apex Destruction, learning Chaos destruction seems to require even more of a time sink and some features don't quite work due to the whole beta thing.
I think I can use Apex for the outside destruction and then blender simulate inside when I need accuracy.
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The thing that makes me pause when it comes to destruction is having to deal with Blender and the slow process of editing things and exporting.
I have a new idea this time that only uses UE4 and that's by having a destructible layer behind the shard piece front layer to make it feel like it has more depth even though I used a cube with textures on it!
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After finishing the Diane vid, I somehow felt that the next video was gonna be too ambitious. Too much for me to get done and that there's just so much work to do. I guess my brain really did burn quite a bit from that last one. But i'm back in a good mood to work again! Longer streams with more meaningful progress ahead!
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After talking on stream chat, it seems a few people do rely on the patreon stream notifications. So I'll stick to what I'm doing now and somehow figure out better updates.
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I'm starting to feel like this patreon would be better suited towards, not streaming updates, but condensed amount of info packets like the update scrolls. When I have these stream notifications here, it feels like I "did my job" without actually posting any meaningful updates. So it's like this gets treated like a twitter account rather than meaningful info dumps. I'm considering leaving the whole streaming posts to other avenues like on Twitter, Discord, and deviantart so that my patreon can have a cleaner setup that doesn't spam emails on first joining.
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The repainting of the scene below actually didn't lead anywhere and in fact made the buildings cleaner. So... that was an unexpected result.
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While the picture before looks awesome, the buildings still looks kinda realistic. So I want to see if replacing the textures for the buildings by drawing on top of them instead of overlaying flat 2d panels will create a massive difference in how the scene looks. (Please work)
Then Samus sound editing has reached halfway but the music is still at the beginning. As badass as it currently is, i'd like to continue it somehow to the end of the fight scene.
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This was a BUNCH of 2d planes with fog and brush textures placed all over the place to try to make this look like concept art as much as possible! Some things didn't go as expected but other things came out amazing! Overall pretty awesome!
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I want to get more Samus sound focused before the month ends so I can put at least half of the video on here for you guys.
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More on physics and Samus sound stuff. Pretty important stuff to get down
Edit: All brand new PC parts to be built will arrive on June 12th. Until then, I can actually work on sound for Samus vid and Neko vid from my Surface Pro 4. Although I can't do any rendering from UE4. But at least I can do something during the wait!
Diane took it out.
So it looks like my PC's video card is shorting out randomly and I'll have to buy a brand new one. But it's a custom built GPU card that's specific to pre-built MSI Aegis models. And since it was from 4 years ago, the parts are expensive. At least starting at $600 from what the shop could find.
But if that's so, then I'm just gonna build a new PC that can handle all the Blender/UE4 tasks I'll soon be moving on to. Not only that, my cousin and I game together on ps4 a lot and if he could buy the pc off me and get that part, then he'd finally have a PC to game with me on!
So I want to thank everyone here a ton for everything and I'm going to be doing research into a new PC that can handle everything I throw at it!
You wouldn't believe how much everything fought back so this wouldn't get uploaded. I gotta bring my main pc to a repair shop now and my Surface's screen is pretty much dying!
With everything now sent it, I can put it all together and render all the scenes.
If you feel like you paid into Early Access just to see the vid only for it to come out the next day on youtube with sound, like every sale on steam goes, I can give refunds if you ask.
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Odd, Patreon hasn't let me update refresh this for a few days now. With music and sound editing now done, I must wait on the voice actors now. Which means all that's left for me to do is re-render all the scenes with tags! ----- Now with instruments all changed around to fit the theme of the video, it's already sounding pretty goood. (Worked on the ending first and OHHHHHH) ----- I feel like I need to switch up my instruments around to get the right feel ----- Sound editing done. Music and VA are next. ----- So here we have a lot of volumes adjusted, but I still gotta go back and polish those up after finishing off adding sound to the end. Then as I wait for VA, I can work on the music!
If only I could come up with a better name than the april fools vid... Unless I just take the april fools video name, put it on this one, then rename the vid? Nah, that requires changing the thumbnail... Hm.... There's still a slight few technical errors to go back and fix. (Like facial lighting differences that are different when they came out rendered and I didn't catch it in my tiredness) But this is definitely good enough to post for now before tagging! 9 minutes, 2 months. I must've been a woprk horse to get this out the door!
I'm now gonna begin the polishing route for this so if you don't want your ($30 tier) patreon name listed in the tags for the video, then please message me what you'd like it to be.
I didn't expect only half the portal to show up, gotta fix that with two-sided rendering turned on.
And there's a LOT of black cuts that I want to get rid of. Not the sleeping to wake ones, but maybe I can have a huge explosion happen from a far cut for when Diane lands.
After lining everything up, it looks like the vid will surpass 9 minutes!
This was a test to see what I could push for with the cel shade materials I got and backgrounds. I used Kitbash backgrounds I got on one of their many sales and BOY did my fps TANK. I gotta figure out the best way to use them because i'm sure it's not meant to do that. Fun fact, Makoto is actually a mini-gts here since sitting she's as tall as the door.
For the red, I set the specular and fresnal all the way to red. Even the post process outline and inverted hull duplicate locked character version of Makoto have slight hues of red in them.
Smoke on the ground is from Lazy God Ray. It's a flat plane that has a depth option to fake the... depthness. Colored the hell out of the fog blue and used the same fog in the distance.
The buildings having red windows. I took the glass material and BOOSTED the emissive with a red vertex3 thing in the material blueprint. I was surprised when it did ALL of the windows! I merely wanted a simple night scene but I just had to go all the way after that!
Also gonna upload a youtube vid soon with a song from Persona and a simple cape flick. It's just taking forever to render. I decided to try 48fps and there was barely any functional difference in smoothness from 60! So that's gonna be an extra nice boost to use 24 fps on Blender's dope sheet instead of 30!
Here it is on MEGA for the full video with song... Even though the simple animation is constantly looped: https://mega.nz/file/SGZimaqY#WuZgh9QaLdLejdIY2efl90IwL6YROsiSkKgGTa8eFws
Things I still need to add are further away shots for the waterfall that lead to the flashback of her and the merchant buying the vials. I'll need to do extra shortcut type work for those moments.
So this video looks like it'll reach 6 minutes. In 2 months.
That's yet again halving my time on a video that long. Neko took a year, DDLC took half a year, and now Diane. Crazy. I guess Marin will be like 10 minutes or something.
This video is slowly going. I do wanna slow my animation actions down though so I can get more... well just more. Don't wanna pace too fast. But i'm chugging along here!
It's about time I updated this! I'll start with the 2 flashback pics.
Here is where there's an explanation for how Diane got ahold of these potions and who sold them to her with a warning. (Pose reference of the manga!)
Now the night time scene is where the Merchant gets serious and can't get sleep by overthinking how he's gonna solve this. Meanwhile..
Diane is getting absolutely huge behind him. Mouthing out words like "grow' and "bigger". Almost as if she secretly enjoys it, but nah. Probably only because she trusts the Merchant to come up with a solution and will take to liking this unique experience so far.
Parented some trees already stuck to her foot to make it look like she already outgrew her way through a bit of forest. Looks amazing!
Admittedly, I did it to hide a glitchy section on her toe I couldn't solve. No idea why it came up here but I was NOT gonna give up this shot!
Now this replicates the waking up as Diane idea like in town. Always great to add more gts pov stuff.
All these clouds are static textures that I've been teleporting around based on the camera. I cheated SO much here. Even parented groups of clouds to 1 clouds so I only needed to move 1 cloud for the group.
Aw, looks like I need to be in simulation mode to truly check for lighting issues like her face here. Another thing to add to the list on final re-renders, I also have her being blown by strong wind here a bit since she just woke up and is not used to this size yet.
At least the face came out right here. Here's a fun fact. All my physics attempts broke things in Blender so I opted to manually animate her hair from the moment it was longer at the end of the Waterfall scenes.
Another thing I cheated on is hair placement. In some scenes it's behind her while others like this it's in front again. But I can't imagine this scene any different!
This house looks familiar.
"This is your place right?"
"Yeah"
Not the best wake-up call
"How's Progress?"
"As you can see, i'm almost already halfway there"
Yet another pose reference!
Diane gets up to wait with the biggest stretch ever!
"Wow! I can see the edge of the skybox from here!"
Lots of grass added to these scenes
Time to go even bigger
This is quite immense!
Another scene I gotta go back and simulate check.
Diane is out of patience and grabs the whole house!
"Hey. Bet you 10 coin to-" "Not a chance!"
Merchant stumbles out with the serum.
Such an intense scene!
POP!
You did it!
*Finger Guns *Diane instantly regretting thanking the Merchant
This shhit is lit. Totally thought about the trailer for Bioshock Infinite here.
I mean where else to cushion someone from this fall?
I think they're gonna chose to relax here for now.
Maybe I should add text called "Part 2" onto that portal? Just so people know where it is.
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This section was a bit easier to animate. I still am having problems with the Merchant flying all over the place during the growth scene, but I might just brute force re-keyframe his positions back into place later.
With Merchant's comment earlier of, "What seems to be the problem" Diane decides to punish him a bit harshly after her growth spurt saying, "Do you SEE the problem now!" I don't think I've seen someone been bashed by a toe before, honestly.
Merchant: Ah ha. heh. It seems you've got a serious problem of IToldYouSo-Idis!... heh.
Diane: FIX IT. I even have the screen shaking here when she speaks to add to the intensity!
Merchant then tells Diane his potion kit is beyond the mountains. (Egg won't be there) Diane: *Sigh... Then there's only one place to put you
Merchant: My entire life has lead up to this moment!
I really wanted to capture how HUGE Diane is already here. She can be seen from miles away!
This scene coincided with giantess## wanting Diane not paying attention to what she was stepping on while walking across a country road. Since the Merchant flashback scene with the potions take place here, i'm gonna revisit this and add a dodging character yelling out, "Damn brat! I'll sue!" But the request perfectly lined up with getting Diane from point A to point B in an interesting way. I also came up with what she'd be distracted about.
I personally love this last shot because her leg casts a shadow on the trees to the left. SO COOL!
Now we can see she did pick her boots back up and is pre-occupied with how small they seem to her now. But we know they're huge since they can crush trees. Crazy!
So Mako sent me an upscaled resolution of Diane's textures here and they look DAMN GOOD! Thanks, man! Here's what they used to look like:
Yeesh! It's like you can see the color disbanding on the lines!
This entire section took Diane a couple seconds while Marin and Link will take a day. Interesting and funny fact there. GV is worried that i'm showing too much of the island, but I feel like i'm showing a literal overview of it and Marin/Link will show detailed sections.
two trees already crushed here without any thinking whatsoever. Also, I should improve this area before release.
I really want to set in the scale of Diane's hammer by improving this area. It's already crushed a few trees from where she chucked it. Diane: So that's where I threw that!
Animating the trees getting pulled was pretty fun
Diane: I don't know what I expected.
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This time, I wanted to focus on character animation during dialogue. So it's a lot more detail in movements when there isn't as much action going on.
There will be trees getting knocked over here.
I added the same lines that were under Diane's fingers to her toes here. I also added the middle of the foot line since that feels like it should exist there too. I actually learned a lot when splicing this stuff together.
So I found a ripple moving material thing from the stylized water I got from the marketplace. I parented 4 of them to Diane's feet as decals and turned off Diane being able to receive those. It's actually convincing enough for a stylized feeling.
As you can probably tell, lots of growth in this. And feet because this is actually my first time dealing with individual toe animation.
Diane, as short tempered as she is, chucks her boot out of frustration. I might cut the aiming scene slightly for comedic timing.
I swear I turned off those repetitive wood explosions because they looked kinda bad compared to when I placed trees and flipped them over manually.
Merchant makes his appearance, in which I add the body, head, and hair myself together. Couldn't have done it before without the practice with Diane's feet. Only thing to fix is his weird red neck.
I don't think people get so frustrated that the lift their leg like this, but I thought it was cute so I went with it.
The timing and cockiness shown in this shot is INSTANT. I love it! This is not gonna be a regular buddy-buddy video.
Diane hides herself out of embarrassment since the potions went wrong.
"Oh, you're approaching me?"
"Of course. I can't fix the shit outta you without coming closer."
Legs fixed here where the knees don't look ridiculously tiny, but the feet are still the same bigness as before. win-win!
"So what seems to be the problem?"
"WHAT'RE YOU, BLIND!?"
"I don't know, I think I like you like this"
"You idiot! I'm still grow-innnnnn"
The animation for the Merchant here is super broken and idk why but i'll have to fix it next week.
You can see the brokenness a bit more here. But Diane is gonna be a bit of a smartass here. "Do you see the problem now?"
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So I wanted to mention that this scene has a few new things. First, I had to put down a bunch of stretched cubes because this scene takes place from so far away of the world origin. The stretched white cubes were like blocking the area out so that I could animate in Blender a bit more accurately. All cubes were parented to a central point and then exported to Blender. I can re-use that point when importing the animation too so that things line up.
Another thing is the Sky Cards UE4 Marketplace asset at the top right. It's a bunch of 2d cloud types that can be placed on curved planes. Some really sick drawn style clouds in there too with lots of color options to help me manually color them.
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There seems to be this curse of mine where every time I get a gallery done, Patreon goes down for maintenance. Anyways, here we go!
The morning after.
A villager approaches to try to wake Diane up.
She wasn't very successful at it.
Meanwhile, two dudes gawk at Diane taking up the street.
"Five Coins for you to poke it" "Make it ten!"
So I used the knife tool here to make the poke smooth. Added a bit of subdivision only to the area he poked.
The poking activates a growth spurt here and the guy gets flung to the nearby wagon!
Diane finally wakes up!
Sweet First Person view
Speaking of view. I didn't want to zoom in too much here to make yourself feel huge looking at a tiny trying to talk up to you. "You gotta go"
(Offscreen) "Public disturbance and such"
"Yeah... I'll go..."
So I wanted to do this movie aspect ratio to try it out. Super wide. I also wanted to capture just how much of the street Diane took up. BUT! I have another trick!
It's not the great shot of scale and breasts here tho
Aspect ratio change to full 4k! Because no way would I plant movie bars by just adding them on top of the video. Quite the scale here AND a reference to the manga/anime with this pose.
Diane finally noticing the environment.
Idk why I animated her measuring this way but it looks alright.
Diane finds out the building is actually 30 ft tall and stands back in shock, "I GREW!?"
Que spurt
Now her proportions changed a bit here. Breasts are a bit larger and legs WAY longer! It's subtle but you'll notice that her head isn't so damn massive in comparison to her body anymore.
I do wanna add destruction to that building as practice.
Don't worry, we'll use these later.
*Destroyed portion of building with debri falling off her boot.
Diane is now suddenly embarrassed about all this. I really liked how she used her hair to hide her face for some emotions in the official stuff so I wanted to replicate that kind of cuteness here.
Edit: I found that jitter removal parenting keyframe feature in the sequencer. I just have a huge amount of stuff in the sequencer, so it pushed the parenting options to the very bottom of the scroll menu! HAHAHahahahahah I hate that I didn't think that stupid shit would happen. Such a simple solution.
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I wanted to at least start this scroll with this update for the Diane speedrun. I do have most of the town scenes done but apparently the feature for keyframing parenting is somewhere idk anymore. (Used to remove jitter from the lower framerate animation) But here's the scene after the town! Might look a bit different in the full vid.
This island is just gorgeous! I might have a bias though
Here's the later area as well. Idk why I didn't upload the full thing. Fear of spoilers? Anyways, it's still not finished but I love the look for then end area for the Wind Fish Egg!
That reminds me. I need to take pics for the gallery. Edit: Which reminds me that I keep forgetting this part. Edit: It reminds me that I'm still forgetting this. Edit: You know... I should just put up the shots when they're polished. I feel like the ending is too unpolished at the moment for screenshots and that might be why I forget. ------ I realize that it's Saturday, but I want to have the last snippet reach the end of the video. Which should easily be next week. I also want to do a style hunt so that I can practice an established style to see how I can polish things up for myself ----- Ran into a lot of things to problem solve yesterday but solved them this morning so I might as well start streaming! ----- I think it'd be fair to release a wip video of how it is so far. I'll see how far I get today for you guys so I can put more content into it. ----- So these Sky Cards I just bought from the UE4 marketplace are a bunch of flat plane clouds that still correctly provide shadow to the ground. Lots of artistic control for mix and matching and only $20! Seems worth it! ----- Ok, NOW is the day for the town exporting stuff and scene creation -----
So about that script below, I kinda want to make a slight change where she chases the merchant back to his home. Not there yet, but thinking about it ----- . Diane is shown sleeping from different angles as villagers watch. One gets too close to poke and Diane grows to do something funny with that. . Diane wakes up from bumping her head into a building. . First person view of Diane looking around and then down at Luka who informs her that she's not wanted here. . We see the Inn keeper pissed about sweeping the destruction at her inn. . Diane gets up and moves over Luka in slow fashion. . She turns around to say sorry and as she turns back, she notices the building height to her. Compares height and suddenly grows a bit more during it. . She thinks about how this is happening and that she missed taking the last vial. Realizes that something may be wrong with them and thinks where she got them. . Flashback to her sitting down buying from caravan in forest. Diane asks where he's headed and he says he's heading home to the East. (Sun position) . Diane then snaps out of her flashback and begins her trek to fix the situation. . Montage occurs and then probably her falling asleep at night one time and growing in her sleep to wake up huge. . No Hammer then. Unless she slept on it and wakes up to it in her palm. "Hey! I wondered where I left this!" It was probably in the side of a mountain stuck there. . Then she makes it to the waterfall house where the guy lives. LOOMING over his house. "You! Fix this!" (Loud water can't hear him talk joke) . She picks him up on her finger. "Idk, I think I like you like this!" . She starts applying pressure with her thumb as if to crush him. . Says thing to piss her off, fling him into the distance, and destroy the nearby landscape. "Fine. I know a wizard who can help me" . Stomps off and cracks island on her way out. . Done
------ With the island done, now it's time to test facial animations, more model study, and more physics types WITH COLLISION before starting Marin. (Her dress scares me) I'll also be testing shots based on showing scale and TrueSky... if I can ever figure that thing out. Might skip it this time since I REALLY love the lighting that's already here.
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It's time to continue building on Marin. The plan now is to build up the rest of the world and test lighting with maybe True Sky or something. Volumetric clouds would be the shit! ... If I knew how to use it.
So this was nice and fast to work on. 2 minutes completely finished in a week's worth of time? AND doing tutorials? Oh yeah, I'm super happy about where i'm headed for speed!
----- So in terms of the over-editing that we see in anime that's really fun to look at, I just don't do it right. When it comes to the scenes built for it, they're alright, but anything past that is immersion breaking. I want to take things in a grounded direction instead of doing that. Actually, I don't think the Gravity Rush Overture even did that. So I shall not either! Also, i'll have to adjust the way light hits my characters as Gravity Rush has completely flat lighting on its characters. Kinda fascinating how they do that. https://www.youtube.com/watch?v=tFeXtu-3u78
AZ side Music: https://mega.nz/#F!ObYhmYBI!NOKCipnufgCvXK4BlZ4A5A (It looks like MEGA links just show up like this as the problem happened with Bowsette too. Gotta highlight all and copy/paste. Sorry about that.) This is the straight cut I composed for my side of DDLC. It's all together in 6:18.
I would like to mention that I took a lot of the high tier patrons throughout the year and have them in this. There are names all over the place and are fun to find! (Was fun to make the ads of them too)
Screw those Blender screenshots! Time for the real deal! Also, this might be a 2 minute video.
(Short temper about hitting her head)
This shot was ALMOST gonna be skipped. But then I challenged myself by saying a very inspirational phrase, "no balls".
ALRIGHT! What's left is destruction, physics, and side characters. The innkeep girl has some weird lighting problems that i'm gonna ignore for now. Everything else looks fantastic!
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Already up to 45 seconds of animation!
What's going on here? I think you guys can figure out!
Although no VA yet. Should be fine. ----- Man, tutorials require serious mental organization. I just tried half-assing one for Blender's interface and I went WAY off course. ----- On side news, I have a Kat from Gravity Rush model that's being worked on! Yay!
I could potentially start doing sound for the other videos. I should think about that soon.
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I'm gonna make a post on this whole this thing once I figure out the workflow for converting models to this look.
----- Sound, VA, and some more edits on some parts. Things go really fast when everything goes right.
For DDLC, there might be a delay since Yuri's voice actress is taking care of her family from a car crash. Yeah, that's definitely worth a delay. She'll be back soon, but i'm gonna keep working on filler practice content until then.
It turns out that doing sound was super quick thanks to Mako~Chi being super fast as well!
Using stepped animation for gts for the first time. It's quite fascinating! LOTS of scaling changes on different body parts to make the shots more exaggerated. And yet it looks so natural. Even the ending where her leg moves back from being ahead. It's actually shrinking back to normal size but that modification is invisible!
Other cool thing is that I didn't have to worry about in-between frames. None of that slowing down glitchy shit!
COOLEST THING! UE4 included brand new options for parenting in the sequencer and I SWEAR that they saw my video and implemented it for that reason! Now you can choose to parent with EACH FRAME of the character to the camera being refreshed so that all of that parenting and unparenting to reparenting is completely cut off!
So it looks like I am going to Sizecon! I'll be wearing a mask because... well me with a mask am more recognizable than without!
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Been working with GV-97 on a new script for Marin's video. Something more unique.
During a cliff-side chat with Link, Marin reveals her drive to escape the island has come to an all time high. After praying to the Wind Fish one night, she finds herself growing through a trek across the land, along with Link, as they go on a journey of self-discovery to find the true secret to escape!
The unique thing about this video will be that it's like a camping trip with a giantess. Which sounds VERY interesting!
Cool new tech to use and learn: . A SHITLOAD of Quixel's entire library that's free for UE4 users for massive landscapes! . Medieval Town stuff. . Stepped/Limited Animation . UE4 updated their landscape editor, so checking that out. . I'll also be trying to get more atmospheric fog for sense of scale. More importantly, trying to get it to work with characters' anime shader. . More landscape destruction. . ADVENTURE
This requires very small fixes you probably won't notice that I'll get in the final version with sound. But hey, looks like it's gonna reach 10 minutes! WHOOOO! FINISH LINE!!!