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FSA_3D

FSA_3D

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FSA_3D posts

Hjormun WIP 2

The textures are done, now onto rigging. In the end I decided to go the no fur at all route, because I didn't get it to look how I imagined it. So I ended up with pretty rough skin all over and some large scales / plates on his back. The Braids are still somewhat placeholder, because I'll have to redo them to be able to rig them.

Also, please excuse the slower uploads, I'm currently working on 2 rigging commissions, while further developing my own set of rigging tools alongside them, which is taking some time, but will make rigging faster in the long run.

Let me know what you think! And Thank you for your continued support!

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Hjormun WIP

More WIPs for the scalie goat boy! But from now on he shall be named: "Hjormun".

Made some good progress, finished the retopology, did a first pass of the high-resolution sculpt and now started texturing. It will now be a bit of a back and forth between texturing and refining the mesh. Haven't started texturing the horns, nails and dick yet, that's the reason they still have the debugging textures applied to them. Don't worry he won't have a rainbow dick in the final version ^^

Haven't started with the fur yet, but I'm mostly set on doing his front scaled and then his sides and back covered with fur, but that might still change.

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Animation Early Access - Back in it goes

Early access and unwatermarked version for the "Back in it goes", aka the physics showcase animation!

See the full animation >> HERE << or get it in the attachments!

It's finally done rendering! In the end it could have used a bit more polish, especially Zaiisha's hand guiding the egg. But it was mainly about testing the physics, so I'll let it slide. And considering the physics, I'm very happy with how they look when rendered, so, mission success!

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New Character Model WIP

While the physics showcase is rendering, I've finally started working on a new model idea that I've been sitting on for a while now. I definitely feel a bit rusty after not having touched model scultping in over a year, but I think it's going in a good direction ^^

He'll be kind of a mix between a buck / ram and a scalie, so he'll have both scaled parts and furred parts. Mainly a scaly face and forarms + hands, but I'll experiment with maybe doing his front scaled as well and only give him a furry back, but we'll see! But one thing after the other, still gotta get the sculpt and retopo done first.

And an update on the animation: It's taking way longer to render than expected, but it's about 3/5 of the way there, then I'll still have to composit the raw files, but that should be a walk in the park comparatively. It should be done at around sunday / monday, so stay tuned!

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Physics Showcase Animation WIP

Sorry for the long pause, I've been trying to make a "little" physics showcase animation, but it is taking much longer than I anticipated. While many of the systems I added to both Sailynn and Zaiisha have worked pretty well in just their own files, many things have refused to properly work when trying to make an actual animation with them. On the other hand some systems worked fine, but did not give satisfactory results, so I had to do lots of tweaking. This is also the reason I have not updated the node library yet.

The animation is not done yet, but the foundation is in place. Still needs quite a bit of polishing though, and especially simulating the fur on top of all of this is something that I haven't touched yet.

I hope I can finish the animation next week and start rendering, because this one is gonna take a while with all the fur and feathers.

The full catchup animation can be found in the archive, or >Here<.

More test and lighting renders can also be found in the archive.

Let me know what you think!

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Animation Prep

I've been busy getting all my simulation tools ready for the next animation. This involves updating Sailynn's breast physics, since I haven't updated them since her adjustments, but also adding other body physics to her. Thighs and butt are done, but I will add some more probably to her belly and upper arms.

Another thing I have been trying to get working for a longer time now, are fur physics. Blenders particle fur system has physics integrated into them, but not geometry node hair. So I had to come up with my own solution. So far it's working decently well, definitely a bit hacky, but it works.

And the last big thing being: Adding (more or less) accurate collisions to my particle system. The particles can now properly collide with, bounce off, or even adhere to surfaces. But also they now can collide with eachother and even merge. Which will be needed for the animation since I decided it's gonna be wet and rainy. Additionally I've created a system for water trails, so whenever particles are colliding with a surface they will leave a little trail behind them.

Also important to mention is: The body physics, excluding the breast physics, are also done with a new node setup I've been working on, it's more or less a very simple soft body / cloth simulation, but it does the job fairly well so far. All the new node stuff will be made available in the node library soon. Just be aware that the fur and soft body solvers are very experimental and lack some features, since they haven't been through a proper stress test yet and have only been used in testing environments.

Still need to add some body physics to Zaiisha, but I hope I can finally start with the animation next week!

(I forgot to turn motion blur on for the water trail test render, so the rain itself looks kinda ass, oops)

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Voreday 2025 Animation

It is done, see the full animation here: MEGA

Sadly didn't get this done soon enough to allow for early access, since this was a very spontaneous project and I still want to make it public on voreday itself, so please forgive me. You will get proper benefits for future animations!

Not overly happy with the sound, my sound designing skill are severly limited compared to many other things I do, but I think it's alright. On the other hand I really like how the visuals turned out, though there is one shader issue on the fluid that's bothering me, because I didn't configure it properly before rendering and in the end I didn't want to rerender everything because of it.

Let me know what you think and thank you for your support!

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Voreday 2025 animation WIP

It's a bit of a late WIP, as I'm already at the rendering phase, but I was too focused trying to get this done soon enough so I'm sure I have enough time to render with enough to spare for potential re-renders if things go horribly wrong. But so far so good, I'd say. The preview is only at 12 fps because I usually render in two batches with each batch rendering every other frame. so I can get a decent feel of the speed and how everything looks in only half the render time. And if everything turns out fine I can then just render the other batch. And if something went south, I only wasted half as much time.

My main concern is currently that it'll turn out too noisy, but I'm confident that I can make it work. Important to note though is: this gif has nothing yet in place to reduce the noise, so that's why it might look a bit extreme.

And don't worry about the vapor / steam switching speed mid way through the gif, that was me adjusting settings during the rendering because I felt it was a bit too fast at first, I will have to rerender those first few frames. The droplets causing those very high splashes have also been adjusted, so it should look better in the final version

Also a few more WIPs have been added to the archive here: MEGA

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Zaiisha 2.0

Rig upgrades, check! Shape and Proportions upgrade, check! Displacement maps, check! New outfit, check! her own weapon, check! She's been upgraded, and I'm really happy how it turned out.

I played around with her outfit's color a bit more after the last post and I found this dark purple really fitting, so I decided to keep it. I originally wanted to make a little animation for the "update reveal" but I think I'd rather start on the animation with her and Sailynn. But before that, I'll be doing a short spontaneous animation for voreday, expect a WIP post with more details soon!

Thank you for your continued support and let me know what you think!

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More Zaiisha WIPs

Zaiisha's Rig rework is pretty much done. I've also started adding many additional automations for her rig. Like her breasts and parts of the hood moving when her shoulder rotates, the shoulder moves when her hands move, etc. To make animation easier, but to also make her feel more alive even when just moving a few controls, the only thing that was moved in the gif clip was her hand controller, the rest was all automated.

And, contrary to what I wrote on the previous post, I decided it's probably better to make her new outfit now when I've already "refamiliarized" myself with her model and rig. So I'm fully aware of how things works and how everything is connected, so I can skip this step in the future. It's not quite finished yet, she will still get some headgear and a few more additions and refinements to the dress. I'm still a bit unsure about the colors though, I originally wanted to make it red, because her old outfit was also red, but I'm also kinda liking the all black version, but I don't want her dress to just be all black. I will make a render or even a very short animation once she's fully updated, You'll be the first to know ^^

Let me know what you think so far!

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Zaiisha Rework WIPs

Zaiishas updates are almost done. Main things left are technicalities like the rigging and updating the softbody simulation cages to support her new shape. But also give a second pass over the adjustments, like her breast shape could still use some more attention. Also I might have gone a little overboard with her new penis design, on one side I think they look a little too tentacle-ly, but on the other I really like how they turned out.

I won't be updating her outfit to her new body shape and rig, since I will be giving her a new and better outfit in the near future as well. And frankly, it's not gonna be needed for the next animation anyway ;)

I've also been working on fleshing out my rigging tools script, which I'll be extensively using for updating her rig. I've also decided to update her full arm rig, since it's really wonky compared to Sailynn's. So for that I've been scripting my own little version of a rig generator. Which now allowed me to generate a fleshed out, completely new arm rig with a single click. Only thing I had to do was to place the bones that will be deforming her body, all the mechanisms and controllers were then created on top automatically. I will be expanding this in the future to help me create rigs better and faster. I know there are many addons for this type of thing, but it's a great opportunity to also learn python, which can help me in many other ways in blender, and in other software as well.

Let me know what you think!

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Cooling Off Highres and Alts

Highres and Alt versions of the "Cooling Off" Render.

"The clear marshes of Mt. Kyeeran are blooming beautifully during this time of the cycle."

In the end I decided against a pregnant alt version, because there's no reason for Sailynn to be pregnant at this point in time. And I want my stills to make sense, given the current circumstances of the timeline. I know there's currently not much of a timeline or story to begin with, but I will build on it as time goes on and I figure out how I want to introduce the world, more characters and their relations, etc. There will be enough reason for her to be pregnant once I make my next character though!

Please enjoy, and thank you for your support!

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Cooling Off WIP

The still is making progress, but there's still a good bit of work to do. The colors might have turned out really intense and over the top, but I really like how colorful it is currently.

Asset wise I still want to add some roots and maybe 1 or 2 trees at the edges of the image. Mainly because my idea of this environment being something akin to a clear marsh / swamp area. Also I want to put a few more things like petals or leaves floating on the water.

Detail wise I still need to add wetness to Sailynn. Add some droplets to her skin and fur and make the water adhere to her, so she's not looking like she's clipped into the water. And also refine the pose a bit. I hope I can finish it in this week!

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Making Progress

I've been hard at work making my geonode water simulation work, but I'm slowly but surely loosing my patience on it. It's alright, but that's not good enough in my eyes. I will dabble around with it more in the coming days to see if I get it to a state where I'm happy with it, though there are still many issues with it. If it doesn't work out I'll probably do the water either with FLIP or try out some other methods, because it's currently the main thing that's blocking me from progressing.

But! On the other hand I've also started working on some assets for my next still and animation. The still will be sort of a testing ground for the water and some of the more complex assets, like the lilypads to see if things work outside of the testing environment. And comparatively to the water, I'm very happy with the lilypads so far.

Higher quality renders have been already added to the archive and more wips will be added over time!

As for the still, it will be Sailynn "Cooling Off" in the water with the pads floating about, kelp below the water, some fallen leaves and other things to make it more interesting. With a few alts I have in mind, mainly a nude alt, a masturbation alt and maybe a pregnant one, we'll see.

For the animation, considering Zaiisha, besides giving just her rig an update, I'm also tempted to give her model a bit of on "overhaul". Mainly giving her displacement maps, redoing her male genitals, and also making some major adjustments to her body shape. This would involve decreasing her breast size, and making her slimmer, to give her a more slender look.

Additionally, because my work hours have been, and still will be, a bit weird in may and june, I had lots of time to spend on just my laptop. Where I have started to learn a bit of python and have set out to make my own attempt at a rigging tool. Mainly to help me speed up the process of rigging future characters. With a few basic functions that are tedious to do by hand, like creating FK and stretchy tweak chains, adding falloff relations to bones, etc. But also some more complex features like being able to pose a barebone arm rig, click a button, and it will generate the full rig arm rig in one click.

Also lastly, I will put out an update to the node collection soon. As seen in one of the pictures, the changelog is getting quite long as I have been adding many new nodes and did a complete overhaul of the particle system forcefields. The water sim thingy will not be part of it though, as it is currently still in very much an alpha state.

Let me know what you think and thank you for your continued support!

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General Update

Hello everyone!
I'm currently in the r&d and preparation phase for my next animation project. It's going to be a lesbian animation with Sailynn and Zaiisha. Right now I'm working on creating a geometry node alternative to simulate basic liquids, like someone standing in or walking through water. This is because the scene I have in mind will be a small cave at a hillside with a pond in and surrounding the cave. And I want the environment and characters to interact with the water without having to simulate an actual water simulation for the whole duration.

Additonally I've been bringing Zaiisha's rig up to speed, to make animation easier. The main upgrade she's getting is that I'm making most of her rig stretchy and adding tweak controls. This allows for easy adjustments during posing and animation, as well as allowing for more stylistic animation and posing.

On top of that I've been working on updating many facets of the particle system. This involves overhauling all forcefields and some other areas like trail generation. Mainly to make it more streamlined, so all forcefields have a similar setup, but also to increase performance in more complex scenarios. For example with the new forcefields, you will be able to set a sampling rate, so not every particle has to sample effectors at every step. Additionally they also allow sampled data to be passed on to other forcefields that use the same effectors. The setup is more complex now, but the forcefields have also been more generalized to make them work outside of the particle simulation, so I can reuse the same nodes for my fluid simulation and and other future simulations as well.

This is a very technical update, so please forgive me for not having anything to show yet.

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Quality Ingredients Highres

Highres version of the "Quality Ingredients" render.

A dragon's seed is a crucial ingredient in Sailynn's libido potion recipe. Luckily she's very proficient in gathering enough for her needs. Be it to make her potions or to fill her belly~

Many thanks to Dzät for letting me use their character model Vaarkea!
You can find them here:
Twitter / X, Bsky, Fur Affinity, Patreon

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Bikini Bird

Highres and Alt version of the "Bikini Bird" render.

Sailynn's upgrades are finished, now she's ready for more action! I decided on a vibrant and dark red for her bikini color, It gives a lot of contrast like the blue from the WIP, but the red stays nicely in line with her own palette, so it's the best of both worlds!

The FeatherGen tools and new nodes will be added to the library tomorrow!

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Sailynn Update WIPs

I've been working on preparing Sailynn for her next animation, giving her a new "outfit", I'm not sure on the colors yet. Need to decide if I want something more in line with her body colors, or something more eye-catching.

I've also been working on an overhaul of her wings, since I wasn't overly happy with the old ones. Plus, it's a great oppurtinity to test out the feather generator rework. So far it worked really well. I have found a few quirks and bugs, but those have swiftly been eliminated. Expect it to be made available next week!

Also, a sequence of WIP images has been added to the archive for the "Easter Birb" render.

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Easter Birb High Res

Double resolution of Sailynn's render for easter, with no watermark.

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Feather Generator Progress

A short video and screenshots showcasing the current state of the new and improved feather generator, featuring a built in rig generator and tons of settings to customize the feathers, complete with many attributes for shading.

Additionally the setup of the generator is fully automated via a script, so all modifiers and objects get created by 1 click of a button!

It will be added to the Node Collection once it's finished in the coming days.

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Archive Access Link

Archive Access Link

MEGA_LINK

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