NokiMo
Mithos56
Mithos56

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March 20th Update

This week was very busy for me, but unfortunately doesn't have a lot to show.   I spent some time playing with lighting and post process effects, and then got to work getting the next enemy game ready.


Starting with the next enemy, he is retopologized and mapped, as well as almost completely rigged up.

I've already started creating some different armor pieces for him, and hope to make a little variation by having different armor pieces and different weapons for him.  I also gave him quite the tongue cause why not ;)



I was also able to find a working compromise between the standard PBR shader and the matcap shader with a little post processing.  I think I finally hit a point where I'm kinda happy with how it looks.


PBR on the left, Matcap in the middle, PBR with postprocess on the right.


So while this was a lot of work, its not a lot visually.


I did want to ask one thing about the sex animations.  Currently it cycles through faster speeds of a similar animation.  Do you like it like this, or would you rather it show variety rather then speed?


As always, please let me know if you have any questions or concerns!

March 20th Update

Comments

I agree with Snizzlefit. While a wide variety of sex animations would be cool, I'd hate to see your game get lost in development hell over too many animations. I'm not a creator so I'm not sure how difficult this would be, but could you make the animation string different depending on which direction the enemy comes in contact with the player model? For example, if you face the goblin before starting the sex animation, it would use the animations you currently see in the demo, but if you turn your back to the goblin and then start the animation, it would begin a string of doggy style animations. Again, I'm not a developer, so if that is too complex to code, I wouldn't know personally. If it is a tall order, forget I said anything. :-) The animations you made for the goblin guys are top notch, especially when you seduce 2 or 3 of them. Looking forward to seeing what you do with the new enemy and beyond!

Eric

Love the latest version of meri as well (PBR + post process) nice feel of warmth (colors) + depth (shadows). Might need a slightly recoloring of the fabrics to not make it to dark (overshadowed?) but all in all amazing work! Sex position wise; I agree with the other posters, a mix of the two would be best: position A (slow variant) -> position A (faster variant) -> position B (slow variant) -> Position B (faster variant)-> Etc.

"Personally I feel like variety would be nicer but speed is more ergonomic. I wouldn't want you to get bogged down making a dozen different animations for every creature and have the game get pushed back as a result. " This exactly

Thea latest version of Meri looks great! Also, regarding the sex animations. I think a combo of the two ideas is best. I do like the increasing speed, it's sexy how they build to climax but that doesn't mean they can't change positions in the process. The monster can "warm her up" in a position or two but then switch to another once he's ready to go to work and try to make her cum.

Bones12x2

I paint the colors in zbrush, and then when I bake the vcols and normals in xnormal. I brought both of those into substance painter, and did some more texturing on top of it. That's where I painted the roughness and metallic of it. In Maya, I use advanced skeleton as a base and then modify the heck out of it. <a href="http://www.animationstudios.com.au/" rel="nofollow noopener" target="_blank">http://www.animationstudios.com.au/</a>#!advanced-skeleton/n0co2

Mithos56

the texture of the aquatic guy is amazing, did you used substance in the process? pbr and post process are gorgeous, this is what i'm using too, btw i got curious about your control rig, in the first picture there is widget, is this a plugin? i'm asking because i'm very newbie in rigging and animation, and i only know humanik in maya :\

Nuneko

Personally I feel like variety would be nicer but speed is more ergonomic. I wouldn't want you to get bogged down making a dozen different animations for every creature and have the game get pushed back as a result. If you sprinkled in some variety with special conditions or as cool little unlockables and kept the regular stuff as slow, medium, and fast I think most people would be happy. On a related note I think the 'PBR with postprocess' looks infinitely better than the matcap. I never had a problem with PBR by itself but of the two I much prefer the postprocess.

Snizzlefit


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