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post 3250515

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weasyl.com · 2457911:9370130

Story Start (nsfw!)

Flames | Chapter Start

Flames | Page 96

Flames | Page 98

No Text Version Here!

Rejected Shots Here!

No, he's not flipping her off in the first panel.

Still holding off story/pacing discussions for the moment.

Yeltsin F3 had a 2-step sculpt, which is not something I typically do. Previously, I had done sculpt blend-in to figure out where another character's hand should be positioned to touch the shoulder. Here, however, I adjust the shoulders in a sculpt, then brought that in to re-adjust the positions of the fingers and orientation of the hand to fit to an adjusted shoulder placement, then used that pose to sculpt (which meant starting from scratch and adjusting the shoulders again.) It wasn't that difficult, actually, as I managed to make the basic adjustment for the first step in one action per shoulder. The redo wasn't a problem either since the hands and fingers served as a guide for where it had previously been. However, I'm still not satisfied with how the pose turned out. I couldn't get the arms positioned well to feel like he was really gripping his shoulders and hugging himself tight. The arms are often trouble, likely due to proportioning and perhaps because of the elbow joint design.

F2's lighting had an interesting case where Local Adaption produced good results on their faces with a low radius, but still had a noticeable HDR halo.

Using it as a lighten blend layer over an LA using the usual 240 radius produced an even better outcome. It's very uncommon that I use a different radius anymore.

F2 also had a strange issue with Blythe's AO producing a jagged break under her arm. Honestly still not sure why that was, but the area was slightly concave. In truth, Blythe's using a sculpt blend-in from the prior panel's sculpt. I was lucky to find that it worked fairly well with the pose and the planned camera angle, but if you were to turn the camera around, you'd see some pretty notable, odd warping on her arms. A lot of the speed of this page is owed to the reuse of sculpts and the simpler poses planned for it.

This is one of the only pages I specifically produced placeholder shots for in my page planning process. It was very important to me to ensure that the camera angles I wanted were physically possible so back when I was preparing to start the apartment sequence and reviewing/tweaking my page plans on a broad level, I put some placeholder static meshes in positions I wanted them to be in and made the camera angles to make sure they'd work or adjusted to be sure. Later when I was approaching Page 94, I went through my page plan again and tried to do something similar, albeit without pasting screenshots in the page plans. In both cases I wrote down commands to recreate the positions and cameras and uses them when setting up the poses during the page dev. However, this page far more closely followed the plans that the last few. All of this was important to me because I felt it was important to coordinate the use of the shot angles in a consistent way to emphasize certain focuses and provide a repeated pattern of views to hopefully aid pacing. Not sure that it was wholly successful in that, but it did help give me a better idea of precisely what I wanted originally for this page. The final panel with Rederick, however, did not follow the plan exactly nor did the 2nd wide shot. Rederick's was going to be another shot exclusively of him, as in the prior page, but I felt it didn't communicate who he was looking at well.

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