Hi!
Commissions are open again.
Prices will be around 200€ for a new animation. More information can be found in the "Commissions" page above.
Friday, June 21, 2013
Tuesday, June 18, 2013
Regarding Commissions
Hey everyone,
let's talk Commissions!
First of all, I'm not a greedy person. Second of all, sorry for opening with a disclaimer like that, which probably may have raised some alarms now :X
I make my stuff available for free, try my best to pick the most convenient hosting services, don't beg for donations at every chance I get or advertise the donation buttons very much. I charged very little for commissions in the past (compared to the effort, put into them) and preferred to close commissions for quite some time to learn new stuff, when I could have just fired out one commission after the other.
Having said that, I don't make porn to make money. Although earning a few bucks through it sure is a nice thing ... everyone likes making money, who are we kidding?
With that in mind, I'm not really sure how commissions fit into that picture. Each commission took dozens of hours to make. As my animations are getting better, so increases the time I spend working on them. For that Elizabeth closeup shot for example the rendering time alone took 16 hours! Plus another 8 hours for the other angle and maybe 1-2h of post editing and video rendering. On top of that comes dozens of hours of building the models, the scene and actually animating.
So you see, unless I charge ridiculous prices, commissions will never be an attractive way of earning money for me. But doing so would basically make me a freelancer and I understand that this is not what commissions are about.
So, for a while I was seriously considering just closing commissions for good and be done with it. Or be really, really picky about what commissions I would accept.
Instead I decided to go with a middle ground solution: charging a relatively high price, which is still less than the work hours spent are worth, but more than you'd expect for a commission.
Naturally, this will keep the interest in commissioning me low, but if someone decides to spend the money regardless, I get compensated well enough to gladly work on someone else's idea.
I'm still trying to determine what the price range should be. For that I've been roaming through several artists profiles to see what they charge for commissions, but this is turning out to be causing even more confusion. From what I understand, setting one's prices is an iterative process ... that sure sounds like fun!
Anyway, just wanted to quickly share that with you guys.
let's talk Commissions!
First of all, I'm not a greedy person. Second of all, sorry for opening with a disclaimer like that, which probably may have raised some alarms now :X
I make my stuff available for free, try my best to pick the most convenient hosting services, don't beg for donations at every chance I get or advertise the donation buttons very much. I charged very little for commissions in the past (compared to the effort, put into them) and preferred to close commissions for quite some time to learn new stuff, when I could have just fired out one commission after the other.
Having said that, I don't make porn to make money. Although earning a few bucks through it sure is a nice thing ... everyone likes making money, who are we kidding?
With that in mind, I'm not really sure how commissions fit into that picture. Each commission took dozens of hours to make. As my animations are getting better, so increases the time I spend working on them. For that Elizabeth closeup shot for example the rendering time alone took 16 hours! Plus another 8 hours for the other angle and maybe 1-2h of post editing and video rendering. On top of that comes dozens of hours of building the models, the scene and actually animating.
So you see, unless I charge ridiculous prices, commissions will never be an attractive way of earning money for me. But doing so would basically make me a freelancer and I understand that this is not what commissions are about.
So, for a while I was seriously considering just closing commissions for good and be done with it. Or be really, really picky about what commissions I would accept.
Instead I decided to go with a middle ground solution: charging a relatively high price, which is still less than the work hours spent are worth, but more than you'd expect for a commission.
Naturally, this will keep the interest in commissioning me low, but if someone decides to spend the money regardless, I get compensated well enough to gladly work on someone else's idea.
I'm still trying to determine what the price range should be. For that I've been roaming through several artists profiles to see what they charge for commissions, but this is turning out to be causing even more confusion. From what I understand, setting one's prices is an iterative process ... that sure sounds like fun!
Anyway, just wanted to quickly share that with you guys.
Sunday, June 16, 2013
Saturday, June 15, 2013
Thou shall be teased!
And teased thou hath been!
Btw, I know some Google Drive videos aren't working. I'll reupload them, but for now check my thread on Darknest for working alternative links.
Tuesday, May 21, 2013
Here be gifs
Good day everyone!
As frequent visitors may already now, I've been working on new rigs these last couple of months. If you don't know what a rig is, let me explain the whole deal real (not!) quick:
3d characters are typically animated with bones. As the name suggests, these are joints inside the character model. The model is then weighted to these bones, so that each bone moves a certain area of the character's model. This process is called skinning. Therefore when animating, you actually animate the bones, which then move the character.
But animating each bone individually is impractical, would take extremely long and often results in jittery motions. Therefore you build a rig, which is basically a system, build around the bones to help control multiple bones at once, in a way it makes sense. An integral part of a rig are the control objects ... these are what's actually being animated.
Imagine your character has a spine made up of five bones and you want him to turn his chest to the left. That rotation should affect the entire spine, so each bone in the chain would have to rotate a little bit to make it look realistic. Without a rig, that would mean you'd have to go in and animate five bones. If you built a rig, you would probably create at least one control object on top of the spine and one on the bottom. And you would set it up so that when you move either of these control objects, it affects all five bones in a way you'd expect from a spine. So when you want to rotate the character's chest, you'd just have to rotate the control object on the top and let the rig take care of rotating the bones. You see, rigs are very important and can quickly become really complex, but will make animating a lot easier.
The importance of rigs is not new to me ... even my first animation was animated with the help of a rudimentary rig. As the years have passed however, I now know what I need my rigs to be able to do and I've learned enough to make such a rig.
And that's what I've mostly been working on these last couple of months: building a new rig.
After lots of trial and erroring, it's finally finished. I can easily repurpose it and use it for new characters, rather than building it from scratch. It has lots of stuff that'll make animating easier for me - especially the hands and the face. And every animation I make from now on, I can apply to any character that uses this new rig.
To put this rig to the test, I made a quick animation and applied it to two different characters. As expected, I had to do some refining, but overall I'd call it a success =)
I don't want to open commissions just yet, though. Still need to figure out what to do with the male character models.
Anyway, enjoy!
Wednesday, April 24, 2013
Futa be gone!
Good day!
I'm pretty much finished with my new rig and now started skinning the bloodelf model. It looks like I got the bone placement and model topology right, so things are coming together pretty well and fast so far.
Here's a quick look at the breast-setup and how it works. The jiggle amount isn't final though and probably will have to be adjusted for each scene individually.

Note the purple box right in the center of the screen, which is my reference spring. There are also purple arrows pointing in four directions - these are gravity helpers. Depending on the direction and distance the reference spring moves, it activates and controls the strength of various gravity helpers, which only affect the springs in the breasts. The entire thing is automated and that's how the breasts move a bit more naturally, rather then strictly following the character's direction of movement.
I'm pretty much finished with my new rig and now started skinning the bloodelf model. It looks like I got the bone placement and model topology right, so things are coming together pretty well and fast so far.
Here's a quick look at the breast-setup and how it works. The jiggle amount isn't final though and probably will have to be adjusted for each scene individually.

Note the purple box right in the center of the screen, which is my reference spring. There are also purple arrows pointing in four directions - these are gravity helpers. Depending on the direction and distance the reference spring moves, it activates and controls the strength of various gravity helpers, which only affect the springs in the breasts. The entire thing is automated and that's how the breasts move a bit more naturally, rather then strictly following the character's direction of movement.
Monday, April 1, 2013
Don't pity the fool!
Hello everyone!
Thought I'd let you guys know about what I've been up to lately.
Well first of all, I've been watching and reading tons of stuff about 3D Studio Max and learned a great deal of new tricks. Had a few setbacks here and there, but overall I'm making good progress. While I'm at it, I'll also look into different ways of animating the face.
Aaanyway, while finishing up the bloodelf model, I spent some time thinking about how I could take my clips to the next level. Because why stop at overhauling my rigs? Long story short, I decided to let go of my no futa attitude. To reflect that change of attitude, I adjusted the model accordingly.
Still needs a bit more dicks, I think.
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