It's a new month and I've got a lot of new updates to cover. First are a few new render sets that I've already posted to the discord and have similarly shared them on twitter. Secondly I've started work on the custom character model again after the long hiatus and I'm pretty happy with the early progress I've made so far. Finally I've just come back home from the funeral two days ago as of writing this.
I'm quite proud of the renders this time around, especially the Graveyard set being my personal favorite! If you're interested let me give some behind the scenes in how I made these below.
Before showcasing the behind the scenes on the renders let me show you the progress for the model. Last time I showed model progress was September of last year where I finished modeling the legs and feet, but instead of working up naturally from that to the hips I chose to focus on the genitals first. This is mostly because to create them requires far more geometry, so trying to add these after the fact would be a headache.
I had modeled an asshole asset for the Hellhound that I showed in the last post, but I ended up deciding that it wasn't good enough for this model in particular. With the prior experience under my belt I think I did a much better job this time!
Next thing to work on would be the hips, ass, and abs. That'll come later though as now it's time to shift focus back onto the renders themselves.
Starting with this shower render it was meant to be a pretty simple test to see how the anus I modeled for the Hound looks during posing. The specific method I used is a Mask Modifier to hide the Hellhound's anus and then placing my model over it as a separate object to cover up the hole. I then used a combination of Shrinkwrap into Data Transfer to "merge" the two models. I've also used this method to make her into a futa without destroying the base model.
Sadly the anus I made does not hold super well under scrutiny as I needed to resculpt parts of it for this render to hide some of the problems that it has, so while it looks good in renders it is not animation ready at all.Now aside from that, the other main things I did was adding Fog to the scene. I just added a Cube that covers her up and then applying a basic 4 node shader to get the fog effect. Noise Texture+Volume Scatter set to Henyey Greenstein is pretty much all you need to get fog, but adding in a Transparent BSDF with the mix shader helps avoid excessive glare cause sometimes a light source might get reflected in the fog as a solid object.
I then set up a Depth of Field object in the scene to add a slight fuzziness to the background and set the focus on the Hellhound like an actual camera would. I just set up a basic plane that's invisible in renders and then parented it to the camera. This is a pretty common set up I use for most of my recent renders, but I've never explained it in detail.
Moving onto the Graveyard set is where I put in the absolute most work out of all my recent renders. It was originally meant to be a Halloween render, but I just couldn't bring myself to finish it for one reason or another. This uses the default map found on Open3DLab like most of the environments, however, I have heavily edited it in just about every way you can think of. The trees? Added more and edited the existing ones. The skybox? I added that. The grass and ground? Completely reworked by me.
Admittedly messing with the ground did break the flower emitter, so originally there were supposed to be flowers, but considering the intended setting that ultimately worked out.
I found assets for the tombstones, fencing, pumpkins, etc. across multiple websites such as CGTrader, BlendSwap, etc. and specifically for the tombstones I deleted their materials to retexture them myself. It's a pretty procedural texture with color ramps and a color dodge. In order to set up the fencing I used an Array+Curve modifier
Set dressing was by far the biggest time sink for this particular render set and I'm really proud of the work I did on it. With that said following up on this I went ahead and fulfilled one of the render requests which ThatGuyYouKnow shared in the comments from the last patreon post. Making the render set with Seth did not involve anything new from what I haven't already shared here. That set was definitely the least complicated to make out of all of them.
Hope some of this was an interesting read ^~^