[Still in work]
Now there isn't much to compare or show yet, but those of you that played the old Fair demo and not the sketch/new one this might be interesting.
The old fair animation was devided in 2 scenes and both of them will see some slight changes.
Additionally one of the old CG's will be animated as well to make the different CG variations more interesting and the scene prettier to look at altogether.
Now all of this really isn't anything new since this was all part of the h-sketch demo
that I uploaded a while back to show the changes I'm planning.
Now I've finally started working on it though.
I will start with coloring all of the different scenes and poses needed and
cut/prepare the different graphics to be usable in the animations, then start working on
the models of each.
that I uploaded a while back to show the changes I'm planning.
Now I've finally started working on it though.
I will start with coloring all of the different scenes and poses needed and
cut/prepare the different graphics to be usable in the animations, then start working on
the models of each.
First scene is actually completely colored and prepared already, so I've at least got
some minor colorations to show.
(Sample Pose and showing off all the layers used in the main textures for the scene.)
It's interesting to compare with the old CG as you can clearly see the improved
coloration/lights/etc.
The new one looks a lot cuter in my opinion and I can't wait to properly animate and
model the different expressions/poses.
There isn't much right now but I'll try to remember adding the other scenes as well once they're done.
Just let me know if you have any wishes/questions about any of the changes.
Next progress update is most likely when I've got the models for everything done~
UPDATE 19.09.20
I'm still working on coloring the second scene but thought I should add a few more things to not be
too quiet for too long again.
I've started by figuring out the different layers and outlines needed for the animation.
Most of the image itself wasn't a problem and is actually already done.
The male body still needs some shading which won't take too long to finish though.
The head however had a few things that I had to figure out before working making the
layers though, so the shading of those is still in work now that I finished them.
I'm actually trying something new this animation that I planned a while back when I made the sketches already.
I was hoping to give Fia/Braixena bit more freedom and give her the ability
I'm still working on coloring the second scene but thought I should add a few more things to not be
too quiet for too long again.
I've started by figuring out the different layers and outlines needed for the animation.
Most of the image itself wasn't a problem and is actually already done.
The male body still needs some shading which won't take too long to finish though.
The head however had a few things that I had to figure out before working making the
layers though, so the shading of those is still in work now that I finished them.
I'm actually trying something new this animation that I planned a while back when I made the sketches already.
I was hoping to give Fia/Braixena bit more freedom and give her the ability
to tilt/turn her head for different poses/animations since
having the head in one direction only might look a bit stiff and unusual.
The test-turn above doesn't look too pretty and could be fixed by adding more
frames, that wouldn't be a viable solution for the final animation though as
it's going to run in 60fps and there would have been too many graphics needed.
This is why I usually do "turning" by swapping between different heads, each with their own textures
and expressions/animations while the old ones simply fade out.
This time I wanted to make it a lot more fluid and work it into the animation
though so some testing is needed and I will have to figure things out as I go.
having the head in one direction only might look a bit stiff and unusual.
The test-turn above doesn't look too pretty and could be fixed by adding more
frames, that wouldn't be a viable solution for the final animation though as
it's going to run in 60fps and there would have been too many graphics needed.
This is why I usually do "turning" by swapping between different heads, each with their own textures
and expressions/animations while the old ones simply fade out.
This time I wanted to make it a lot more fluid and work it into the animation
though so some testing is needed and I will have to figure things out as I go.
I already made some quick tests which I feel could work with the layers I've made outlines for now,
I won't know if it actually works/looks good until I'm trying to work it into the real animation though.
So you'll see if it worked out when it actually is in the animations later on. xD
But yeah, layers are all done and shading the head/male body is all that's left before moving on to color/make the last and "most important" scene. :>
I'll try to keep updating but can't promise, as always. xD
UPDATE 25.09.20
This one isn't anything big.
I've finished coloring/preparing scene 2 but am taking a bit longer than expected to finish the part sketches for the 3rd scene.
Thought that I'm at least gonna post something along with the side note/update though
so here's some random (maybe) interesting stuff. that I experimented with.
I've finished coloring/preparing scene 2 but am taking a bit longer than expected to finish the part sketches for the 3rd scene.
Thought that I'm at least gonna post something along with the side note/update though
so here's some random (maybe) interesting stuff. that I experimented with.
I've been thinking of using something like live lights that change and interact with
the model for a while now but wasn't sure how or if I should add it to DM.
The one I tried here was made with something similar to light maps that
simply brighten up the areas that I want depending on how far the light source is away.
It's nothing special but I thought I should at least show that I'm done with scene 2 parts/coloration/preparation and show it off in a way.
UPDATE 29.10.20
Just made a few last changes and tests for the first animation and
will move on to the next scene.
I'm still not completely done with the first scene because I'm planning some
extra scenes/stuff that wasn't in the sketch demo.
I'm not sure it actually makes it into the game in the end but we'll see.
I've made some previews a few days back that I didn't get to upload, so here's
a quick WIP spoiler to how the model moves.
(keep in mind that lighting and physics aren't active here and the game will
change resolution and camera movement/zoom)
Just made a few last changes and tests for the first animation and
will move on to the next scene.
I'm still not completely done with the first scene because I'm planning some
extra scenes/stuff that wasn't in the sketch demo.
I'm not sure it actually makes it into the game in the end but we'll see.
I've made some previews a few days back that I didn't get to upload, so here's
a quick WIP spoiler to how the model moves.
(keep in mind that lighting and physics aren't active here and the game will
change resolution and camera movement/zoom)
Starting with some short idle animations
And following an even older motion test to show some of the ways the model can move.
It didn't really show off much of the movement in the end but looks funny enough I guess.
It didn't really show off much of the movement in the end but looks funny enough I guess.
This is one of the additional test animations that might get added.
This one is actually gonna play between the second and third scene/animation,
so I'm gonna wait until then before making the finishing touches,etc.
This one is actually gonna play between the second and third scene/animation,
so I'm gonna wait until then before making the finishing touches,etc.
If it ends up to not fit into the game or not look that good I'm gonna
include it in the patreon downloads though.
include it in the patreon downloads though.
I've also decided on a methode for lighting for now.
I'm not sure yet how well it will work inGame since the limited capabilities of the software might
I'm not sure yet how well it will work inGame since the limited capabilities of the software might
cause lag or lower the quality, but we'll see.
The method itself is simple enough though and shouldn't affect loading times of the model
by much since the lightmap is most likely the only texture that's going to be added.
The method itself is simple enough though and shouldn't affect loading times of the model
by much since the lightmap is most likely the only texture that's going to be added.
Keep up Dark, youre awesome!
ReplyDeleteTo add to the idea with the lights, you could have the colors slowly cycling around the border of the image to mimic that of the Ferris wheel
ReplyDeleteWell,thats a nice idea dude!
DeleteHad the same idea also and thought that it would look pretty cool, at the time of the scene however the ferris wheel holding still so it sadly wouldn't do much sense.
DeleteAt least for the inGame version of the animation.
Although, if my memory serves me correctly, there is a power outage in the entire park, so you could use that lighting to simulate the rays of the moon through the window, which in my opinion would look great.
DeleteKeep up the great work, its lovely
ReplyDeleteawesome!
ReplyDeletehmmm Dark?, where are ya?
ReplyDelete