Phalia | Creepy Milk Collab | 2160p Downloads [MP4][4K] (Patreon)
Content
It's good to be back.Phalia 3D | Creepy Milk Collab | 4Khttps://mega.nz/file/BhcATYDY#wd15QHN2ukWYczdUXP-TXJl5kMx7DO-H2ARme1Q4BhsNOTE: Windows users may experience playback errors with these files.This can be easily fixed by installing Media Player Classic or VLC Media Player.More info can be found in the ReadMe file included in the download!- - - - - - - - - - - - - - - - - - - - - - - - - - - - -This animation was a collab with AL_Shodan:https://twitter.com/AL_ShodanThe vocal samples used in this animation are from Goddess By Night:https://www.reddit.com/r/Goddess_By_Night/https://twitter.com/GoddessByNightPhalia's model can be found on Scraggy's page:https://twitter.com/scrag_boy- - - - - - - - - - - - - - - - - - - - - - - - - - - - -This started as a collaborative effort between me and AL_Shodan. He was really intrigued by Phalia's spooky form and wanted to do a simple animation loop with her. I offered to give him a helping hand, as someone would need to model the alternate version of her horns that would be required, plus I wanted to make sure that it looked as good as possible.We had a basic version done after just a couple of days, all the way back in February. Then I had the idea to do an alternative version where Phalia was fully clothed in a bedroom setting, with some additional animation to add variance. This ended up taking way longer, mainly because we had to split the project into two Blender files which required constant cross-referencing to keep everything consistent, and also because we had a lot of issues sculpting her breasts around her clothes. You'll notice her tits look very hard and firm when she's leaning forward in the bedroom scene, which is something we very much wanted to avoid, but her breasts do not have enough polygons in their pre-subdivision state for us to work around this, and our attempts at doing a physics simulation were a disaster. We figured it was fine, since it was just meant to be a simple test, and I can always find a solution for breast physics in future tests.
From there, I just had to make the environment. I modeled most of the bedroom scene myself, from scratch. The only asset I didn't make is the cloth for the curtains, which I modified from something I found in a free asset library. I realized that I would need some amount of animation for the cloth, so I decided to try a physics simulation with a subtle wind effect, and thankfully, that worked out pretty well.I also wanted to try a lot of new things with lighting. For the bedroom scene I added lights from passing cars outside to cast Phalia's shadow onto the wall before she appears. I also added a small red light to the smoke detector which blinks occasionally and I arranged the scene so that Phalia's face would be fully lit while she is leaning forward, but fall into shadow when she leans back.For the transition into the spooky scene I downloaded some real slow-motion footage of lightening strikes. I used this as an animated texture to project light onto the 3D scene from an invisible cylinder that wraps all the way around her body. These flashing lights were synced between both Blender files so that I could easily stitch the two scenes together in After Effects.For the spooky scene itself, I needed to try something completely new. For years I've had a specific visual effect in mind for when Phalia reveals her true form, which would not just affect how she looks, but how her surrounding environment looks as well. The goal was for everything around her to look sort-of eerie and abstract. To feel blurry without actually blurring anything. It's difficult to explain, but I could see it in my head. I tried a few different techniques until I arrived at a method I was happy with.In the end I created a wax-like material for the walls of her throne room. This allows light to penetrate deeper into the material before it bounces back out again, which achieves the blurred-but-not-blurred look I was imagining. I also used a moving light source so that the shadows would shift around in a disorienting manner. I rendered the background separately from Phalia and stacked it on top of itself multiple times with different timings, speeds, brightness levels, etc. I even added a few background elements that play in reverse. The final result looks extremely cool, and I'm so happy that I even rendered a separate version without Phalia that I'll be making available for the $3 Tier soon.This abstract BG element was combined with the main Phalia element for the final composite. I also rendered a separate element where one of these moving lights interacts with Phalia, just to help blend everything together. The final composite in After Effects was a nightmare. The animation was originally rendered with a 1:1 aspect ratio (4000 x 4000) and even though I planned to crop down to a 16:9 aspect ratio (2160 x 3840) with additional camera movements in post, After Effects still had to process everything at the full resolution first, resulting in extreme lag. A single frame would take about 30-40 seconds to preview.This was also my first composite in 16-bit color. This allows for RGB values between 0 - 32,767 rather than the default RGB range of 0 - 255. This gave me an incredible amount of freedom to make color adjustments and brighten dark areas without compromising on quality. It also gives me the option of rendering in 10-bit color, allowing for way higher quality exports. However, once again this contributed hugely to lag, and would take up a lot of space as After Effects generated roughly 100GB worth of temp files every few minutes.The lag made it difficult to scrub through my After Effects timeline and catch small errors before rendering. As a result, many errors made it through, the animation had to be re-rendered dozens and dozens of times. These renders would take about 3-8 hours, depending on how exhausted my GPU was at the time. If the error required me to go back and fix something in Blender, I could be waiting 60+ hours. This happened on at least 4 occasions.Ultimately, what contributed most to the re-renders was the lack of planning. This animation sort of just happened. It started as a single animation loop from AL_Shodan (the spooky version) then as two loops (the spooky version and the bedroom version) and then I wanted to link both versions together into one continuous video (the final version). It was that last step that made everything so difficult. There were so many tiny inconsistencies between the two blender files that had to be accounted for in post-production. It was nightmarish. Way too much work for what was essentially just an animation test.When compositing was complete, I could finally get started on sound design. Like with my previous animations, I recorded almost every sound effect myself. I recorded my own footsteps, fabric rustling, skin sliding, etc. even the thunder crackling is something I captured during a storm in Texas several years ago. I created the spooky soundscape in Bitwig Studio using a combination of VSTs and samples with heavy use of effects.The other sound effects (the cars driving outside and the nighttime ambiance) I found online. Phalia's voice was sampled from the works of Goddess By Night :)TL;DR - The animation may look simple, but there was a LOT to do. Especially between all the work I was doing to wrap up my final obligations with DAGames, as well as working on my partners VISA application for New Zealand.Thank you all so much!