Commission #95 - Missionary with Julie with Stella on the other side of the wall, then similar with Samantha (Patreon)
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I got obsessed while working on this one. I started working on it before the poll finished when it was clear it was going to win (I'll confess I had a bias), so it's been days and days.
It's difficult to properly convey the in-game result to you for the Julie one, because the plan is to layer Stella and her bedroom wall above the animation itself, allowing me to fade out the wall to reveal what's going on (along with the muffled moans becoming un-muffled as I do this).
This is what you'll see at first:
And then it fades into above, and you can kinda see the edge of Stella's headboard on the left side of the animation there, as the wall is still half-faded in. I'll probably fade it all the way out in-game.
I wanted to have Stella breathing slowly in her own animation, but felt this would make the scene a lot more resource-intensive (and add a TON of frames, as Stella would breathe on a much slower loop than the thrusting) than would be worth it.
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This animation is the culmination of a lot of work and differing techniques.
First, I made this post from scratch at the start of December. I liked it, pretty nice, but not quite there for me. It was my first time having Flin's chest actually compress the jiggle physics of the boobs with a physical collider.
Then, about a month later, I decided to recycle that work and built it into this version. I said at the time that that was one of my new favorite pieces.
Well, then I took that version and built on it more until it became what you see above. Funny how it actually progressed from Kelly, to Amy, then to both Julie and Samantha.
And now it's one of my favorite pieces, yet again.
Aside from the jiggle physics, Julie's version got very tricky, as in order to make the above gif I had to layer in some compositing to get the faded out wall. I tried the cleavage outline that Amy's version has but it wasn't coming out quite right so I scrapped it. I tried adding sweat and it was virtually invisible (though you can see it in Samantha's version). As such, I decided to forgo the steam breath thing for this one because I realized it'd likely be very hard to see and therefore a waste of time.
But there's something else I did that was kind of groundbreaking for me: I used the Lattice Modifier.
I've never liked the Lattice Modifier, mainly because I never understood its real use-case. However, when it comes to jiggle physics, I felt really dumb for not trying it before now.
A lattice is a 3D matrix-like object you can add to Blender that allows you to morph a 3D object. If you've ever played with the "cage transform" tool in Photoshop, it's like a 3D version of that. You have control points that you can move around, and they distort the shape.
And in the past, I struggled to really see the point of this. With proper orthographic editing, you can get the same behavior just editing the mesh itself directly.
However, when it comes to cloth simulations like I'm using for the jiggle physics, I'm not allowed to edit those vertices once they're being simulated. If I do, it changes the simulation itself.
The lattice modifier gives me a layer of control AFTER the cloth simulation is run, and it does it in an impermanent way, so at any point I can remove the modifier and it'll all go back to how it was before I started fucking with it.
Anyway, after getting a jiggling feel that I liked (that also looped, which was a massive pain in the ass) I was able to morph the overall shape to round out certain areas, conform better to the space between Julie and Flin, etc.
It was kinda fucking awesome. Much like with the shrinkwrap modifier I mentioned a while back on that Kelly dress commission, I felt dumb for not identifying the value in this one sooner.
Oh yeah, then I set up the leg bones with their own version of wiggle physics, which was difficult to control and didn't do exactly what I wanted but looks pretty good.
For Samantha's version, I decided to mess with some things a bit just for the sake of variety. I opened their eyes a little instead of keeping them shut, and I messed with a fair bit of shaping all over the place, though overall I'd say the parallels are still pretty obvious.
Oh, and getting the boobs to shade properly where they convey the roundness while also helping indicate the cleavage line was...an extremely narrow line to walk.
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In general, there's a sense of impact in this shot that I don't think I've ever quite captured before, and I love it. I've provided some stills alongside the animations so you have something of a climax shot lol, though I'm tempted to animate a vibrating climax as well.
I dunno, I should probably stop working on this one so damn much and give other areas more attention for a while, and circle back.
Enjoy! ~💕🎵