Morrigan Ciri and Triss (Patreon)
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I've got a huge render queue brewing right now. I'm cheering at my 4090/3090 rack yelling "YOU can DOOO EAT!" hoping it'll all get done before midnight so I can get my weekly content quota up to you on time. It's rendering in reverse order, I've got to wait for the whole thing to print out before I post or it'll spoil the ending. Well. I haven't quite gotten to the ending yet, but the renders cooking right now are ones I have fantasized about making for months, and the actual pics are better than the fantasy.
I'm doing a mad push to bring this scene to a climax because after 339 renders, you deserve to see a massive $ shot. I'll have to reinstall Flip Fluids and Fluid Painter now that I've upgraded Blender to the latest version. I haven't made a proper come blast in a while and I'll make sure Morrigan's is spectacular. You can see she's getting worked right up to the edge by 4 perfectly shaped cheeks. In the post that will be up by tomorrow she'll be just a frame or 2 away from some massive fireworks. After that, I'll be mixing things up with different characters and scenes and we'll eventually return to satisfy Ciri. You see I've been sticking with the Witcher 3 character model. So iconic. So arrogant of the W4 devs to think they could improve on perfection by radically altering her facial bone structure in ways aging doesn't account for, not to mention the apparent Botox injections. I've seen some recent shots where she looks great so maybe they've done some work on the character model.
In other news, I've finished up on a new character. This is my first Genesis 9 character. Working with G9 is a much different ball game. The training wheels are officially off as there are no foot morph sliders to work with, not even from third parties. I see a means to make money. There isn't even an arch slider. Genesis 9 Female feet look less offensively ugly out of the box than G8F feet but they look less realistic. I had to do just about all of the sculpting manually in Blender after maxing out the results scaling the individual parts in DAZ. Her hips, thighs and butt needed a lot of work too. Where G9 shines is with the photo-real skin textures and greatly improved hair assets. I'm happy with the results. Creating shapely arches, heels and balls of feet from relative scratch were difficult. I'm going to see how well the morph I created applies to a default G9 model so I'm not starting from zero each time while still having room to make each sculpt unique.
While I wait for the remaining shots to render for this week, I'll be running experiments in Blender to see if I can make 6 pose-able toes on a woman look sexy. I'll also be taking notes and studying tutorials on the Filmora site. I'm looking to make a lot of videos this year.
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