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"But what about the chaffing Rendar?!" No worries. Malenia's mechanical feet are lubricated with 10W-30 grade Pennzoil motor oil. It's a smooth ride, not to mention incredible fun to ogle over.

This post is the culmination of everything I've learned and worked on since I decided to go down this road. I tell you, if I had come upon this post a year and a half ago, I might never have gone into the 3DX business. I'd have subscribed to THAT content creator's channel, for life, and kept on with my previous hobby. Alas, while Malenia looks terrific in the game, no one was depicting her and her beautiful grippers the way I wanted to see her. Fortunately, there was a DAZ 3D model of her available but there were downsides. She wasn't sexy. She was built like a potato. She had nasty jowls. Worst of all - the creator never bothered to place bones in her mechanical parts properly. She couldn't make a fist and her toes could not bend individually. Unacceptable! Trah-vah-STEE! BUT! The potential was there. I was able to lengthen her arms, legs and fingers. I made her voluptuous and gave her a spherical a$$.  I was able to lengthen her second toe just a little bit to give her feet that Classic Greek shape that's on all of the digital women I render.

I then took it upon myself to learn weight painting and rigging. I spent more hours working out the mechanics for her hand and feet then actually PLAYING Elden Ring so far. Finally, after a mind-numbing amount of work, I managed to get her flexing her fingers and toes properly and in all directions. The rigging was finished. I found an in house sculpting addon for DAZ that allowed me to get rid of her terrible cheek sagging permanently without having to export the model and settle for an inaccurately textured version of her in Blender. At last - my vision of her was brought to life and she was ready for action and looking for love. But who to pair her with? I decided to go with a fully humanized, de-Manga'd and milfy looking version of Ranni. I think this has to be the best foot sculpt I've done so far. Together, I think these two are absolute dynamite.

Once again, these new post-processing methods I'm using now have turned out to be so worth learning. I'm loving the vibrance of the colors.

And here it is: the realization of my vision. I'm very proud to present this and have it out in the world.

Speaking of releases. The principal futography for Suck Session is finished! There will be a few additional promotional renders and a few black and white camera POV shots for the Irenika m@sturb@tion scene that won't take 20 minutes to set up, but other than that, the project is now in post production. I'll be QA'ing the renders and no doubt rerunning many of them with minor and quick edits. I'll be able to do those 50 and 60 at a time and have the rerenders running in my sleep or while at the day job. I'll no doubt be wanting to run all of the older renders through my current post-production process. There's also the intriguing option of taking the scene that was rendered in Blender and running it through a cartoon filter to give it a comic book style look. I'll be exploring that option tonight.

As Suck Session is intended to be a graphic novella, with the emphasis on graphic (but still classy, lol!), almost all of the dialogue and narration has already been written and posted on this channel. It's just a matter of cutting and pasting into a formatted presentation. I believe Miki3DX has an engine that can run the product. If I go that route, I can have licensed music running in the background as well as recordings of moans and Foley effects, and I know exactly who to hire for that.

Thank you for your support! It's going to be a very exciting May.

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