Well, we are officially underway on the new DCV-enabled comic, Clara Ravens Episode 4: Colombina’s Illusion. I’m a few frames in, and wanted to share one of the earliest frames, as realized in the Octane engine. This is the aesthetic you can expect the rest of the comic to possess as well. I know it’s a
Months ago, a fantastic 3D modeler, erotic CG comic artist/writer, and all around awesome dude Erogenesis made the definitive set of genitals for the Victoria 4 mesh. Dubbed “Lali’s Bits” in honor of the titular character of his own erotic comics, these gens are leaps and bounds above what anyone has had to work with to date. Personally, I worked from a set of custom morphs I built directly into the mesh, but since that area of the mesh is so low poly, it always lacked detail in closeup renders (and most penetration shots, for that matter). However, those issues are now a thing of the past.
Here’s the latest update I can provide you all. This is the 95% complete ‘trophy room’ set of one Hugo Von Eschen of Starnberg, Germany. Hugo is an old friend of Clara’s father and the two would often embark on treasure hunts together, splitting the spoils 50/50. As Clara grew up, Von Eschen was a constant figure, and a man she would come to admire for his boisterous attitude and jovial, fun-loving spirit. After the mysterious death of Clara’s parents, Von Eschen took care of her parent’s estate for a time and, as the trustee of her parent’s estate, even lived with Clara at her manor until she came of age to legally inherit the estate, wealth, and possessions. It was during this time that Hugo Von Eschen became a father figure to Clara, as well as a mentor, imparting all of his treasure hunting craft onto her.
Hope those of you who celebrate Thanksgiving enjoyed your holiday and had some quality time with family and friends, and quality turkey and stuffing. I am back to work today on Clara Ravens Episode 4: Colombina’s Illusion after a long 5-day holiday, and here to drop a short update since you all were clamoring for some news in the previous post.
So the tech room set is finished. I am building the next set, but have run into some heavy roadblocks with vertex normals causing weird shading effects on my surfaces. So I am trying to fix this, but it is taking a little time. I don’t have any new images to share, unfortunately, but I will share some renders as soon as I solve this problem.
There’s nothing else to report at the moment. Talk to you guys soon!