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Dezzak
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Dezzak
3D Furry Animation and Art
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Dezzak
Hi! I am Dezzak, 3D artist and animator,

What do I do ?
  • Create 3D scene and animation in blender.
  • Provide the best content I can create.
  • Learn new ways to create stunning scenes and animations.

All Subscriber exclusive projects can be found on Discord or in their respective Dropbox.
You can find all publicly available projects in the following link.

Your support means a lot for me. That means you give value to what I create, for that you have my deepest thanks. Any kind of non-financial support, even if it's only a comment, favorite, sharing, or anything else, is greatly appreciated.

Features

  • Exclusive Artwork and Animation.
  • Access to all Artwork and Animation in High quality.
  • My thanks for your support.
Dezzak
Public post

Weekly Update.


Hey everyone, the weekly update is already here?!

First thing first... HAPPY HALLOWEEN!

As I might not be available tomorrow (or be back home late and tired), I prefer dropping this weekly update today.

This week marks the release of  "Interceptor Cooling Unit" the special content for Voretober, Available on Discord. First of a kind animation for me.
This animation was my side project for October. And with it came a lot of experimentation, or my war against splotchy shadow.

For the boring technical stuff.

One of the main issues of Blender Cycle engine is splotchy shadow when an object is receiving rays of light indirectly;  this can "easily" be fixed by: 
- Rendering each frame with a higher setting.
- Adding additional light sources to lighten the area.
- Switch to EEVEE engine. 
- Render with the CPU.

None of these solutions are good for me: 
- Rendering at higher settings to reduce the amount of splotchy shadow by 2 increases rendering time by 4. 
- Adding extra light to lighten is not good for my taste in an animation.
- Using EEVEE with optimal settings and equivalent render time always has less quality than Cycle and brings other problems that are way more visible.
- CPU rendering is probably the best at removing every rendering error but would take MONTHS rendering 3840 frame.

With none of the "easy" solutions suitable for my need, I have to improvise a bit... Find a solution that gives the best quality, for the least amount of render time, and the least rendering errors possible. 

After many failed attempts I've decided to go with a dumb but effective solution... 
SSAA or Super-Sample Anti-Aliasing. 
Blender cycle and denoise node work better on larger resolution; it gives more data for the rendering engine and the denser to work with. With that idea in mind I've come to a 125% resolution for 4k rendering and 150% for 1080p rendering. This was also a reason why 1080p versions were usually more precise, because I simply take my 4k render and scale it down to 1080p so many errors simply end up squished.
Complete overall of the way I use Cycle sampling and noise threshold. 
Before that, my setting was a .0150 noise threshold for 512 maximum samples and 64 minimum samples. 
Now my settings are at .0700 noise threshold for 2048 maximum sample and 200 minimum sample. 
With almost no cost in render time, more minimum samples help the quality greatly and reduce shadow error. Maximum sample now properly fixes rendering errors without wasting time on the clean part of the rendering thanks to a higher threshold.
No more fast GI approximation, light paths greatly enhanced from blender default to a better global illumination setting with no change in render time.   

Now there will always be a slight amount of splotchy shadow with cycle with my current material, I even push Interceptor normal up to make it harder for me and basically beg for rendering error... I am still impressed at the amount of work a 4070 TI Super can achieve with all the Doom posters saying you need a XX90 to have good quality. At some point, the only way forward will be with better hardware, but I'm sure I can still improve with what I have and keep my ~90 seconds/frame rendering time.

With that came the end of a week of actual animation and three weeks of hitting my head against the wall... Between this and the Motion blur I'm not sure what is worse...

Now for the Halloween animation, I will fully use the extra time I allowed on myself; a small project for such a gorgeous model was a bit of an insult, so I've upgraded this project from a small to a medium size project. 
Hope everyone is ready for SCP-682 by Da.nilkaz.

That's it for this week!

Take care, be safe and have a good one!
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Dezzak
Public post

Mon...Weekly Update.


Hey everyone, the weekly update is here!

With this week, the release of "Lay Aurealis" an animation created to test many new things and my new compositor. I've managed to put everything I needed to test in one animation. Motion feels a bit sluggish and no VA this time but this will enhance future animation.
So what changed. Mainly the introduction of very slight motion blur. One issue on my past 2 animations is that even at 60 FPS motion was so fast some body parts were like jumping between frames, and it became even worse with the 30FPS free version. So after many trial and error I've finally managed a motion blur that does not multiply my rendering time by 2 and does not blur slower and fine detail when velocity is slow. It took a considerable amount of time to find the right setting.
I also invested a bit in hardware with a new storage. I can now render my image sequence in TIFF file format without having to worry with file size or lose time compressing. This can also fix many issue usually seen in the JPEG file format and enhance graphical quality. And a lot of minor thing.

Next project (without thing to test) is the Halloween animation with SCP-███. It might come out a bit late as I didn't expect a certain "PHP2SHELL" to also slow me down even more on "Lay Aurealis".
I have also a side project for Vo..Hum October. This is near complete and is in the rendering process. Due to the special nature of the content, this will be available at 1k60FPS for everyone.

For subscriber, dropbox link change is set to November 9 just to give me more time with the Halloween project if I have issues.


That's it for this week! Take care, be safe and have a good one!

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Dezzak

"Lay Aurealis" realease. Additional version are also available on Dropbox. Credits: Furromantic f...

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Dezzak
Public post
Hey everyone, Monday update is here!

If you are still not aware "Cynder Space" is released and available on public platforms and Discord!

This animation's focus was velocity, speed, and how physical cages behave. Another reason was to see any issue with my update of Grimm Cynder model for a future major project. 
Changed the way I handle video encoding and compression.

Now for my next small project I will go back to the anthro side of the force, this time featuring Bourora Aurealis by Furromantic. I have been waiting a long time to do something new with that model. Next animation focus is working on a slight motion blur to make the animation feel smoother for every version.

That's it for this week!

Take care, be safe and have a good one!
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Dezzak

Cynder Space *SOUND WARNING*

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