Update 30: Standards


Hello everyone!
A rather productive month, I'm happy to say, animation is now finalised on the new project, It has been handed off the sound designer and the technical lead for final adjustments, fixes and simulations, I'm currently just simulating some last bits of FX and our targeted release date for this one is Friday the 15th
The transition and re-shooting the scene in Landscape was successful, and that was most definitely the favoured option between the two going by the polls, I will ensure that's the default option whenever possible as it seems people really don't favour the 'phone format' all that much. 
Pay no attention to the materials in general, despite being at this late stage, finalisation of those and lighting is something I'm only now just starting on.
I'll admit I approached this project with a rather blasé attitude, thinking I had solved the majority of the technical issues that the Chun project presented, Given it was basically the same scenario with some variations, I didn't think I'd end up spending that much time on it. Similar to the Sombra in the edging lab, that scene by that point is extremely technically mature. 
However, as ever, there was a couple problems that came up to circumvent, the fact that this model has an intact foreskin for instance resulted in it having a unique controller setup that presented some challenges getting everything to look right.
The little 'ridge' of skin just in front of the stroker for instance is one of those weird behaviours we still need to smooth out
Also I re-configured the setup somewhat, Ditching the 'orgasm stopper' mechanic in favour of a more open design, along with some adjustments to the restraints, so we can see more of the body movements that the mocap is doing such a good job of capturing. 
In addition, inspired by watching some of the top tier animators at work at blendercon, I approached the facial animation in a new way, focusing on strong and impactful facial poses.
I've stripped away the visor from the eyes so we can see more of the facial expressions, retaining just the headphones.
Again, hair is not currently simulated, so pay no attention to the fact that it clips through and is in the same position in all these shots
Also there's no shots of the 'backdoor' area in this production. 
The seam between the cock and body is representative of the material issues still to overcome as mentioned before, also not happy with the detail on it.
Overall, it will be a much more refined and focused variant of the situation I first explored with Chun, Usually I don't like to make such sweeping major adjustments like this in favour of continuity (same devices and such) but we are setting into a section of the Cirimani Labs which does offer a much more tailored experience to their respective occupants, this is something we explore further as we get further into the higher tier, more focused areas of Aimee's Labs.
I think it's fair to say in this genre of entertainment, standards are easily slipped. With erotica you can really get away with a lot of cutting corners, however that's never been the approach I intended when setting out on this venture.
I always find I'm at my best when I'm trying to really push the envelope in some way, do my absolute best to render the best work I possibly can, I find it really demoralising if I think I'm just 'going through the motions' 
So whereas it's technically possible for me to run an endless stream of characters through the edging lab, I definitely would struggle with the motivation to see that through, whilst achieving the standard of animation and presentation you've all come to know me for.
Of course, there's realistic limitations to this, as there ever needs to be.
Getting people in to assist me also has this interesting little change in production timing, you expect that by doubling the workforce you'd anticipate halving the production time. Sadly it never does quite work out that way, as I've found having access to better rigged models and environments encourages me to drive my own standards upwards to 'match' the increased quality on display.
If I see an opportunity that's going to cost me some more production time but it will improve things even by 5%, it's very difficult to ignore for me, though sometimes necessary!
And I don't think that's ever going to change, it's an exciting journey, and I'm ever grateful of my supportive subscribers that continue to help to make that work possible!
Bye for now!