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[animation] Spell of submission


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https://gfycat.com/HonestPointedDove

 

zKsFIES.gif

I've made another animation. Please criticize it! I would be delighted with any feedback, especially negative.

 

Made in Blender, rendered in blender (cycles). I would be very happy to answer any technical questions on how any of this works.

Also, I've always wanted a spell in Skyrim that puts NPCs into this kinda state. Basically a Stun spell but with kinky special effects. In this image, I think the implication is that she's wearing an enchanted slave collar. Somewhere, there is a matched amethyst ring worn by the master.
 

(Also, using imgur to host the .gif so it may not work very well. Any pointers here are appreciated).

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This is obscenely hot!

 

I love her figure, her eyebrows, and her hair.

 

You asked for critical feedback, so I'll say a couple things. I think she'd look better with smaller, more natural tits, and I'd love to see some tidy blonde pubic hair on her. Her hair seems a bit... ice cream-like, but I kind of like it; it's an interesting style choice that works for the character.

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Wow! Looks great!

 

As a blender user myself, I was curious as how you made the liquid animation. Did you use fluids?

 

I have never been able to get the fluid simulator to behave correctly at this scale.

It seems to me that the best way is usually to imitate life. I looked at footage of the coanda effect and this is what I came up with:

rgcnVIF.png

https://i.imgur.com/rgcnVIF.png

  • Theres a bezier curve that starts inside the breast, comes out of the nipple, runs down over the underside of the breast, and drops sharply down out of the frame. The curve keeps to the surface of the skin as it animates using the "hook" modifier attached to bones in the rig.
  • There's a little droplet model with a "curve" modifier that makes it follow the path of the bezier curve as it animates.
  • Then  there's the milk trail model, which also uses a curve modifier to stick to the path. This one stays in place, but also has a "cast" modifier which makes it get wider around the the droplet.
  • And finally, the shader sells it. It's just a diffuse+glossy shader that gets transparent with fresnel (oblique polys are visible, face-on polys are transparent).

And that's it. I think the results look far better than what I would have got with the fluid sim, and took a fraction of the work.

 

This is obscenely hot!

 

I love her figure, her eyebrows, and her hair.

 

You asked for critical feedback, so I'll say a couple things. I think she'd look better with smaller, more natural tits, and I'd love to see some tidy blonde pubic hair on her. Her hair seems a bit... ice cream-like, but I kind of like it; it's an interesting style choice that works for the character.

 

I completely forgot about pubic hair! I wonder how I would do it in this style...

The hair took by far the most work in all of this. I've been very pleased with/inspired by the art of Overwatch, where they use solid hair because it's easier to animate and reads better. That's what I was going for and I don't think I fully succeeded.

 

I'm glad you liked the eyebrows! I stole them off a makeup tutorial on instagram.

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Wow! Looks great!

 

As a blender user myself, I was curious as how you made the liquid animation. Did you use fluids?

 

I have never been able to get the fluid simulator to behave correctly at this scale.

It seems to me that the best way is usually to imitate life. I looked at footage of the coanda effect and this is what I came up with:

rgcnVIF.png

https://i.imgur.com/rgcnVIF.png

  • Theres a bezier curve that starts inside the breast, comes out of the nipple, runs down over the underside of the breast, and drops sharply down out of the frame. The curve keeps to the surface of the skin as it animates using the "hook" modifier attached to bones in the rig.
  • There's a little droplet model with a "curve" modifier that makes it follow the path of the bezier curve as it animates.
  • Then  there's the milk trail model, which also uses a curve modifier to stick to the path. This one stays in place, but also has a "cast" modifier which makes it get wider around the the droplet.
  • And finally, the shader sells it. It's just a diffuse+glossy shader that gets transparent with fresnel (oblique polys are visible, face-on polys are transparent).

And that's it. I think the results look far better than what I would have got with the fluid sim, and took a fraction of the work.

Very informative thanks!

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