In the past week I've made a couple breakthroughs with DAZ, mainly in the areas of lighting, building, and animating. I was having a lot of frustration with keyframes not locking as I expected in DAZ... lo and behold, DAZ requires you to select all child nodes of an object when creating keyframes. Sometimes user-friendliness goes out the window with that program.
As far as lighting is concerned, I've improved, I think, a fair bit, by learning more about ghost lighting and coloring my light sources. I think I still have room to grow there, but I'm much happier with some of the renders I've come out with since applying ghost lighting techniques. I'll also admit it's frustrating how ineffective DAZ's default lighting sources can be.
Here's a quick comparison of some lighting changes I did:
DAZ default lights |
Ghost lighting |
DAZ default lights - looks drab and overcast |
Ghost lighting - was able to make it a nice, bright summer day! |
Things you can't see in this scene: the hinges, which rotate the door along expected lines Also, the split between the glass panels at the hinges |
As far as story goes, I think I now have a full roadmap for Day 1 from start to finish. Day 1 should feature about 12 distinct scenes (each with multiple renders and possible animations), including a few branching paths and choices I plan to carry into Day 2 and beyond. This does not include optional content I've also included, like solo masturbation scenes for Erisa and the Victoria Vixxen content on her computer.
Now that I have my roadmap, I'm probably about 25% complete from a time standpoint. There are a number of renders I still need to do to complete the day, but I feel comfortable with my progress.
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