Dev Update #206


Day 2 scene 1.

It's almost done. I have 20 shots to pose to finish it. I also made some progress on the rendering with 75 images rendered. I have quite a few issues with some of these images (the dreaded forehead black lines, a classic problem when you work with Daz), but I'm not too worried as I should be able to correct that easily during post-processing.

Once finished with posing that scene, I'll switch to working on Day 2 scene 10. I'll need to produce some specific material in order to replace several movie screenshots that I need to remove from the game. I'll probably talk about that scene more in the next dev update. Several things are going to change (as always, for the better).

Most likely overthinking stuff.

Meanwhile, I'm asking myself a lot of text-related questions. About readability, length and rhythm. So far I only displayed one sentence at a time. Which, in terms of readability is pretty good. However, with the amount of content I produce, the game might end up very "cliquy" and as there may be may have several (too many?) clicks between two images, the game may feel a bit static. On the other hand, if I display several sentences at a time, the game could feel less static, and cliquy... but will lose some readability. The rhythm of the story will change too and that might end up changing the global feeling of the game. I'm not even sure there is an absolute "best" answer to that question but that has been bothering me for quite some time. If you have an opinion on that matter, I would gladly hear it.

The quick sum up :

  • Day 6 Part 4 will contain 2 new scenes: scenes 26 and 27
  • Day 6 Part 4 will contain 2 reworked scenes from Day 2: Scenes 1 and 10
  • Day 2, scene 1 has been rewritten.
  • 4200 words so far.
  • 135 shots are planned, 114 are posed, and 75 are rendered.
  • I'm posing Day 2 scene 1.


Thank you for your support!

The Naughty Captain

Get Summer Scent

Download NowName your own price

Comments

Log in with itch.io to leave a comment.

(1 edit) (+1)

"the dreaded forehead black lines"

Is caused by the invisible part of the hair cap that is poking through the forehead. If you switch to a Smooth Shaded view, you will be able to see it better. Most hair assets have some adjustments to get rid of this problem. If they don't, Mesh Grabber is my solution or adjustment for the problem.

Absolutely. However, I usually don't see it before the final renders because they usually take quite some time to appear on the Iray preview. I don't really have that issue very often. It's more likely dependant on specific expressions and forehead morphs (like brow-related stuff.).
If I find out early in the process I usually correct the geometry in Daz and rerender.

That's where the Smooth Shaded view comes in handy for spotting poke through on the invisible parts.

I'll have to try that. Thank you for the tip!