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Hi. I want to ask about animations.

Who saw the latest work of Amusteven and Guilty?

At first glance, what looks better? The animation itself, without paying attention to who the characters are.

P.S.  Progress "Jan20 Affect3D Set 2": [##########50%----------]  

Comments

Speed

Amusteven has a good quality, but Guilty is another level. If you compare Amusteven works, with latest Guilty (A New Experience, Spider-Gwen X Venom) it is incomparable. Guilty has even better animations and liquid.

Wesley Montgomery

Guilty’s stuff imo has a bit better quality than Amusteven and a few more poses than Amusteven, but they are really good though.

Lobo

Guilty looks good, but I would never have bought it, it is too cartoonish for my taste.

IBT

I too think that Guilty's work here is superior to Amusteven, mainly because the looping is less obvious and Gwen in particular is far more expressive (facially, body language, etc.) than I've ever seen Velna be on screen. Guilty also does a far better job of making the penetrations look like they aren't "too easy" on Gwen (the delay before reaching full penetration is working wonders here) while Amusteven tends to make it look like the size of the penetration is kind of a non-issue since there's really no effort or "challenge" (or difficulty) to overcome when penetrating Velna. Cocks just slide into Velna like a wet bar of soap, while Guilty makes it look like Venom is needing to "work it" to get his cock all the way into Gwen with each thrust. Also, the slower tempo used with Gwen works better than a regular piston pumping does with Velna. Advantage: Guilty.

hold

Yes, from the technical side, the Guilty animations look better, but I wanted to hear the opinion of the patrons and the survey suggests that many do not see the difference. Just an animation like Guilty will take 3-10 times longer than an animation like Amusteven. I don't know when I'll go from image sets to animations (maybe six months or a year). I want to choose the animation style for the first time. And short looped animations are good to start with.

Neo

Sorry I am a bit late on this one :D Personally I highly prefer GuiltyK‘s animation style and quality. The fact that is it way less “loopy” and the much more pronounced facial expressions GuiltyK’s models make lifts it on another level compared to Amusteven. The characters look alive and not just like dead 3dx models in a looped animation. Also everything that IBT said is 100% true, especially when it comes to the fact that for most of the 3dx animators out there the penetration looks way too “easy”. So yeah imo I’d rather wait double or triple the time to get a way superior piece of animation. But for someone that is just getting into animation I would start with loops. I mean no one expects top quality when you are just starting and trying things. If it comes to actual releases I would much rather have a good picture set than 15mins of looped “animation”. Sadly it has become kinda common to release such stuff which makes me sad… why not invest the time into something to make it great instead of making lifeless sex loops that lack the artistic / lively feel great animations deliver. So yeah just test and do whatever you wanna do but just keep in mind that releasing 15mins of looped “animation” on Affect3d for like 15$ (not pointing any fingers here XD) just isn’t the best at least in my humble opinion. Greetings !

IBT

The way I look at things for animations is kind of similar to how video games tend to turn out. A game that is delayed will be good eventually, but a game that is bad which gets released on time will be bad FOREVER. That whole thing about not getting a second chance to make a good first impression? Yeah ... THAT. Or to put it another way, almost anyone (it seems) can crank out mediocre animation loops that just simply repeat ... and that's because doing so is "cheap and easy" from a production standpoint, but when you do that it's kind of OBVIOUS that's what you're doing. You're cutting corners not to make the animation better, but rather just so you can publish it faster (and cash in on it faster?). The thing is, once you release something (on the internet) it's going to be around in THAT STATE ... forever. Even if you amend it later for improvement, the early (crappy) release will still exist and be obtainable. So if you think of things in a longer time frame than just the immediate payoff ... what happens? I mean, if you take a 3 year time frame window (just as an example) does it really matter at the 3 year mark down the timeline whether you released your animation 2 months in or 6 months into those 3 years? I mean, it's not like having an animation on the market for 34 out of 36 months is going to significantly increase your sales over the alternative of having your animation on the market for 30 out of 36 months ... is it? But then you have to ask yourself, which alternative path is more likely to make people want to rewatch your animation more than just the first time? The cheap loops or the more carefully crafted ones? Just in terms of replay value ALONE, the cheap loops are going to lose in comparison to the alternative. And if you aren't animating for replay value, in which your audience is motivated to watch your animations MORE THAN ONCE, all you're doing is reaching for the quick cash payout with your cheap loops, rather than making something that can draw interest and attention more than once and have your audience coming back for MORE. Quality takes time. Quality takes more effort to produce. Quality is what builds you an audience who will keep coming back to buy what you release. Seriously, this shouldn't be that difficult of a choice when looking at the longer term beyond just the immediate payout/cash grab.

Neo

ture that! Still hurts waiting 8 more months for Cyberpunk 2077 tho XD

IBT

Sure ... but it only hurts BEFORE release. I'd rather have that than hurting forever more AFTER release because what was delivered just wasn't as good as it COULD have been ...