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Hello everyone, welcome to May's briefing!

This month brought the conclusion to production for Denise 005's frames, around 75% of the way into WTU 002's frames, and the usual fare of shorter pinup sets. On the back end, I've been playing around with some lighting and skin updates.

Working on Welcome to Unreality, I wanted to start going a bit deeper thematically with the pinups as of late, kind of like tiny visual tidbits of lore from the FabPharma universe. This time around, I wanted to delve a bit more into life within the Main HQ, so you'll see a bit of a throwback Cali before she was udderly huge (yet still enormous!) in her private quarters, Hitome's daily milking (and Fuki's Suki clone sneaking in for a feeding) in her quarters as well, to whatever Alice is planning to continue doing to Zero. And, outside the headquarters themselves, Monty continuing to have some fun with a very immobile Jessica!

Fun stuff. Moving onwards to June, plans stand to:

- Finish up WTU #002 frames

- Begin laying out Denise #005's frames into comic format

- Debut an incredibly upgraded Denise for her story's continuation (as per your votes!), story poll will be coming up in the next week, and some work into 006's frames.

- Release WTU #003's storyline, with some initial work on frames.

- Monthly pinup mini sets.

Also, last but not least, I want to talk a bit more on the Emi doll.

Since I wanted to clear up some final details with the manufacturer, I was putting off making an official post about her release. But now that everything has been cleared up, I'll be making a quick fact sheet for the doll, to be released next week. Some photos coming up as well :) although I can't promise lengthy photoshoots currently, since working with her is quite a workout (dolls emi's size — 155cm in height, or around 5'1'' — are usually around 30 kg, and adding another 8-9 kgs in boob weight to give her the 5000cc tits she sports makes for quite a bit of weight!), but I'll be looking to set something up over the month nonetheless ;)

So with all that, I think this wraps up the end of the month briefing. As always, thank you all so much for the support, I hope you're enjoying all the work coming out!

Onward to June!

- bd

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Comments

Jack Mack

How much does background complexity effect production speed? While the background in many pictures does look nice I've being wondering if there is some sort of trade off involved.

balloondolls

In pretty much all pieces that don't include the model in a void, the background/scene is as much a component of the render as the featured characters themselves. While I usually work with prefabs for scenes, I almost always retool all materials for all props and scene elements, reorganize scene layouts, include additional props, and other stuff to make the final scene mesh together. Additionally, including more "stuff" in the render (specially interiors where light rays will bounce all over the place, mathematically) will increase render times due to complexity. So with all that in mind, I'd throw out something between 25-75% of production time goes to background/scene work, depending on complexity.

Jack Mack

I'm not sure what is the best way to phrase this but the main point is have you considered going for a quantity (simple backgrounds) over quality (complex backgrounds) to some extent? I ask because while in some instances the background does a good job of adding to the concept (the lab scenes for example) in other instances I would be fine with a spartan backgrounds if it meant more pictures, poses, or more experimentation with body modifications.