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Untamed
MemberYes :3
user 147447
Membermake them a bit fatter and less creepier then yes, but all over its pretty good.
das
MemberHow are they creepy? I've already continued this and it's now a 42-second double blowjob (current loop included in the whole animation) and I've been rendering it for about 9h now. Was supposed to animate the humping part soon, but if people think it's creepy then I might have to start all over
Narji
MemberI think it is his personal opinion, I don't find them creepy.
alittleblackbat
Member[
i'm not seeing it either if that helps
ailasred
Memberdam man 9h to render ? sorry to say but this looks like its rendered in real time with a grain filter lol
in other words if you where to use blender you could achieve the same look in the viewpoint (with anti aliasing) and if you have a gtx range graphics card you could get some cool looking renders
i would recommend looking in to it and blender is free :D and because you could pull off this look then some in the 3d view that means you could make it in to a game using the blender game engine *hint hint nudge nudge*
also its a yes to continuing from me as well
KurisuTJ
Memberyeah continue
Salok
MemberI'd say the proportions on the female are fairly strange, her hips and boobs are fairly big, but her stomach looks almost as thin if as her leg, if not thiner.
Just leaving my personal opinion here, feel free to do as you which with that.
das
MemberThis was all done in Blender.
RollerCoasterViper59
BlockedIs it possible to get into an animation like this... say I dunno commission?
das
MemberWith certain conditions, yes
Guraka22
MemberYes, yes! Do continue. And on top of that, when they're screwing her, could you possibly make a few pov angles from theirs and hers?
Vergil.exe
BlockedWhen's the next Crowjob in Space?
AlSmith
MemberYES!
Youchus
MemberPleas do. Great work so far.
Kakkarot
BlockedI see boobies in a Das flash. OF COURSE you should finish!
RollerCoasterViper59
BlockedI need prices and rules :3
VictoriaFox
MemberWhat he said ^^
Minus
MemberIgnoring the bugs, crowjob's other flaw was awkward anatomy and less than great art. I find it weird you've transferred those two things to 3D. I find it creepy too.
das
MemberThen I shall stop working on both. Problem solved.
TheGreatWolfgang
PrivilegedWhy are you people complaining so much? If you don't like it, then keep it to yourself without potentially ruining the possibility of its completion! You're ruining the chance for those people who like for what IT is and what it will eventually become.
@das, don't let others' opinions stop your life's work. You do whatever you want and don't let mere opinions stop you from success.
Trouble561
MemberYea man, don't let others sway your opinion. There will always be nay-sayers. Ignore them. You have so many individuals saying continue, including myself. Don't listen to the one or two lame people who say to quit!
EightyNine
MemberBecause creative criticism isn't a thing and because reading is hard!
There are no words.
das
MemberYes there are, but the ones you chose aren't helping. Come on.
user 151355
MemberI love your work and this image has got 68 faves, 31 upvotes and only 3 downvotes, so I can say that I'm not the only one that likes this picture.
The first answer got 18 positives votes for "yes" so I think answer is clear.
Here is a cute crow to inspire you :P
post #469778
Kariva
MemberOoh nice, always a pleasure to see you work, Das.
Dunno if anyone mentioned the shadows or if it's already been corrected or if it's even worth correcting but the shadow under the couch here is a little odd.
Looking forward to future uploads. :o
Durchschnittlauch
MemberYou should definitly continue creating CGI, yes.
It's a nice hobby, eh?
If you continue, I may can give you some advice:
tl;dr:
Nice work, some anatomy errors you could solve with using real life references, one clipping error, make a rigging skeleton, use only one main light source, use Normal and Ambient Occlusion maps, search for good Materials for skin, wood and cloth.
Even the tl;dr is darn fucking long.
Check your anatomy.
It may be intended, but the girl has overproportional big boobs and the hips is far too big as well.
Her shank (is that the right word - I use a dictionary for the anatomy words I don't know) seems to small in comparison to the thigh - they should be approximatly around the same size.
The angle her arm stretch at the shoulder joint is imho a bit unnatural. And her shoulder blade should be seen moving under the tank top thingie I don't know the word of.
I'd recommend moving her hands on to his iliac crest to avoid the issue.
The thighs of the crow seem to be too big for an anthro (even though I know birds have quite big blops of feather there).
The arm of the bird have two flaws as well:
First, his wrist is, as I see it, too small.
Mine is around 2/3 of the widest spot of my hand, his is not even 1/2.
The muscle mass on the forearm seems to be deformed as well - it should be following roughly the ulna and radial bone, with the bigger bulge on the elna - your bulge is on the false side.
And I think his legs are a little too short in general. As far as I can tell, the legs should make fifty percent of the entire body length, what they don't seem to reach, but I haven't seen the body in a standing position, so it's hard to tell on my side.
What I really like about the picture are the heads and faces. Nice proportions, good emotions the brow ridge on the reptile is really awesome. Necks are good as well, especially on the lizard.
If I model something resembling to humans, I use real-life references to define the body landmarks like the shoulder blades, collar bone, sternum, the lower end of the spine and so on first, then in a next step the most visible muscle groups on neck, back, abs, upper arms and thighs.
Anatomy
Your anatomy is good, but not perfect.
You have a major clipping error at the end of the sternum and, as I said before, the shoulder joints of the horse stretch to far.
The breathing animation is nice - the facial expressions are good. But none of them is blinking at any time.
Do they have rigging skeletons? These simplify animating them definitly, even in more scenes and stuff. You may find some good rigging skeletons out there if you're too lazy to do one yourself. Only the faces will give you problems with human skeletons behaving weird because of the different anatomy.
I guess you used proportional editing for the stomach to bend?
Don't do, create keyframes and use a rig. Much better.
The hair. Why do you use a mesh for the hair? Blender has an easy-to-use integrated particle systems for hair and other stuff. I once let it rain cocks. Was funny until the Pc crasehd - too much RAM abuse. You can even give them real fur (can look weird when done false).
This is also easier to animate and work with imho.
Rendering and Lighting
I actually hate adjust rendering settings, so I let a friend of mine do this for me and I don't know what you try to achieve (this influences render settings) - but I can give you some advice on lighting.
First of all: Less is more. Yeah, sound boring, but you usually don't need more than 3 light sources.
One is the main source that has the greatest and most noticeable influence on the depicted scene. It could come from every direction you want it to. In your scene, I'd say it's the (spot?) lamp behind the right camera border. It adds the most remarkable shading, for example on the lizard and the chair.
The others should be used only supplemental, for example to lighten up very dark cornes (unless the are deliberate) or give some color to the picture. And in the night outside you need a moon light source.
The lamps in the picture are not bad, though I would tone them down to less high luminosity.
And you have some shadow of the crow clipping through the sofa you might want to fix.
Textures
Use them, they are awesome.
All of your objects in the scene could use an Ambient Occlusion and a Normal Texture. They are relatively easy to create (except the important things like persons of course), but have great impact.
Give the reptile realistic bumpy skin with a Normal (does only fake deforming, but requires no sudividing) or a Displacement (looks better, but you have to subdivide the mesh several times) Texture, make the furniture look like real cloth (and wood) with Normal maps.
Materials
Search the internet for good skin materials with realistic settings.
Yours are not bad, I like the shading settings of the lizard guy, but the Internet has better ones. As always.
Creating them themselves is a lot of trial and error and actually useless.
So, I'm done. Nice work btw :D
Maybe later I'll post my two bits about animation, but not today. It's around 1 am in the night and I don't want to fuck up higher mathematics exams tomorrow. Or should I say today.
Durchschnittlauch
MemberFixed it.
das
MemberOh this is old stuff, it was never intended to be nothing more than to examine rendertimes for Cycles rendering engine. But thanks for the input!
Nasugo
MemberConsidering a lot of the 3D art out there in general, this is pretty good. The loop works, the animation is fluid, and the style is nice.
I like it :)
7Metal5Rainbow7
MemberContinue without questions!
user 161101
MemberMassive fan of your work Das. If you have a price and conditions I'd be happy to pay it for a commission
TheGreatWolfgang
PrivilegedUnfortunately, Das doesn't take commissions anymore. But you can support him on his Patreon and maybe even have a cameo in his new project, Station III.
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