That's really good! I'd been wondering if one of us among the A3D denizens was going to showcase superfly.
Posts made by ArgonCyanide777
RE: Mutual Funds investment online | buy mutual funds online
RE: Adding mesh/new genitalia to genesis 3.
I suppose it is possible with Blender but I don't really know. There are older ones such as gmax but this is limited and obsolete.
Though Zbrush did just debut with their "core" version of the program which is very reasonably priced as a sculpter program that is more streamlined (i.e. does in 2-3 steps what others might take 5 steps to do). You will need some kind of tablet peripheral better than bamboo + the cut to size 1/8" thick polycarbonate sheet to keep the stylus from scratching the face of it. I'd suggest Huion h-600 pro as a middle of the road alternative to a more expensive (albeit better) Wacom but to each their own, get something that is comfortable to work with and works in a way hat doesn't frustrate you like touchy or inconsistent distance sensing of the stylus distance and movement.
As far as what you're looking at doing, yeah that's geografting. Learn more about UV meshes, rigging (can be done in blender or others). And you'd also need a bit of texture matching for skin. Unfortunately, I'm about as informed as you on the matter of futanari making. I do think both versions with and without testicles should be done–just IMO.
For what cannot be resolved in the main 3D program, you'll need postworking with an image manipulator (GIMP, corel, photoshop) to compensate for the shortcomings. Look on the bright side: familiarity with a tablet could help speed up the process of postwork if nothing else...
Best of luck on your journey.
RE: Fatcat22able's Art Thread
Hey, we all have our gripes, and the fact you have your back and forth about yours means you care enough to put thought into it. Breaking the norm a bit without going off into bizarre territory that often kills it for any other purpose than being bizarre–good approach.
Mimicking Daz3D but for pr0nz? I sense...The TROLLFACE is strong in this one!
RE: best b schools in bangalore
This looks colorful and ornate, which (I suppose) one would expect from the new generation of content. You bring up a fair point: the faceless male thing is rather commonplace–not something I put a lot of stock nor thought into as a viewer/fan. I'd prefer faceless to hideous, though. Sometimes I like the whole "score one for the ugly dude" notion but these usually have to have a fair bit of comedy or the guy has to have personality. If he's an asshole who looks like an overweight japanese ripoff of Jack Nicholson it'll kill the mood...that or I'll begin thinking how I can get off by pulling a Trevor Philips type assault on that guy's head/ass.
RE: Starting a cooperative to produce 3DX comics
I perhaps don't read the news as much as I should here. That said, I read the link.
I agree, but at the same time realistically speaking if the porn industry is on the downturn and we're a niche of said field, how do we expect to have much of an impact? intently looking at you silently a moment for emphasis
This being besides the question of whether or not we're doing this as a freebie or for pay? To push a point in general: Okay, you're 'making pr0n comics'–what are you going to be doing with it? Rhetorical question, but food for serious thought.
Whatever its direction it must be startup and indie all the way. We as a website may get 'noticed' by the giants in the industry, but we can't sell out to the mainstream for others to profit because our enemies in the industry are those responsible for making it mainstream. Vanguards to slay the old guard giants is my thoughts. It's ironic, I know. I realize that may one day be "us" and the newcomer will be upon us much in the same way, but such is life in the jungle.
My any prior experience relating to this is in direction, stage and set, acting, performing arts productions, amateur broadcasting, and scratching the surface of being a producer and stunts. So not in publishing as you would want to do, but I get the gist in general.
The whole thing about comics is it's merely a step up from the storyboarding process. While the article has relevant points, I think if it's going to be a comic, then it ought to just be a comic: Few words as necessary to get the point across, and imagery CANNOT be allowed to wander off and become excessive either. I might make long-winded posts, but when it comes to production, things need to be concise in order to be effective. Period.
Why? If it's pictures only, then you get an image gallery like those on g.e-hentai.org and similar; if it's all text then it's a novel, with optional images outside of it if the maker so elects... Where you must incorporate elements of both you have to sacrifice a bit on both. This is because you must draw in the readers in a way where the words do some explaining and the images do the rest. It must be in harmony and balanced. If you get redundancy or repetition, then it lacks prioritization; on the flipside if the story is disjointed, inconsistent, or just full of holes, that points to incoherence, incompleteness, or a lack of internal critique in the "proofreading" process.
RE: Genesis 2 in Blender?
I wasn't sure, myself, but in the other thread you said Daz basically sucks for animations. What were the issues you found?
There is no inverse kinematics in DAZ. What is inverse kinematic? Basicaly if you have feet of the model touching the ground, and move the pelvis, inverse kinematics (IK) will figure out how to move the joints so that the feet keep touching the ground at the same spot. Which is kind of a big deal in sex scenes, since usually the feet / hands remain stationary while the hip moves.
Another thing is that in the vanilla installation there are almost no animation controls. The ones which are present are so bad that I consider them a slap in the face. You basicaly need to spend $40 on keymate and graphmate just to get the most basic of animation control.
I read a forum post somewhere, that the company
releasing daz is actually trying to discourage people from using the program from animation and it would explain a lot. It is really baffling how little is needed for daz to be a decent animating platform.
Sounds like their proprietary strategy is "working" for them.
Thought something was fishy about keymate and graphmate, yet they advertise their free software as having animation 'potential'. That is baffling, but at the same time you and I both know they're…not happy about their stuff being used on porn. So the reverse kinematics not being implemented (at least not freely) would seem to align with this.
Nuke has also said they have products which are limited in versatility. Agreeing, I'm beginning to notice how they cut corners even for the non animated. Since long-timers say this is nothing new, I'm not counting on these being fixed.
I think runtime and other characters can be ported to iClone and I do have a demo of iClone3. Seen them advertised on daz and other sites.
RE: Genesis 2 in Blender?
Hi, sounds very interesting. My idea was to use blender for animating, so that I could export the resulting animation into Daz. There were some promising results, but there are some bugs and limitation both on Daz and Blender side, which were preventing me from importing the animation into daz perfectly. Having the full work figure work in Blender would be great, right now I am trying to animate in daz and it is exhausting…
Well, I can see this was several months ago when you posted this. I wasn't sure, myself, but in the other thread you said Daz basically sucks for animations. What were the issues you found?
I recall I started a thread on Morph3D when it first debuted but it got a lackluster response. I know that I get those clickbait ads for this site, and when I saw it was about genesis 3 (which frankly isn't a whole heluva lot different from genesis 2, just prettier promos) I thought this might just be what runtime users were asking for utilizing the Daz content. The recent buzz about utilizing vidya engines for animating seems to be picking up some steam of late.
I'll be honest: I think your best bet for utilizing your Daz/poser characters outside this realm is to export them as .obj and rig them separately in Blender or some other program fit for your destination (presumably for animating). It's a hassle, but so is trying to keep the character as-is and use it in another program.
Though I recall when Iray first hit, Daz advertised they were making it possible to export to Vue and Maya, and also in renderman format. Did that ever materialize–or was it bluff to try to head off poser 11?
RE: Questions :)
Between Poser and Daz, Poser is the better animating solution, but then you will have issues with the latest Daz generations (Genesis 1, 2 and 3) because they lack proper IK implementation as compared to Vicky 4, which was the last Daz product to be totally Poser-compliant.
Animating in Poser with pre-Genesis figures is as simple as dragging the Hip where you want it and the feet and hands stay put. From there you do whatever tweaks you need, and it's off to the races. At least in terms of traditional sex animation loops like missionary and doggy style, etc. More detailed animations like handjobs, foot jobs, etc, may take considerably more effort, but it's a bit more intuitive overall - you move the foot and the leg follows. With Daz, it's completely backwards (Forward Kinematics) where everything starts at the hip/pelvis: you bend the hip/pelvis, bend the thigh, bend the leg/shin, then pose the foot.
That's what I'd thought but thanks for the confirmation. Yeah I've had all sorts of issues in Daz with the rest of the figure going wacky if I try to pose a figure by moving it too far by the end of its extremities (hands and feet)–sort of ragdolls and even when you "pin" it down to try to lock it it doesn't always stay put 100% if you do that.
Heard V4 has problems posing the feet even on basics sometimes?
There is at least one IK option for Genesis 2 figures in Poser, but I don't think it works in Daz Studio. While Poser 11 has a photorealistic renderer, I'm not familiar enough with it to compare it to Daz Studio Iray. I've used Poser since version 3, and it took me quite a while to adopt Daz Studio because it was so drastically different from, and in my experience limited by comparison to, Poser.
Are you familiar with Blender Cycles? That's superfly's basis.
As for animating in general, it's a ton of work, even with keyframe interpolation doing all the tweening for you, and to achieve quality results for a sellable product, you're going to have to look into motion capture devices. I'm not sure how well the Kinect for Windows can do, as I haven't been able to work with that very much. As well, you need motion capture actors - real people to do real things in front of a Kinect or while wearing something like a Perception Neuron rig.
Interestingly I have found this tidbit about the mocap process for GTA:Vice City
I've heard of people trying out cheap methods but disclaimer as to make no claims as to the suitability nor any additional optics and/or sensors which may be required. The methods:
Utilizing red and infrared lighting and using a bunch of security cameras because apparently even cheapies which can broadcast both color and B&W have night vision which means it can pick up infrared well. Problem is the actors would need to operate in relative darkness.
Alternatively there are full spectrum cameras (a bit more expensive) and one could utilize a blacklight and ultraviolet instead. (With correspondingly UV illumination).
For the stage I'd recommend a fairly symmetrical layout like an octagon array within a circular area and a combination of both LEDs as a light source in the mocap balls on-suit as well as an illumination source overhead. You may wish to array it all from above or half above and half below to capture as much as possible from as many angles as is practical.
Once you get to the point where you can do what you want to do with the figures in the scene (posing, lighting, camera work, etc) by reflex and muscle memory, and without a lot of experimenting and do-overs, then you can focus more on what turns you on and how to get that into your scene. This is how it was for me with Poser and the Aiko 3-based figures I used for years - once I had the program under control, I could bounce from scene to scene quickly, and get the figures posed and repositioned in under a minute. I could render a complete series of images in a day (20-30), and have the dialog boxes done. Of course the overall quality wasn't what I would consider release-worthy, at least as a sellable product, but it scratched my itch, which is the foremost concern of any artist.
I think all production is like this. Hell, making a custom version of anything, really. I could build some of my electronics into proper enclosures but am happy with them as-is around my shop area even if they do look like random junk. I mean, people aren't looking at a non-contact neon driver, they're looking at the neon all lit up.
RE: More Animation?
The animation is the harder part, but at least the sex loop can be done pretty fast, if you learn a couple of tricks. It's the non-looped stuff that is a bitch. And you don't need to animate 4000 keyframes, computer does that for you. If you are using such shitty assets that they need to be animated frame by frame, you have only yourself to blame.
Well, when you mod what's already there in vidya you kinda don't have much choice unless you're importing. But as it applies here, I guess I do agree about non-repetition loops based on my own limited experience of sprite animations.
The hardest part, at least for me, is the software. Or rather figures. If you can use 3Ds max, maya or something and have the knowledge of rigging and creating a character there, you are golden. Otherwise you are stuck with genesis, which works great in daz, but is unusable outside of it. Unfortunately, daz itself is unusable for animation, so that's a catch 22. I am trying to figure out a way to use genesis 2 outside of daz, I have had some success but it's not issue free yet. I have another idea which I want to pursue when I finish my current project.
! Ya don't say?!
cough (an offshoot from Daz) cough
As I understand about the Genesis figures, if you're referring to how morphs and scaling don't work for them in Poser (like I think you are), you have to buy all the tools (you guessed it, from Daz). Yeah, it's basically all there but you have to drop extra coin to unlock it. :dodgy:
DSON is emulating the figure rather than porting it in directly, and as with any emulation it needs to have 1-to-1 correspondence in its destination environment which is where shit can start to go wrong. I mean, I've seen people render genesis 1 & 2 in poser but people I've talked to who've tried it say it's a good bit of trouble. Aaand then I've talked to at least as many who said it wasn't a problem… If I had poser I'd find out for myself.
Guess erogenesis made it possible to use genesis 3 in poser but that's something you'll have to check for yourself. shrugs
Generally I think there is money to be made in animation and I don't think you need ridiculous setup to get you started (however it will set you back couple of thousand dollars). But you have to love what you are doing and pursue money as a added bonus, if you just want to animate for money, I think there are better ways to make them.
BTW thanks for getting me to look at SFM a little more.
RE: More Animation?
The one I checked out is "Practical game development with Unity and Blender" by Alan Thorn.
It emphasized that as a small-time (indie?) game developer you don't have money nor time to spare on big name stuff, you gotta have tools that work and the efficiency of workflow to make it happen and on a timely schedule.
However, one may wish to see more about each program individually. I'd say at bare minimum avail oneself of the numerous free tutorials all over the net before spending more money. The books all do the same thing and that is to develop knowledge and skill sets to arrive at the general picture of proficiency with the program and having some idea what to do. However, be vigilant and research authors and their fields. This title seems like a balance to me, and it has a pitch for the practical which is what we'd use.
Other titles of interest (some competitors to above) found searching "blender game" are:
-Unity Game Development Essentials by Will Goldstone
-Building a Game with Unity and Blender by Zhi Eng Lee
-3D Game Design with Unreal Engine 4 and Blender by Justin Plowman
-Game Development with Blender / Edition 1 by Mike Pan, Dalai Felinto
-Beginning Blender: Open Source 3D Modeling, Animation, and Game Design by Lance Flavell (edition not listed)
-Blender Game Engine: Beginner's Guide by Victor kuller bacone
-Creating 3D Game Art for the iPhone with Unity: Featuring modo and Blender pipelines by Wes McDermott
-Learning Blender (Book) and Introduction to Blender LiveLessons (Video Training) Bundle / Edition 1 by Oliver Villar
-The Official Blender Game Kit: Interactive 3d for Artists by Ton Roosendaal, Carsten Wartmann
-Create your own 3D games with Blender Game Engine: Like pros by Gregory Gossellin de Benicourt
@OP: I realize everyone including myself have thrown a LOT of info at you in a short time. We're not trying to discourage you but once you get in you'll quickly find (as we have) that this all may be a bit more than you bargained for. We're posting this for your (and others') benefit. And we're certainly glad you have an interest.
Personally I've found that I'm cool being right here for the time being, among fellow 3DX fans while I myself slowly move in the direction of production. I'm enjoying the view, while keeping the juicy stuff I want to make to myself, though some of it is admittedly common fare alluded to here by pretty much everyone. I decided to join because Supro was such a cool guy, one of the nicest people I've met online.
RE: Uk censorship
I heard the UK was back on its bent about blaming porn and vidya.
I'm blasted as a conspiracy theorist for being a privacy advocate for citizens. I realize over here in the states our laws don't matter to you but on the subject of compiling users' meta data for their viewing habits: I should like to note regarding data handling as a business interest seems to function such that they can ignore their customers' rights. This has allowed entities a way around the 4th amendment which is about keeping the lid on unreasonable search and seizure by law enforcement–which privacy is no small part of. This has enabled the 'snitch state' with no consequences for the ones who would otherwise be violating peoples' privacy and thereby waged a war against human dignity.
Yes, posting about this on a forum or on any other social media is ironic and does seem to contradict the philosophy as you're giving up your privacy voluntarily (in a manner of which you have full control over). However, that is only a hamper on personal credibility, it does not invalidate the concept of privacy which the "nothing to hide, nothing to fear" crowd (full of anti privacy goons) tries to use to shut up conversation. If the issue isn't brought up here and now, then when and where? (rhetorical question, but you get the point)
And as far as the writing of some rules…it does seem to raise questions as to what extent they themselves might be indulging? Food for thought.
Yes there's some vile people who produce porn...but to eliminate the choice of exposing oneself to it or not, though?
BTW on an unrelated note while I'm not that into monty python, I do appreciate that goofball humor and it inspired a short series on comedy central called "Krod Mandoon and the flaming sword of fire".
RE: Bitcoin vs. BitcoinCash : What is the Difference?
Haven't posted up anything for quite some time, so here are a couple from a WIP series I started a while ago. Enjoy.
DUDE! You NAILED the photo-realism. Very nice overall presentation. Your second image, the focusing and blurs actually makes it look all the more convincing like it's real!
I love her look… She reminds me a bit of Quistis, my favorite girl from FFVIII.
Hey there. –Know ya weren't talkin' to me but on that subject:
Admittedly I myself never got into the FF series before when FF7 & 8 were big... Now it seems I have bought FF8 as a first...if I can ever dig out my ps2 in order to play it (or maybe I should just buy and play it on steam? lol). I even got a resin Rinoa figure, a 1/6 scale 'wing heart', with the box. I've always liked her design for some reason even though I never really cared about the games. Odd.
Looking at FF14, too.
I digress, the way the world looks in FF8 kinda inspires me now. shrugs
RE: More Animation?
To add to the mega processing which will be required, you also have to take additional considerations for memory. Seems like just staying up to par is difficult enough as-is here.
I'm not entirely sure how the process is for rendering animations but generally speaking: Basically a render is a calculation process which is delegated to the processor's CUDA cores, and it follows the more of them you have, the less time overall it will take. There might be a consideration of balancing memory vs render time. Or maybe not–when you get to flagship and production workstation cards there's fewer of them because they're all these big leviathans at the top of the proverbial food chain as graphics cards go.
How memory factors into rendering? In order to do the higher quality stuff, you need more memory for the textures and the like--THAT is what eats up system resources (which taxes system memory) most of the time in renders. Then there's loading the scenery, multiple instances, etc.
Example: In my particular case I got a GTX980ti because it has 6GB of vRAM, but despite its higher clock speed, it has less CUDA cores than a 4GB GTX780 (there was a limited edition 6GB version but that sold out) so for renders my 980 is slower. In all likelihood, though, you're probably looking at workstation GPUs basically at the top of the list of graphics cards as I said above.
Consider: The bigger the project your hardware is handling, the more exacerbated the delay in time becomes. This is important because being too far below margins of efficiency means you will run into issues of power consumption and system heating which will need to be addressed. This can make operating costs soar.
For those really good renders? You're going to need workstation graphics cards with at least 12GB of vRAM--efficient enough for production in terms of speed and time, however you may require arrays with multiple of the same card--and more cards can mean more frustration in addition to what I said above.
Back to memory: your alternatives are choosing to "dump" the work from the vRAM on the GPU(s) to your system RAM on your motherboard.
You hire out to a render farm--but I haven't heard of them taking on animations unfortunately.
You can try your hand at CPU rendering. You may have a mobo with 48GB or even 64GB. However CPU renders might or might not have the same par as GPU renders. At least I don't think so, but I'll stand corrected.
Another aspect to consider is what we call 'postwork' where you add in the finer touches after the render. Problem with this? Not huge if it's still images--artists here do it all the time. Animations? You're basically imposing CGI effects on live animation (I.E. digital rotoscoping.)
I would say this might take the burden off on the overall hardware requirements, but now the issue is the talent and the motivation with whatever software used. How good are you? Can your team handle working together despite their temperament? It's like Star Wars fan films with lightsabers only it's...whatever it is that you're doing. Porn presumably.
Where you cannot mocap and must do custom animations, this alone can take months, to a year+, because you're making about 4000+ frames for a single animation. I only know this because I was part of a forum where a modder made custom animations for a flowing cape in a videogame where the original model was stiff as a board. He already had 3Dmax. And this was all for a free download.
One last thing: Another limitation on your highest quality? Polygon count. Naturally animation requires more system resources, so the compromise is in using models which are more "memory efficient" which is just a fancy way of saying that it had higher polygons but the total # of polys were subtracted from it in order to make the animations work. Ever notice in vidya how a character looks better in a cutscene sometimes, but the playing character seems a little more dull and simple? Yeah...that's why.
Finally, when you get into the thick of 3D making, one thing you'll need to experiment with is configuring your software tools for optimizing your workflow. Remember that term.
While the higher-resolution stuff like G4E will always be king, the proliferation of using game models and engines like Unreal and Unity to do machinima are going to take over because they can be done in real time like playing a video game. However, unless you want it to look 20 years old, you would have to know how to do stunning real-time rendering on current gaming cards, and that's not a skill everyone has.
You know, come to think of it there is a book for ~$30 USD I saw at B&N on creating interactive 3D games using free software. I believe it was streamlining workflow between blender and one of those game engines. Shows only how to make a very basic interactive 3D game app, but it's a start.
RE: Questions :)
^^^Orly? I thought the deprecated the install manager and did away with it? Not that it matters. I have 4.8 and 4.9 both, and I like manual installation better for my workflow anyway. I have trouble with organization so it's best not to stop me when I'm on a roll.
RE: Questions :)
I was looking to create some good quality erotica 3D animations with the use of programs like Daz studio and whatever else I may need.
Daz is sort of the base program for Runtime3D content. Poser also predominantly uses this content. There are other programs, though.
As a caution: Daz is attempting to get everyone on-board with DazConnect as they're beginning to make their content (products) encrypted. While the new feature is perhaps convenient and some here even report being very happy, you are essentially sacrificing the freedom to structure your file locations and directories in a way that best suits you. While connect is a very convenient 'smart' interface, it's only for Daz and you will run into some issues (i.e. workflow efficiency) if you wish to use the content (runtime) in another application. You would then have to go to the location directly and it'll be structured in a way that may annoy/frustrate you. My personal preference for this reason is to do manual installs of content, old-school style. That way I know where stuff is because it's exactly where I put it.
In a nutshell, Daz isn't the most efficient/user friendly for animations–I'm not doing animations though. Note it may also lack some features other programs do have. You can do it with Daz but you may wish to look for a different option. Poser is more animation friendly, and it has cloth behavior/simulator morphs for bed sheets and clothes. However Daz with Iray seems to be the hot thing now for still images.
Also before you get too far off into this, realize this will cost you a lot of money, time, and effort if you are to break far past the introductory stages.
I wanted to know is there much of a market for 3D animation erotica? I see quite a few sites have content.
I'll put it this way: there is a market, but it seems mostly to be loyal hardcore fans of 3DX. The wider audience is beginning to take notice as its appeal is widening, but this genre seems to still be fairly niche and isn't mainstream even in general porn. In fact even among hentai which is a fairly specialized segment of porn, I've observed 3D porn and SFM are still more specialized.
tl;dr: The market is small even on relative scales, and it'll be a lot of work to even get to a point where prospective buyers will 'bite'. If you expect you're going to make easy money here, you may be mistaken. Not tryin'a discourage you. However this journey will be more than you bargained for.
What is the most in demand type of 3D animation erotica if anything is. I just want to know what might be worth pursuing if I get good enough but I am just unsure of the market I mean is it growing or getting smaller?
In demand …with respect to what? much the same as you, I used to look at this as a business opportunity because it's one layman's entry into the 3D world. However, there's a lot more to it than that and the only way you can know is to engage.
also I was wanting to know as well as this site what are the best sites to sell 3D porn animations on?
I suppose the go-to is/has been Renderotica, though DLsite is rising in popularity. Here on Affect3D there is a store, and many artists here have their own websites and blogs where they sell.
I made some animation projects. I think there definately is a market for animations, but as you mentioned, quality animations. I think people have high expectations of any 3dx products (as they should).
If you have no experience with daz 3d or similar programs and/or animating itself, you have your work cut out for you. I am gonna be honest: you're not gonna have a good time. I would suggest starting out with image set with Daz3d, or if you really want to go into animation, pick up Source Filmmaker (you will most likely not be able to sell anything made with SFM though).
edit: As for the type of contect you should produce, imo most important is making something you yourself would enjoy. 3d animation is HARD and tedious work, and working on something you ultimately don't enjoy is unsustainable.
Quoted for truth.
I'll be honest OP, I've been brought down to earth (as I was expecting) since I first started checking this stuff out. It's become expensive to try to break from the basic introductory level. And even if you're not doing animations, you will be surprised at the level of work and detail required for some aspects of 3D. It will frustrate you with bugs and glitches. And it will compete with other stuff for room and priority in your life. Your heart has to be in it. In my case, it is necessarily a slow moving process, cuz to buy everything at once would be foolishly living beyond my means. Yet I get tired of simply waiting for it to come good, so I have more hobbies than I can possibly keep up with. I have great grandiose stuff in my head, but this has to wait. I gotta have a life outside the computer too.
what would be best then? poser
EDIT: Forgot to answer here.
Yes it would seem a bit more geared towards animations. Poser works, but with any 3D program you get out of it what you put in. Also don't expect it to be like Mounty Oum status at first. Yes, Oum used Poser for RWBY but he had prior experience as an animator and worked on vidya (final fantasy).
RE: My renders
Ah, very nice to meet you.
I like the overall presentation of your renders and the themes you give to each one (or groups thereof) as well.
I'm liking the outfit designs on your girls.
You use postwork/"special effects" very well IMO. The exaggerated expressions in some of your works add greatly to comical effect and feel. Though the comical aspect is perhaps not enough to make me laugh out of my chair (without timing and a good sort of punchline point at least), it is still something one could appreciate in some pieces, while others are more serious. Good for variety sake anyhow. I like variation, personally.
Other works, namely your last three…
I'm not bothered by hentai (perverted) parodies, so Honey Lemon seems a natural choice being a 3D character. I don't necessarily bear Disney any malice (the way some do), but I don't mind sticking it to 'em either--if that's your motivation. If not, and this is merely a natural evolution of a character, that's fine by me too.
As to my thoughts on the character, hey, even a girl who is a diligent student has to have her bad side.
Extra credit? Sure. I wouldn't mind making up for my bad grades. Especially for a teacher who is a sweet and concerned as she seems to be.
The twin agents look real, real fine. A little stop for a sucky-sucky is my idea of taking a nice break from the action. Sign me up. It's like GTA Online, only better in this respect.
I daresay you embody some of what I, myself, want to do. Your works are proof of where I more or less stand on the toon vs PBR type photo-realism continuum in terms of how to do renders.
As Morfium said
"It looks like you did a kind of drawing filter over the pics... I mean you see it is 3d, but at the same time it is a bit drawish, anyway it looks good." As the internets say: "You're doing it right". Yours is the happy medium between the more toon stuff vs the realistic things. Personally, I think this is something we each have to experiment with. Gator and I have discussed a thing here we refer to as "uncanny valley" in the context of doing a medium work wrong in a way that tends to illicit apathy. Some things just don't quite work out while yours seems to sidestep that issue nicely.
What are your specs? What about for postwork?
Anyway, good job! BTW, if you're like Bender I think we'll get along.