The final step in making the scene consists of using morph tool, super depth of field and possibly fixing any bugs you might find in your scene before you finish. Only morph tool needs to be downloaded for this step, super depth of field is already in the game but needs powerful hardware to use, be sure to save your game before you use super dof though. This step is also what will likely get messed up the most if you used too much lighting earlier in building your scene, or have too many effects. Too low of fps causes crashes when using super depth of field, something to be aware of as I have crashed even when I've had 30 fps when making a scene and using super dof.
Mostly the work in this step will be using the morph tool, it is very powerful and lets you hide issues with models like them having a low polygon count or other graphical troubles by stretching the image. If you're going to be doing a vore scene then you'll be stretching the belly out a lot too~ This tool has a major flaw, however and it's that you can't save its progress like any current morphs, that I know of. Dealing with that takes time and getting used to how the tool handles so you don't slip and mess up what you're distorting. Morph tool doesn't have many settings to switch, it comes with scale and brush size. Scale affects the strength of the distortions while brush size is how large of an area you're going to be stretching. When I'm using it at 60fps 0.24 is a decent scale, but at 30fps or lower 0.25 helps with that little bit of extra strength. You will have to play with brush sizes to see what you like and how small of an area you're working in, but I have noticed larger sizes seem to cause jagged edges that don't get smoothed over easily.
Once you get done using the morph, and you're happy with your scene and how it looks, it's time for super depth of field! Crashing when using super dof seems to be dependent on map and how cluttered it is, gm_bigcity likes to crash even above 30 fps when making a scene there while I've not crashed on gm_flatgrass below 20 fps sometimes. It's hard to tell if your game will when you're about to start using the tool unless you actually do have a lot of lighting placed. You can skip the last part but the tool does more than just bringing out a certain part of the image from the rest of the scene. It helps with anti aliasing and provides a nice realistic blur to help cover up any bad spots you might not have been able to fix in your scene. Like the morph tool, it doesn't have many settings to change, mostly you'll be changing blur size and focus distance. Blur size is actually how blurry the image gets and focus distance is what area that won't get blurred as much. What settings you need for those depends on how you want your scene to look. Once everything is set, click render in the super dof box and if your scene gets blurred in the wrong way then you'll probably have to change focus distance, blur size at its default setting is normally just right. Click take screenshot to capture your finished image once it gets done rendering which takes time~
That's all there is to scene making my way. This is everything I've learned in my years doing it, if you have any questions don't be afraid to ask!
step 1: http://www.furaffinity.net/view/26677119/
step 2: http://www.furaffinity.net/view/26695158/
step 3: http://www.furaffinity.net/view/26716161/
step 4: You are here.
Mostly the work in this step will be using the morph tool, it is very powerful and lets you hide issues with models like them having a low polygon count or other graphical troubles by stretching the image. If you're going to be doing a vore scene then you'll be stretching the belly out a lot too~ This tool has a major flaw, however and it's that you can't save its progress like any current morphs, that I know of. Dealing with that takes time and getting used to how the tool handles so you don't slip and mess up what you're distorting. Morph tool doesn't have many settings to switch, it comes with scale and brush size. Scale affects the strength of the distortions while brush size is how large of an area you're going to be stretching. When I'm using it at 60fps 0.24 is a decent scale, but at 30fps or lower 0.25 helps with that little bit of extra strength. You will have to play with brush sizes to see what you like and how small of an area you're working in, but I have noticed larger sizes seem to cause jagged edges that don't get smoothed over easily.
Once you get done using the morph, and you're happy with your scene and how it looks, it's time for super depth of field! Crashing when using super dof seems to be dependent on map and how cluttered it is, gm_bigcity likes to crash even above 30 fps when making a scene there while I've not crashed on gm_flatgrass below 20 fps sometimes. It's hard to tell if your game will when you're about to start using the tool unless you actually do have a lot of lighting placed. You can skip the last part but the tool does more than just bringing out a certain part of the image from the rest of the scene. It helps with anti aliasing and provides a nice realistic blur to help cover up any bad spots you might not have been able to fix in your scene. Like the morph tool, it doesn't have many settings to change, mostly you'll be changing blur size and focus distance. Blur size is actually how blurry the image gets and focus distance is what area that won't get blurred as much. What settings you need for those depends on how you want your scene to look. Once everything is set, click render in the super dof box and if your scene gets blurred in the wrong way then you'll probably have to change focus distance, blur size at its default setting is normally just right. Click take screenshot to capture your finished image once it gets done rendering which takes time~
That's all there is to scene making my way. This is everything I've learned in my years doing it, if you have any questions don't be afraid to ask!
step 1: http://www.furaffinity.net/view/26677119/
step 2: http://www.furaffinity.net/view/26695158/
step 3: http://www.furaffinity.net/view/26716161/
step 4: You are here.
Category Other / Vore
Species Wolf
Size 2560 x 1440px
File Size 894.5 kB
Listed in Folders
It's all the little things, feels like. Like putting a belly on things and making it all blend in. Not even sure I'm choosing the right ball for that sort of thing. But then also the model posing, there's a lot of fandangling, like if the head is all one bone and it's like welp, can't manipulate the jaw at all or anything. Might be problems with the model I'm using, might be a lot of things, and I don't have the patience for it sometimes, hahah x3
If you use the default ball model from pac3 it should have the right texture right away(If needing something blank-looking as seen here.). Although if the character model you're posing has like a fur texture(Not just a blank colour texture, like the wolf model in this image.), then might take a gander at Sprops and there's a white texture pack, I think they both include a metal texture that looks like fur. Now, getting the ball prop to be the right colour can take a bit.
A lot of the models I work with don't have a jaw bone, but sometimes it's not a normal bone and you need advanced bone tool to move it! Usually cover the mouth with whatever's left of the prey sticking out when I need to hide the fact that the model has no maw.
A lot of the models I work with don't have a jaw bone, but sometimes it's not a normal bone and you need advanced bone tool to move it! Usually cover the mouth with whatever's left of the prey sticking out when I need to hide the fact that the model has no maw.
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