technonaturalist

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AEfter Ragnarok

May ProgBlog #1: arcing the arcs

Monday, 5 May 2025 @ 11:25pm
In my infinite wisdom I decided to stay up late again (to 1am which used to be normal bedtime once upon a time but I have been trying to make bedtime 10-10:30 for two decades x_x) to finish the blocking. So now I’ve been doing more fun stuff like arcing the arcs (so that things don’t just shortest path to the next keyframe like they were doing in the blocking video from the last post)

April ProgBlog #2: blocking

Monday, 28 April 2025 @ 10:58pm
Blah blah blah the usual. A lot of my projeect work time got overrun by other things that needed to be done. Some of it was kind of unavoidable (like the couple of times a year we do performances, and competitions when they come up). The rest of it was just somehow I ended up being the one that absolutely had to do the thing because for some reason everyone else was completely and utterly incapable.

April Progblog #1: Everything but What I'm Meant to be Doing

Monday, 14 April 2025 @ 10:39pm
I spent the first two weeks of March editing a video out of several that I took on and off during an old friends reunion/meetup. It was supposed to be a quick job and in fairness it only took me a day to put together and do the basic editing and a couple of hours , but I had a problem with led flickering and trying to fix that resulted in ghosting in places which required a directly opposing solution and that was what I spent most of the two weeks on.

February ProgBlog 2

Tuesday, 25 February 2025 @ 10:07pm
Same freaking problem. I stayed up way too late and then didn’t end up posting on Muddling Monday because I hyperfocused on trying to kerbstomp it into the ground. The kerbstomping part didn’t happen but I did at least figure out something that worked (at least for now, I don’t know if it will still work later). Anyway I have managed to work out that there’s some problem between Deform and Interpolate. With no modifiers on in viewport, everything is fine and dandy.

February ProgBlog #1

Tuesday, 4 February 2025 @ 9:41pm
There is the usual reason for no progblog since the first one of the year, and that was I got stuck. I needed to comb the hair on the highest multires level (because the render looked completely different to the viewport, which I thought was something to do with hair settings and didn’t realise the levels would make that substantial a difference) and I’m not sure if multires and curve hairs play well together as combing was really quick and easy at level 0 but at level 3 it’s jittery and unpredictable and often moves in at least the opposite if not some random direction (it’s not laggy at all, just unpredictable and makes an already tedious process extremely unnecessarily aggravating). I got really mad and deleted the hair node group modifier thingies I’d put on it earlier and shoved the Surface Deform node back to the top which has helped a bit, as in it’s not jittering randomly or pretending there’s some kind of force field active and it doesn’t keep flying off in random directions instead of going in the direction I’m pushing it.

Red drawing style samples

Sunday, 19 January 2025 @ 8:08pm
Transcripts for my messy handwriting if it’s too small/too messy/all of the above: Top left: Super fast sketchy! 2 brushes rough pen (can also use fineliner) wet brushes 2 layers ~15-30min When I really want to colour the sketchy but don’t want to spend a lot of time, wet brush blends nice and quick Top right: Sketchy 2 brushes rough pen (can also use gpen or fineliner and can do nice lines) 4b pencil 2 layers 1-2hrs maybe Workable tradeoff with nice and fast

January ProgBlog #1: new year, new something

Tuesday, 14 January 2025 @ 10:03pm
And the forever unchanging habit of failing weekly progblogs because I feel bad about not progging enough. at least this is one of the few times I have the somewhat reasonable excuse of it was silly season and January will still be my planning month because that’s been working out well so far I have been doing the hair strands in pairs which is one of the reasons why it’s been taking the better part of forever. Doing it in larger groups/rows has previously always ended badly for me. Recently I spat it and decided it’s been a while, let’s just see how we go.

Happy silly season 2024

Tuesday, 31 December 2024 @ 11:55pm
Happy silly season! How’s it been? This last month has been completely flat tack, so much so there is no progblog at all and in fact barely any project prog (it’s still all hair aaaaaahhhhhhhh). I scrawled this one out way too late for Christmas and really should have tried to do a new year theme instead but this is what jumped into my head and if I don’t do what the head-universe wants it doesn’t work. Brief snippet from the twins’ childhood; Andrew doesn’t like big noisy parties and his parents love throwing big noisy parties (usually with themes). Megan figured out that if she gives him food and takes him for a walk, he doesn’t get so overwhelmed and melt down. So here they’re taking a quick break from the Christmas shenanigans and going for a quick stroll down their street to a nearby park for a few minutes before heading back into the chaos. With candy canes in this case as apparently that was what Megan found in a hurry.

November ProgBlog #1: neverending story

Monday, 11 November 2024 @ 10:16pm
I have no idea what this video clip was going for It’s one of those time periods that has been happening more and more lately, where I’ve been feeling slightly melancholy about being another one of those failures that didn’t make it and not from lack of trying.

October ProgBlog #1: hairy frustrations

Tuesday, 22 October 2024 @ 10:46am
haaaaaaaaaaaaair Now that I’ve got a hang of it, this bit is going pretty well and relatively quickly (and is also somewhat meditative at best and mind numbingly, agonisingly tedious at worst). I feel like this is probably a bit overkill but it is mostly working. The first few times I was doing test renders I couldn’t work out why the lighting was so weird and eventually cottoned on to the hairs being too thick. Once that was fixed it looked a lot better but this other problem that I have persisted and that’s a flare I don’t fully understand happening at some point in the render.