• Oh man. My tablet just read a 200mb project like a book. Only if I could get that 512Mb limit of android unlocked. But the interesting stuff for today is the XM8 is nearly done. Atleast to the degree I will get it to. Probably will be more barebones as a standalone pack unlike my desert eagle. But still made in a way where it’s modifiable. Since my new tablet has some gorgeous stereo audio with it’s headphone jack I’m gonna take the sound design of Project Landfall a little further putting in more stereo sound as a treat for those who have access to great sound quality.

    7
  • Been doing a lot of writing of late and work in general. Got the general design of the NBC field medic layed out. I still have a lot of work to do, but this is the general line of design. Those Oakley M Frame Glasses are real nice.
    On the other hand I have been trying to figure out how the hell I could get android to dedicate more RAM to an application like SN and I couldn’t find much. Just this android:largeheap thing. I am lost.

    11
  • Seems like things have slowed down since I was last on here.

    0
    • A small little bit. Primarily due to things spiking when I release a new episode or post something new.

      2020-08-31 04:49:49 UTC 0
      • Replying to: Explosive BulletA small little bit. Primarily due to things spiking when I r

        Yeah that’d probably explain it although I’ve been off for a year, but eh

        2020-09-03 05:16:12 UTC 0
  • Last tablet still works. But I’m ready for an upgrade. Here it is. 4GB of RAM. New OS, 1080p display down from the 1440p display of my old tablet, but fine by me. It’s clear enough and the display from what I see is more solid. Better CPU. 64GBs of space allowing for export of PL to be less of a pain and once again I have a working micro SD slot again!

    11
  • @ralph
    Hate to be that guy to ask, but I did make a submission (Project Landfall Base 2.0) which is taking quite a bit longer to release than other figures of mine that I release. I\’m just curious to know if since it is a base it is by default going to take longer to upload. If that\’s so, that\’s fine. I kinda just got a few people constantly asking me when it\’s gonna be out.

    7
    • sorry its coming soon, i actually remember seeing / putting it in the “approved” folder like, 3-4 days ago

      ppl just been spammin stickfigures lately

      2020-08-28 18:17:42 UTC 3
      • Replying to: Ralph (Developer)sorry its coming soon, i actually remember seeing / putting

        Ah. Got it. Of course it happens when I drop back to making figures again.

        2020-08-28 18:49:28 UTC 2
        • Replying to: Explosive BulletAh. Got it. Of course it happens when I drop back to making

          lol tbh its been gaining more and more since basically The Covid started in Feb, and just the past two months its kinda gone even higher (website hits + app usage + submissions)

          idk even how but not complaining lmao

          2020-08-28 19:04:02 UTC 0
          • Replying to: Ralph (Developer)lol tbh its been gaining more and more since basically The C

            Guess people had the same idea I had. Work on animations if I’m gonna be locked inside.

            2020-08-29 01:25:07 UTC 1
  • Episode 4 is gonna feature alot of units from both Thaltop and the NBC. So this next bit is gonna be a load of unit creation. I also will have to make a lot of guns. Mostly remakes.

    5
    • NBC medic?

      2020-08-25 07:32:31 UTC 4
    • is PL going to have units divided by squad roles? as in machinegunner, rifleman, grenadier, marksman, medic, etc

      2020-08-25 10:40:39 UTC 2
      • Replying to: BottomTextLolis PL going to have units divided by squad roles? as in mach

        also forgot to mention it but i think the medic pack should be a bit larger ad sit a bit lower because it looks like it could get in the way of the medic’s arms

        2020-08-25 15:05:54 UTC 1
        • Replying to: BottomTextLolalso forgot to mention it but i think the medic pack should

          I decided to go with a smaller bag considering I have no idea how to get a medic back that will move below the torsos joint. I have an idea through polyfills but the cost is quite expensive.

          2020-08-25 16:31:52 UTC 0
          • Replying to: Explosive BulletI decided to go with a smaller bag considering I have no id

            aight seems like a good excuse. if the node limit wasnt a pain in the ass i guess you would have done it

            2020-08-25 22:07:38 UTC 0
            • Replying to: BottomTextLolaight seems like a good excuse. if the node limit wasnt a pa

              I might consider making the bag a seperate piece though. But PL figures are already insanely expensive to have in a project.

              2020-08-26 03:25:09 UTC 0
      • Replying to: BottomTextLolis PL going to have units divided by squad roles? as in mach

        Definetly will with units from different divisions and so on. It’s gonna be quite numorous, but relatively simple for units on the field.

        2020-08-25 16:29:25 UTC 0
    • calling it now

      those scissors will eventually be used as a deadly weapon

      2020-08-25 16:46:29 UTC 0
  • At last.
    Base is as good as I’m gonna manage. Limitations force me to keep things pretty simple on this side. But this is a hell of a lot better than the other base. Gonna post it now and get on with the things beyond this. But I actually needed this base as well for episode 4. It’s gonna be an eventfull one. I’ll try and get that runtime back up. Atleast to 25. But I still have yet to write out episode 4 so…

    8
  • Male Base is pretty much done. Now to cry in a corner cause I still have to do the female one.

    12
  • So I have the front view base mostly in working condition. But there’s one thing I need to address. Unlike the side view. The front few has to come in two pieces. The one piece simply just being the shape of the head and the functions. And facial hair like the side view. But the hair is going to be the second figure. I got no choice on that matter if I want it to work. The mouth is essentially invisible until it is used. But it functions better that way. Now I need to drive my mine away from the fact that I have to do the female front view head as well. But atleast then I will know what I am doing. Too many damned polyfills in order for the facial animation stuff to work. I’m starting to know why SN animators haven’t really explored manual facial animation much. On a side note. I saw this in the app and didn’t see it before. Thought it was cool that one of my figures were used as the perfect example for this.

    13
  • I think I have concluded that I’m going to ignore having a relaxed visible mouth for the front view PL base. You can’t do gradients (I tried and then realized this) or else you sacrifice functionality and the ability to do good facial animation. So I think I’m just gonna end up leaving it pretty basic. As that’s the only thing that will work with vector graphics. In terms of other things I’ve been doing, I have been working a little bit on improving PLs dialogue a little bit more. @dezway suggested that the corner dialogue box thing looks like something out of a comic book in which I agree. So I fixed it up with a fade in movieclip that is half transparent to make dialogue flow more smoothly and look better while not being intrusive to the setting. In terms of text, that still pops in but it works better than before. And to me looks better. What are your thoughts?

    11
  • I did some scene work today on PL, that’s it. Not much on that end. But I did find out that if I work on 3D animation, I physically and mentally cannot get myself to do stuff that is PL related in that same day. Especially when I don’t know how the hell I am going to get the front view head base to work. But, today I did do something and I figured out how blender works for the most part and made this quick animation with basic animation stuff ignoring the little things I always put into my SN animations. Sure, it’s rough, but I spent one day on it. Mostly trying to figure out how to stick the mag onto the hand until I gave up and moved the mag manually. Still got a load to mess with there. At some point I will make 3D gun models and put the detail amount inmy SN animations to shame.

    6
  • Thought I would try making Bullets face with the new base to see what is probably ideal which is deleting the ears from the main head and leaving the ear nodes reserved for hair alone which is what I did here. The ears will just be an additional node on the head.

    13
    • I still have a bit to do but this will suffice for now as it gives me an idea on what I should do. Then the painful part.
      The front view head base.

      2020-08-07 04:28:46 UTC 7
      • Replying to: Explosive BulletI still have a bit to do but this will suffice for now as it

        The front view face is just gonna look like the most generic male face possible but hopefully will be easy enough to modify it to make a slightly different face

        2020-08-07 23:34:36 UTC 1
        • Replying to: BottomTextLolThe front view face is just gonna look like the most generic

          I will do what I can to make it more modable, but I gotta ensure the node count is reasonable along with functionality.

          2020-08-08 05:44:43 UTC 0
  • So I got the female side few head base pretty solid aside from it looking mighty anime. Something with the eyes. I mean, female one isn’t bad. The male one kinda looks stoned, but then when I was testing the eye functions for the female base it was pretty bronked. So…. Back to work….

    7
    • Think I see the problem now, female base is the one that kinda looks stoned. Ignoring the massive irises. (Also cause I like to hurt myself, will allow pupil dilation in this base.)
      And shit. Gotta add the ears on the female base.

      2020-08-06 04:30:09 UTC 6
    • Okay I’m laughing really hard at you describing them as looking “stoned” XD

      Jokes aside, looks good EB! ::3

      2020-08-06 04:31:29 UTC 7
      • Replying to: FervorOkay I’m laughing really hard at you describing them as look

        Thanks. This stuff is hard but worth it in the end.

        2020-08-06 04:32:32 UTC 5
        • Replying to: Explosive BulletThanks. This stuff is hard but worth it in the end.

          Yeah, I like how accurate you get the proportions. Accurate proportions are something I’m trying to master lately. It’s a odd thing to learn because unless you have a reference, the limbs will look too long or too short and it all blurs together when working on it for hours lol

          2020-08-06 04:35:02 UTC 1
          • Replying to: FervorYeah, I like how accurate you get the proportions. Accurate

            References help a lot. I can’t imagine not using one for this.

            2020-08-06 17:34:04 UTC 0
    • UwU

      2020-08-06 04:33:02 UTC 1
  • Did some more work in terms of making this base more user friendly. Front view body pieces are 90% done. I’ve added smart stretch at this point in this work great. The arms now seem to work much better with the arms being repositioned on the torso to be farther back rather than look like they have been pushed forward. Not only that but the hand bends better at the wrist which will make it a thousand times easier to make better gripping of weaponry. The neck as said before is now bendable and attached to the head figure with reduced node count. Not gonna worry too much about node count reduction as there isn’t much more I can do there aside from gutting shape, which I will leave for people to decide as they will knkw whether the shape in a certain area will be visible. As you can see I don’t have a head for the female side view yet. Primarily cause the figure was for one, made in various stickfigure scales along with the head here being made directly for the male version. I have a plan to fix that though. I am both going to make a new base head and copy certain things from the male head. (It’s a little painful to get the head parts to actually work and I am not even on the front view yet.)

    9
  • Alright. Update.
    285 nodes. Working stuff (jaw, lower lip, upper lip, both eyelids are a bit rough when closing), better eye build. Goal for tomorrow is adding some gradients for depth, dealing with some optimal stuff and yeah. This stuff kinda does end up looking flat in the end but some small details can fix that.

    12
    • (Also the neck now bends.)

      2020-07-31 04:20:02 UTC 3
    • the base head for my series is only 100 nodes, but with ears and eyes removed, the jaw, commissure (or mouth idk) and both lips are movable and I’m going to make the lips as smart stretchable (idk) so I can animate eating animations. Take a look.

      I think I should add some teeth though

      2020-07-31 05:02:29 UTC 5
      • Replying to: Jadey M.the base head for my series is only 100 nodes, but with ears

        Already got everything working in terms of the mouth. Problem in optimizing all this is the shape is very complex. It follows the realistic build of a human head. And for it to look right I need round edges to look round. It isn’t exactly easy when the shape I have to work with isn’t do-able through an ellipse like the simpler base you got. Though removing ear is probably the right thing. I mean ear here is pretty well made but lots of nodes are put in to make it round.

        2020-07-31 16:32:23 UTC 0
    • Fix his eyes, everything about them is just wrong

      First of all, they’re too high up

      Secondly, they’re super small

      And the irises are too small, compared to the eye

      2020-07-31 15:43:42 UTC 0
      • Replying to: guyFix his eyes, everything about them is just wrong First of

        No doubt I will tweak it, but keep in mind, the thing that made the original look flat and odd was primarily details. There isn’t any depth shown. Just shape. Which I will fix when I get the main thing built. It also is supposed to be customizable. So I want to leave many things up to the person using it.

        2020-07-31 16:34:44 UTC 0
    • Should do a race thing

      2020-07-31 22:06:05 UTC 0
    • ill be disappointed if the body doesnt have fully functional extending and retracting muscles to completely emulate human anatomy

      2020-08-01 20:45:54 UTC 1
      • Replying to: BottomTextLolill be disappointed if the body doesnt have fully functional

        also on a more serious note, damn 285 nodes and its still wip. making figs with this thing is gonna be pain to try not surpass the node limit if you make some detailed figs

        2020-08-01 20:47:51 UTC 1
        • Replying to: BottomTextLolalso on a more serious note, damn 285 nodes and its still wi

          Probably will have to do what I had to do with Dylan making his helmet seperate from his head figure. Though there is ways to modify this and eliminate the high cost. But those ears are the biggest culprit.

          2020-08-02 03:26:23 UTC 0
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