Coco Finished

I finished coco, the model i will use in my animations. i added a lot of details including some jiggle physics. i will soon release a video showcasing with the 3 sisters, just like this one.

u/LastInteraction3943 — 1 month ago

Maya Sweet 16 final

This is the final result of the animation I've been working on, and with it, I've finally finished the entire pipeline.

I've also found a Dutch guy who can properly dub the show (Wpinky / William van den Hout). I'll soon be releasing a short animation featuring Maya and his voice.

The version you're seeing right now only uses a rough ElevenLabs voice, but that doesn't really matter. This demo is mainly about showcasing the animation, and that's what this whole project has been about up to this point.

u/LastInteraction3943 — 1 month ago
▲ 152 r/zellig+1 crossposts

Look who's birthday it is (it is not her birthday yet)

Just another update on the project.

u/LastInteraction3943 — 1 month ago

Take a peek at the animation progress! (Unfinished, Partially Polished)

(This is an update to a post of mine that you might have missed. You can see it HERE.)

Take a look at the progress I’ve been making. I know it’s been a long time, but most of that time was spent testing shaders, studying, and comparing different looks to assemble the best product possible.

There’s still a long way to go, but at least the animation process is much more manageable once i have everything ready.

I’d really appreciate it if you guys could tell me your opinion on the footage so far. Just keep in mind that it’s a mix of old and new footage, so some parts are more polished than others. Most of the cuts are also raw because it’s basically all the animation glued together, not edited to make sense, but simply to show off the different looks.

If you don’t know what all this is about, click HERE.

u/LastInteraction3943 — 2 months ago

Schoppenboer's House (Download Avaliable)

I was making a few shots for the Maya Sweet 16 shrot, and I wanted to make a scene that takes place outside the house. So I made this simple model to use for it.

it is free and can be used by anyone (except commertialy)

DOWNLOAD HERE

u/LastInteraction3943 — 2 months ago

Maya Sweet 16 short ready for production

After finishing the clothes Maya wears at home, I finally have everything I need to complete Part 1 of the Maya's Sweet 16 animation.

This animation should have been finished at least a month ago, but every time I worked on it, I ended up discovering something new, useful, or simply too cool to ignore. I rebuilt Maya's model at least four times, and honestly... I can't even count how many hours I spent creating shader nodes just to make sure the character didn't look out of place. But in the end, I finally found the right balance (worth every second).

It was a long struggle, but everything is finally ready for production.

This first animation will be short, and the content itself isn't what matters the most. What really matters is that it proves the pipeline and reaches the level of quality I was aiming for. Once it's finished, it will open the last door to bringing Ongezellig back, not just through comics, but through proper animation with convincing voice acting and solid production quality.

With Onion Dweller seemingly out of the picture, I might end up being the last person still creating Ongezellig content in a more tangible form for new audiences: resonable-quality animation.

Anyway, cheers, guys.

u/LastInteraction3943 — 2 months ago

Project Update + FREE ONGEZELLIG 3D ASSETS (from Vila and me)

I had been trying to contact Vila (the author of these renders) for quite a while, and I finally managed to do so. He offered me the models from his renders, along with a Maya rig, which I used to study as much as possible to improve my own work. In fact, his rig was so good that I decided to completely remake all of my models.

Now I have a fully rigged mouth, proper lineart, improved shaders, and much more. Anyway, as the title says, I am going to release the models for free for the community to use. Consider this a gift from both me and Vila to the Ongezellig community.

Maya and Coco
DOWNLOAD

Maya on her computer

DOWNLOAD

Vila's Maya Rig
DOWNLOAD

My Maya model + rhubarb lip sync

DOWNLOAD

(I would like to add some restrictions regarding the model I made. I am offering this model freely and of my own accord, but I do not permit its use in any public content.

This is not because I care about receiving credit or recognition, but because I plan to use this model in the future for my own fan-made Ongezellig series. If someone were to use it for NSFW content or any other inappropriate purpose, it could end up being associated with me and with my future work.

So, while I am being generous by sharing this model voluntarily, please remember: STUDY PURPOSES ONLY.

I trust you not to betray the confidence I am placing in you.)

u/LastInteraction3943 — 3 months ago

The School looks bigger than what i thought

i am searching for references and assets to build my scenarios and... god, the school is GIGANTIC

u/LastInteraction3943 — 3 months ago

Necroa - NPCs, Dynamic Sickness, and Zombie Population

The second update for this post right here.

I spent the entire day creating NPCs, using DatPat's code as a reference. I contacted him and told him about the project, and once everything is finished, I'll send it over so he can review the code himself.

Anyway, this showcase demonstrates how it's possible to dynamically simulate an entire world populated with NPCs that move around, perform activities, get sick, die, and interact across the map without bringing your computer to its knees.

So far, what I set out to create a dynamic outbreak simulator that does not rely on scripted events appears to be completely achievable. Not only that, but this MVP and research phase are progressing extremely well.

u/LastInteraction3943 — 3 months ago

Necroa - Zomboid living world

Yeah, have you ever wanted to play Project Zomboid before the world actually ends? To watch society collapse in real time instead of starting after everything is already dead?

That's basically what the Necroa Outbreak aims to be.

The game begins in a completely normal world, similar to the Week One mod. People go to work, cities function, and life carries on as usual. Then the infection starts spreading. Civilians get sick, die, reanimate, and begin attacking others. Supply chains break down, emergency services become overwhelmed, entire cities fall, and civilization slowly unravels before your eyes.

And no, we're not talking about the usual brain-dead NPCs. The mod uses advanced NPCs, and there are roughly 80,000 of them populating the world. There are also no random zombies spawning out of nowhere—every zombie comes from an actual infected person.

Right now, this is still largely an experiment to see if something on this scale is even possible in Project Zomboid.

So far, the answer seems to be: yes.
And I'm actively working on it.

u/LastInteraction3943 — 3 months ago

Necroa Update 1.8

Necroa 1.8 is out, here is the changelog for those that was waiting for it

"NECROA v1.8 — ZCom Update

This update expands the worldbuilding and environmental storytelling of Necroa by introducing the remains of the ZCom containment effort. New equipment variants, new infected populations, and additional world-state changes further reinforce the feeling of a county that was already collapsing before the player arrived.

ZCom Containment Forces

* Added ZCom zombies throughout the world.

* ZCom personnel can now be encountered wearing different generations of containment equipment.

* Infected ZCom units serve as remnants of the failed military containment operation.

Hazmat Equipment

Three generations of ZCom hazmat suits have been added:

MK1 Hazmat Suit

* Standard yellow containment suit.

* Most common ZCom suit variant.

* Basic protection against environmental hazards.

MK2 Hazmat Suit

* Advanced red containment suit.

* Increased protection compared to the MK1.

* Significantly rarer than the standard model.

MK3 Hazmat Suit

* Military-grade green containment suit.

* Highest protection level available.

* Extremely rare and intended as an end-game find.

World State Changes

* Increased the number of survivor houses across Knox County.

* Survivor houses no longer contain excessively powerful loot.

* Increased the number of burned residential buildings.

* Increased the number of looted commercial locations.

* Restored the player's quarantine journal.

* The player's starting house is now barricaded.

Infection and Atmosphere

* Zombies can now spawn wearing masks and respiratory equipment.

* This change reflects civilians and responders attempting to survive the airborne strain before succumbing to infection.

* Additional environmental storytelling elements have been added through equipment distribution and world spawns.

Balance Changes

* Fixed SCBA oxygen tanks being depleted far too quickly.

* Oxygen consumption has been rebalanced from approximately 5 minutes to roughly 2 hours of continuous use.

Notes

This update was originally planned as a small replacement for the vanilla hazmat suit. That quickly escalated into a full ZCom equipment expansion, new zombie variants, and several world-state improvements.

As always, if you encounter bugs or balancing issues, please report them through the Workshop page."

u/LastInteraction3943 — 3 months ago
▲ 319 r/projectzomboid+1 crossposts

Render of ZCOM

This is the new Z Com hazmat suit, which will be introduced in Necroa Update 1.8 (that i will be releasing tomorrow). For those who enjoy the design but do not use Necroa, I will also be releasing a separate standalone version today (Here is the link to the mod).

These images also provide a glimpse into the lore of the Necroa Mod universe, offering additional context about the equipment and the world in which it was deployed.

u/LastInteraction3943 — 3 months ago

Is there a way to lock all creatures at level 1?

I'm getting back into ARK and was wondering if something like this is possible. For example, if I have a Carno and a Rex, I can eventually level up the Carno enough for it to defeat a wild Rex without much trouble. What I'd like instead is to keep all dinosaurs at level 1, including tamed creatures and special cave creatures, so I don't have to deal with the progression system based on levels. In that setup, a Rex would always be stronger than a Carno.

reddit.com
u/LastInteraction3943 — 3 months ago

School Update + Huge News

One of the most frustrating challenges in this project was having to manually paint the shading on my characters and environments to make them look good. Most of the time, the result was tied to a single perspective and lacked dynamic cartoon-style shading. This severely limited the visual quality I could achieve in any new scene I wanted to create.

The problem was that most YouTube tutorials about toon shading focused on very specific node setups that only worked under certain circumstances. Whenever I tried to apply those techniques to my own characters, the results usually looked terrible. Because of that, I couldn't implement consistent diffuse shading across the entire environment without making the characters feel out of place or visually disconnected from the scene.

Today, I'm happy to say that I've finally overcome that obstacle.

After a lot of experimentation, I managed to create a shader-based solution that allows my characters to naturally blend into a 3D environment while maintaining the stylized look I was aiming for. This has significantly improved the overall visual quality of the project and opened up many more possibilities for future scenes and lighting setups.

Take a look at the before-and-after comparison and let me know what you think!

u/LastInteraction3943 — 3 months ago