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Ask me anything

Anonymous

August 6, 2024

Hola Senor Aardvark. Any news on Asari Skin project? I hope to render me Liara Project this christmas and thats why i cross me fingers for hearing any news on that.

LordAardvark

Sadly no. At this point I think it's a lost cause.

Maybe if I end up building a project involving Asari, it'll get kicked into high priority and be properly addressed. But as it is right now, there is just not enough residual interest by anyone for getting it done.

Blue Star Episode 4, my next big project after Overbreed Episode 1, isn't even a guarantee of it, because it is a Jack video.

Anonymous

August 6, 2024

I looked inside twitter after many months and i saw, that you are creating your own game in unreal, yes? Does that mean that your interesst in SFM has shrink alot? Or are you still planning to work on your traditional stuff of the last years?

LordAardvark

If you really looked through my Twitter, then you'd see I currently have a 15-minute SFM video that's currently in the dubbing stage, slated to be released next month. As well as the estimated-to-be-an-hour-long SFM project that is Overbreed, which currently has over 20 minutes of animation built for it.

I feel like those two alone should answer your question.

Anonymous

July 22, 2024

Will there ever be an down the rabit hole episode 4. Its been years since the last one and its the bes series

LordAardvark

I feel like I've answered this at least three times now.

If there will be, it will be a very long time from now. My next two projects are Overbreed Episode 1 and Blue Star Episode 4. That already locks me in for at, optimistically, 3 years. I don't want to constrain Rabbit.Hole to the requirement of having to fit 8-to-10 minute videos. It's a project that I want to keep entirely unchained, capable of being as long or as short as it needs to be.

Should Rabbit.Hole Episode 4 come to pass, and it ends up being less than 8 minutes long, then that will have been because the idea was less than 8 minutes long, not because I forced it to be less than 8 minutes long.

The reason why I throw the reality into question at all is because in general I don't like having multiple large projects in the same IP at the same time. And when it comes to Overwatch projects, I will pick Overbreed over Rabbit.Hole any day of the week, because I think it is a much stronger project, narratively, thematically, creatively, and sexually.

Once Overbreed Episode 1 is done and Blue Star Episode 4 is deep in production, I will revisit the question. I don't like having more than 2 big projects scheduled out at a time, because we're already looking at a timescale measured in years here. I don't know what the next big project after Blue Star Episode 4 will be. It may be Rabbit.Hole. It may not be. We'll cross that bridge when we get to it.

Anonymous

July 21, 2024

Sir, just wanted to know the possible release date of Samus Hiveship ?

LordAardvark

Seeing how I got DMCA'd into never using Samus again, I suspect it'll be a pretty long while. At least a few years after Nintendo goes bankrupt and their IP goes public domain.

Corsair, the Phazon hexology's spiritual successor, is going to take a long while to build up to its swing at Hiveship. Especially since I have so many other projects to work through.

Anonymous

July 16, 2024

In regards to not caring about anime characters in your previous response. Does that lack of interest extend into everything with that atheistic? Video games like Honkai Star rail or the recent fire emblem games just for example.

LordAardvark

Yes.

Beyond just a general disinterest, there is also the very real issue that Source Filmmaker simply cannot do the aesthetic justice. The engine simply doesn't have the capacity to render cel-shaded aesthetics nearly as well as, say, Guilty Gear can. As a consequence, anime-aesthetic models tend to just look... not-good in Source.

The engine is much better suited to more grounded aesthetics. I'd say that games like Bioshock Infinite are right at the limit of how stylized you can get before Source's supported shaders start to break down.

Anonymous

July 15, 2024

Everything ok? It's been a few months since the last question Response. Feeling artistic burn out?

LordAardvark

I'm fine.

No one's sent in a question worth answering.

Not to say no one's sent in questions. There's been plenty. Just none worth answering.

Stupid questions like "what's the current project," which you could answer for yourself in about 3.7 nanoseconds by just visiting my Twitter, where I post about what I am working on (and often share WIPs) literally every day. Uninteresting questions like "are there any outfits planned for this character" or "have you ever considered using this anime character" - if I had plans for the outfits, again you'd hear about them on Twitter; and I don't care about anime characters, don't waste your time asking me about them.

Honestly, 90% of the questions people send in could be answered by just spending 3 minutes scrolling through my Twitter posts. So they're not worth my answering here and taking up the three dozen bytes of storage space on the server database.

Your question here is honest-to-god the most interesting question I've had people send in since May. That's how dull it's been.

Anonymous

May 27, 2024

Are we allowed to use your SFM assets freely? Are they published under a license?

LordAardvark

You can do whatever you want with them. Use them in SFM, use them in other programs, modify them to your heart's content, use them as a base to make your own assets.

All I ever ask for is credit for the work I did.

Anonymous

May 20, 2024

Just curious, I noticed in your Corsair vid that Artemis' outfit has jiggle physics without clipping, I was wondering how do you do that in SFM?

LordAardvark

It's a jank three-step process:

1.) When you begin your project, Bake Procedurals on your character model. This will disable the jigglebones, so the outfit doesn't clip through it.

2.) Pose and animate your project with the procedurals baked / jigglebones disabled.

3.) When you finish your project completely, with no other changes to be made, then Enable Procedurals on your character model. This turns jigglebones back on. Then immediately Bake Procedurals again. This will bake the jigglebone animation, having the model jiggle as appropriate - but with the outfit no clipping.

Anonymous

May 15, 2024

Is the discord still up and if so where can I find the link pls and thank you Love from the adoring fan

LordAardvark

You can find the link in my Patreon's About page. It is free to join and open to the public.

Anonymous

May 6, 2024

I have a stupid and a ridiculous question for you good sir so please forgive me for asking, do you have any intentions in making a version of DOA Fantasy body for Source 2 engine? Again sir, I apologize for asking such a question

LordAardvark

I have no intention of touching Source 2. As of right now, Unreal Engine is what I have my sights on next. Game development has been a long-term goal of mine, it has already been successfully used in creating videos (and even in live-action productions, such as being used for the 3D environments in The Mandalorian), and its capabilities as an animation tool are quickly being built up.

It's not quite ready right now, but with every version release, it is getting closer.