
page 12 (I think I'll be able to make it before the deadline.)

page 14

page 16 (epilogue) pretty much done at this point. Don't really expect it to stand out. I just wanted an excuse to do some world building on the mask/curse.

Was going to save this for April 8th. But seems like now is the best time to upload this.

Let's lament, let's lament, let's lament! Dolorem vocem clamor foras in despero. Let's lament, let's lament, let's lament!
Cover

page 1

page 4

I like this page the most when working on this. Made sure to get it finished before the total eclipse.
edit: drawing has improved, but my handwriting is still as shit as ever lmao.
Some crossover of Murder Drones and Library of Ruina I felt like drawing.

Made art based off of my zodiac from western and chinese astrology
With the slight smoke

Without the slight very subtle smoke. The difference is very small and I couldn't decide if I wanted it or not.

edit: Now that I'm looking at it side by side. I think I prefer the slight smoke.


The whole shitshow gave me inspiration.
Got a new pc sometime ago and was able to finally continue working on the animation again. Ran into some issues here and there where the material of files carried over were having some weird jagged texture glitch. Specifically the black materials. Found a fix by just transferring assets into another .blend file. Not sure what was going on there, but it fixed it somehow.
EDIT:FUCK GIF IS TOO BIG TO PLAY! 1 sec
Anyways completed scene 6.

Also you cant see it because of the camera angle, but I fucked up severely when filling in the line art and forgot to set the grease pencil draw to view. I was wondering why the filling process was more tedious than usual during the time. Rotated my screen and saw fucking pic related. Wondered why it was doing this when it didn't do that before. Took me a minute to notice that draw to view was not fucking set lmao! Went and switched that from the default to view.
Well you won't see it in the gif or clip. So it's whatever. Progress has been made.

At 5/14/25 07:21 AM, Dolorious wrote:Got a new pc sometime ago and was able to finally continue working on the animation again. Ran into some issues here and there where the material of files carried over were having some weird jagged texture glitch. Specifically the black materials. Found a fix by just transferring assets into another .blend file. Not sure what was going on there, but it fixed it somehow.
EDIT:FUCK GIF IS TOO BIG TO PLAY! 1 sec
Anyways completed scene 6.
Also you cant see it because of the camera angle, but I fucked up severely when filling in the line art and forgot to set the grease pencil draw to view. I was wondering why the filling process was more tedious than usual during the time. Rotated my screen and saw fucking pic related. Wondered why it was doing this when it didn't do that before. Took me a minute to notice that draw to view was not fucking set lmao! Went and switched that from the default to view.
Well you won't see it in the gif or clip. So it's whatever. Progress has been made.
EDIT: FUCK
Okay a bit scuffed the compression. But hopefully newgrounds now can play it. Here's the compressed version.
EDIT 2:Scaled it down to 5MB and the gif is still not playing. It's playing on pc, so not sure what's going on.

At 5/14/25 07:41 AM, Dolorious wrote:At 5/14/25 07:21 AM, Dolorious wrote:Got a new pc sometime ago and was able to finally continue working on the animation again. Ran into some issues here and there where the material of files carried over were having some weird jagged texture glitch. Specifically the black materials. Found a fix by just transferring assets into another .blend file. Not sure what was going on there, but it fixed it somehow.
EDIT:FUCK GIF IS TOO BIG TO PLAY! 1 sec
Anyways completed scene 6.
Also you cant see it because of the camera angle, but I fucked up severely when filling in the line art and forgot to set the grease pencil draw to view. I was wondering why the filling process was more tedious than usual during the time. Rotated my screen and saw fucking pic related. Wondered why it was doing this when it didn't do that before. Took me a minute to notice that draw to view was not fucking set lmao! Went and switched that from the default to view.
Well you won't see it in the gif or clip. So it's whatever. Progress has been made.
EDIT: FUCK
Okay a bit scuffed the compression. But hopefully newgrounds now can play it. Here's the compressed version.
EDIT 2:Scaled it down to 5MB and the gif is still not playing. It's playing on pc, so not sure what's going on.
One last attempt HOPEFULLY it's downsized enough. Apologies for the multiple self bumps, but the edit feature hadn't given me enough time to fix this. If it doesn't play its whatever.
EDIT:FUCKING FINALLY!


Been working a bit on a 3d model of Mortem and setting up a rig for possible future use. Definitely not game friendly since it's over the 256 bone limit. I would have to trim down the bones for that kind of use. But at that point I would prefer to make something with a much lower poly count to be more performance friendly if I were to do that. But for animation this will be fine.
All of it still WIP. It's been a hot minute since I seriously 3d modeled and rigged. Back in those days most of what I modeled and rigged were mostly machines or mechanical parts, pieces that that have the bend and folds like organic life has.
I've already marked the seems for easier texture painting once I UV unwrap this. But right now I'm primarily focusing on weight painting and tinkering with the armature for lots of control. Already got jiggle physics like effects utilizing the damp track modifier on the chest bones. Same modifier being used for the skirt, since it also can double as giving the look of cloth physics without tanking performance. Granted I haven't actually fiddled with simulation tab much, will have to look further into it later down the line.
The hair is where most of the bone count is going into. Like with a different hairstyle or more simplified hair, It would definitely cut down on the need for those extra bones and very likely will be back under the 256 limit again for video games (well some engines it's around 150). But like I said earlier this is more for animation purposes, and I would just make a new really low poly model for a situation involving games.

The way I setup the skirt vertices in my test with the armature bends nicely in the pose mode test. Just got to do some adjustments to prevent the skirt from clipping with the body. Will be utilizing the damp track modifier for the hair as well for that nice flow. Overall liking the progress I'm making and looking forward to the texturing stage.

Here's without the bones, wireframe and skirt. So far I think I did a pretty decent job modeling this from scratch.
edit: I've done rigging before. But most of them were pretty basic. This right here is probably more advanced rigging. Really wanted something extra in terms of what you can do when controlling the bones.


Got everything UV unwrapped with islands set up. Made some pretty good progress on the texturing this so far. Once I get this fully textured. I'll have an idea of what kind of material nodes I want setup other than bare basics currently for Mortem.

WIP
Decided to get started on this after listening to all the Scary Story Time with Liam audio narrations.
