Saeko Behind the Scenes
After doing something completely different from my usual work with the Silent Hill animation, I decided to go back to my usual style with this Saeko piece since most of my audience seems to prefer my regular content.
The idea of having a futa trapped under a tentacle trap is one of my favorite themes that I haven't gotten to explore before. I had a lot of fun experimenting with this project.
I originally planned to use Saeko instead of Luna for the worm action I did before, but her model, especially her hotdog, isn't quite suited for the worm scenes, so I put that idea on hold. I only returned to it after a while, when I figured out the perfect pose that works for both the Patreon and free versions.
The initial concept was simple: the futa is trapped and gets the tentacle treatment. I decided to add facial reaction clips only after I finished building the trap scene because I realized it would feel kind of lame if the scene was just the trap and no reactions from the character.
I hadn’t thought of adding reactions at first because I wanted the audience to imagine what's happening. I figured that if the scene was just the trap, it might get pretty stale without any change of scenery.
So, I created a new scene focused solely on the character's expressions, using an in-between cut to fill that scenery gap. I just had to match the tone and lighting to make it seamless.
This project was especially challenging because of Saeko’s 3D model itself. There are a lot of texture nodes going on, and every time I tried to change something, Blender would crash. I was lucky to make a few adjustments, save, then Blender would crash again, forcing me to redo some textures multiple times.
I lost count of how many crashes I experienced during the process, especially since I was midway through work each time. Imagine having to redo everything I lost after each crash.
Since all three scenes are linked, any change I made to Saeko's model affected the others. So I had to go back and tweak textures multiple times to ensure everything matched during rendering. It was a real brain-melter.
I only figured all of this out halfway through completing the animation—there was no turning back or changing the concept.
Still, I’m glad and relieved I finished this project despite all those hurdles. The texture crash issues alone were time-consuming, so I probably won’t work on this specific Saeko model again in the future—don’t get me wrong.
I will, however, do more tentacle traps, just in different positions and settings—not just tentacle-focused. There are also slimes, symbiotes, xenomorphs, and many more ideas I haven’t explored yet.
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Thank you everyone for the support!
