Fansadox Collection 347 The Shadow Of The City Part 2 Feather
One of the most compelling aspects of the Fansadox Collection is its ability to appeal to a wide range of readers. "The Shadow Of The City Part 2 - Feather" will resonate with fans of science fiction, fantasy, and mystery alike, offering something for everyone. The themes explored here - identity, power, and the struggle for truth - are universally relatable, making this a story that lingers long after the final page.
Feather's work is often described as the "Japanese style in the eyes of Westerners", blending the aesthetic sensibilities of anime and manga with the rough, bondage-heavy themes of Western adult comics. His style is noted for its anatomical accuracy and a nuanced approach to character art. For example, fans have noted that Feather draws the nude bodies of Asian and Caucasian women distinctly, paying attention to differences in breast shape, areola size, and overall body proportions. One of the most compelling aspects of the
The series is particularly interesting because it features contributions from a rotating roster of artists and writers, each bringing their own unique style and perspective to the table. Some creators have become particularly renowned within the community, and one such name is Feather. Feather's work is often described as the "Japanese
: The subtitle "Feather" refers to a central character or a specific thematic focal point of this issue. In the context of the Belfry universe, characters are often caught in high-stakes scenarios involving betrayal, captivity, dominance, and survival. The series is particularly interesting because it features
The use of symbolism is also noteworthy, with certain characters and objects representing abstract ideas and concepts. For example, Feather's character can be seen as a symbol for freedom and rebellion, while the city represents the constraints and limitations placed on individuals.
Another piece that caught my eye was a portrait of a woman with feathers incorporated into her hair and clothing. The artist's use of color and texture creates a sense of ethereal beauty, while the feathers add a sense of mystery and otherworldliness.
For those interested in exploring the artistic merits or historical background of the series, further research might focus on:

Cool, Good Job!
#2 posted by
kalango on 2020/01/14 15:15:32
I'll probably maintain my fork still, but I'll probably get some queues from this, thanks!
Btw I'm not really doing anything for QuakeForge, just forking their initial code. I have my own roadmap for this, which might be more Hexen II focused.
#3 posted by
misc_ftl on 2020/01/15 17:42:39
Does this generate the bunch of QC code necessary to map frames? :D

Not Really
#4 posted by
kalango on 2020/01/17 16:09:41
But thats a good idea. When exporting is done I might add that in eventually.

Exporter Released
#5 posted by
kalango on 2020/02/18 01:52:45
Alright, just in time for the Blender 2.82 export is done. Big thanks to @Khreator for giving a great insight into exporting issues.
List of features:
+ Export support
+ Support for importing/exporting multiple skins
+ Better scaling adjustments, eyeposition follows scale factor
This is still considered an alpha release. But it should be good enough.
For info, roadmap and download you can visit
https://github.com/victorfeitosa/quake-hexen2-mdl-export-import

What Is Ask Myself
#7 posted by
wakey on 2020/03/04 00:36:49
for a long time now: Would it be possible to save a blender physics simulation as frame animated .mdl/.md3?

#7
#8 posted by
chedap on 2020/03/04 03:28:44
Enable MDD export addon. Export your simulation to MDD. Remove the sim from the object. Import MDD back into your object. You now have all of your sim frames as separate shape keys, ready to export to .mdl

Actually
#9 posted by
chedap on 2020/03/04 04:19:34
Disregard that. It works fine without any of that extra voodoo, just export whatever straight to .mdl

Niiiice
#10 posted by
wakey on 2020/03/15 18:45:39
Then let's think about practical use cases.
First think that comes to my mind are death animations, sagging bodies.
Explosion debrie might also work out.
I guess anything fluidic is out of question, like a tiling wave simulation anim.
What else comes to mind?
#11 posted by
misc_ftl on 2020/03/16 16:21:57
Flags, fire, chains, breaking doors, breaking walls, etc.