Tuesday, September 18, 2012
Monday, September 17, 2012
Sunday, September 16, 2012
1 Hour Tree Man
60 minutes on the nose.
The side of the screencap is cut off because, for some reason, when you ask ZBrush to take a screencap... it keeps the menu you do it under open, which appears in it. Kind of... dumb, if you ask me.
The side of the screencap is cut off because, for some reason, when you ask ZBrush to take a screencap... it keeps the menu you do it under open, which appears in it. Kind of... dumb, if you ask me.
Friday, September 14, 2012
Golem Bust
52 minute speed sculpt of a Golem bust. I want to continue refining the design while I do these in ZBrush so I can have a nice looking set of elementals when I'm done.
Wednesday, September 12, 2012
Wednesday, August 22, 2012
Saturday, August 18, 2012
More Mech
This is taking me a bit too long for what was supposed to be a 3D sketch. Need to finish and move on.
Wednesday, August 15, 2012
ZBrush Mech Concept
Monday, August 13, 2012
Goreface Industries, Now With ZBrush
Finally off of hiatus.
I got pretty fed up with Mudbox. The lovely resources I now have access to convinced me to buy ZBrush, so I empied my wallet at it last night. Don't think I've used it since my junior year of college, but it's way more fun to learn it than Mudbox.
Here's a few brushes I made tonight;
I got pretty fed up with Mudbox. The lovely resources I now have access to convinced me to buy ZBrush, so I empied my wallet at it last night. Don't think I've used it since my junior year of college, but it's way more fun to learn it than Mudbox.
Here's a few brushes I made tonight;
Sunday, March 25, 2012
EQ Troll Project
Wednesday, February 1, 2012
Rig & skin weights test
Saturday, October 1, 2011
Friday, September 23, 2011
Henshin!
I got a bug up my ass the other night and decided that I wanted to recycle various model parts into something 'new'. I wasn't entirely successful since some of the parts I wanted to use were so old (circa 2007) and the files were unusable, which made me build a few new things. Still searching for fabulous hair. Also, yay sleep, followed by Friday!
Thursday, August 4, 2011
Cleaning Up the Desktop...
Wednesday, July 27, 2011
Apparently, It's 1999 Again.
So, here I am, doing the same thing I was doing twelve years ago.
Running amok through a dank cave, dodging crocodiles, huge spiders, and angry frog-people in an effort to better myself.
That's right - I'm playing Everquest. Again. How did this happen, you ask? The progression servers happened; a chance to experience the earliest days of the game on up through the most recent in modestly paced chronological order. I mean, how could I not play it again when they did this? Everquest was not only a huge milestone in online gaming, but in my life too.
The game still hasn't lost its signature feel. The dungeons are perilous, the world is large, and the mechanics are delightfully clunky. In my book, the game did a lot of things right, and what I'd like to talk about concerning that, are dungeons.
Everquest Dungeons
Less Linear - These are not linear in the same way that most MMORPG dungeons/instances/whatevers are, in that you don't go in and walk a very linear path with the sole purpose clearing the entire thing to get to the last boss. Take a look at this map of one third of one of the more popular dungeons from early Everquest (And this was 1999 people!);
Adventure - Part of the challenge is navigation and adventure. You don't "check in" at boss A, B and C in the same order every sing time. You have to navigate the halls and do it well, or else you might find yourself in big trouble. (See map pic above!)
Danger - There is actual risk here. Plenty of situations could leave you unable to get back to where you were in the dungeon, especially if your character were bound far away and died. Death also equals experience loss, in addition to time loss. What does this mean? Don't play like an idiot. Use your brain. Be on your toes. Know your way around? Great, because there was no in game map back in the day. You don't? Better go find yourself one online and be prepared.
It's Not Endgame But It Feels Like It - Probably one of the single most paramount ideas that so many forget these days. The dungeon was difficult, but it was highly rewarding. And it's something you could start participating in when your character was in their teens (out of 50 levels, at release). And not long after you started dungeon diving Upper Guk, you were getting loot. Good loot. Loot that you could potentially use for the next 20 or 30 levels without drawing the scorn and belittlement of your peers. The point is - you're level 20, but you feel like you're doing something epic that can have lasting rewards. Why wait till level 50 to let players do that?
You Are Not Alone - That's right, this is before the era of instances. Before the era of 'I have a dungeon just for me'. These were living, breathing dungeons in which you might encounter dozens of other players. While this did lead to some overcrowding, it also was part of what drove the economy. An economy that let valuable drop items largely be traded, bought or sold. Not having a private dungeon with items you can never give someone else works well when your game is set up around that kind of economy. MMOs are supposed to be a living thing, and this way fits the bill. Handmedown economies rock!
Bonus time - the other two thirds of the previously posted map!

Running amok through a dank cave, dodging crocodiles, huge spiders, and angry frog-people in an effort to better myself.
That's right - I'm playing Everquest. Again. How did this happen, you ask? The progression servers happened; a chance to experience the earliest days of the game on up through the most recent in modestly paced chronological order. I mean, how could I not play it again when they did this? Everquest was not only a huge milestone in online gaming, but in my life too.
The game still hasn't lost its signature feel. The dungeons are perilous, the world is large, and the mechanics are delightfully clunky. In my book, the game did a lot of things right, and what I'd like to talk about concerning that, are dungeons.
Everquest Dungeons
Less Linear - These are not linear in the same way that most MMORPG dungeons/instances/whatevers are, in that you don't go in and walk a very linear path with the sole purpose clearing the entire thing to get to the last boss. Take a look at this map of one third of one of the more popular dungeons from early Everquest (And this was 1999 people!);

Adventure - Part of the challenge is navigation and adventure. You don't "check in" at boss A, B and C in the same order every sing time. You have to navigate the halls and do it well, or else you might find yourself in big trouble. (See map pic above!)
Danger - There is actual risk here. Plenty of situations could leave you unable to get back to where you were in the dungeon, especially if your character were bound far away and died. Death also equals experience loss, in addition to time loss. What does this mean? Don't play like an idiot. Use your brain. Be on your toes. Know your way around? Great, because there was no in game map back in the day. You don't? Better go find yourself one online and be prepared.
It's Not Endgame But It Feels Like It - Probably one of the single most paramount ideas that so many forget these days. The dungeon was difficult, but it was highly rewarding. And it's something you could start participating in when your character was in their teens (out of 50 levels, at release). And not long after you started dungeon diving Upper Guk, you were getting loot. Good loot. Loot that you could potentially use for the next 20 or 30 levels without drawing the scorn and belittlement of your peers. The point is - you're level 20, but you feel like you're doing something epic that can have lasting rewards. Why wait till level 50 to let players do that?
You Are Not Alone - That's right, this is before the era of instances. Before the era of 'I have a dungeon just for me'. These were living, breathing dungeons in which you might encounter dozens of other players. While this did lead to some overcrowding, it also was part of what drove the economy. An economy that let valuable drop items largely be traded, bought or sold. Not having a private dungeon with items you can never give someone else works well when your game is set up around that kind of economy. MMOs are supposed to be a living thing, and this way fits the bill. Handmedown economies rock!
Bonus time - the other two thirds of the previously posted map!

Monday, April 18, 2011
Busy Busy
I think this is the longest I've gone without a blog post since I started the thing back in college.
Been very busy working a frustrating job. Most of my projects are currently on hold as I don't have the energy to work on them at the end of the day. I'd rather put them in limbo than do low quality work on them.
Presently playing good old Everquest some, and waiting for a new RTS to come out since the few recent ones I've tried really haven't done it for me. Age of Empires 2 and Empire Earth 1 are still where it's at.
Been very busy working a frustrating job. Most of my projects are currently on hold as I don't have the energy to work on them at the end of the day. I'd rather put them in limbo than do low quality work on them.
Presently playing good old Everquest some, and waiting for a new RTS to come out since the few recent ones I've tried really haven't done it for me. Age of Empires 2 and Empire Earth 1 are still where it's at.
Monday, February 28, 2011
Update
Saturday, February 19, 2011
Still Alive
Barely.
Been very busy at work and trying to get over a cold for the past week and a half. On top of that, I've been putting a lot of time and money into my aquarium setup but have been having lots of issues, so that's where most of my free time has gone recently. It is what it is.
Been very busy at work and trying to get over a cold for the past week and a half. On top of that, I've been putting a lot of time and money into my aquarium setup but have been having lots of issues, so that's where most of my free time has gone recently. It is what it is.
Thursday, February 3, 2011
Subscribe to:
Posts (Atom)



















