At the start of a new year, I generally like to look back at what I did last year, and try and publicly state some goals for the next 12 months. This is the first year I can really say that I’ve opened a 3d modeling application for work pretty much every day – what do I have to show for that?
Long time no post!
That’s a reason for that – I’ve actually been writing tech articles for my new job over at TurboSquid – I’m an Associate Producer there, and focus on R&D for real-time 3D and VR. How cool is that?
That said, I just finished up on a decent review talking about Marmoset Toolbag 3, which I’ve had the pleasure of toying with since the alpha.
You can check it out here!
I’ve downloaded 9 tools to make one mod! I don’t think I’ve ever had to download so many tools to make one thing work before.
That was me talking to a fellow modder (who was teaching me yet another undocumented feature of gamebyro) when I was once again complaining about Fallout 4’s mod pipeline – I had been doing that a lot about it since I started using it. This statement was a punctuation for the two month long project to realize a seemingly simple goal: adding a single conventional firearm into Fallout 4. I ran a gamut of emotions in my personal quest to make one mod work in Bethesda’s Fallout 4 – a game they marketed as a current gen, modder friendly RPG. After going the distance and actually making a mod from concept to release, I’ll be happy to refute both those claims, at least on some level.
Fair warning, this is a wordy piece, but it does have nice pictures!
I decided to forge out and make use of my personal blog space for future posts. As much as I love Nirrti and Rossmum, I felt that after half a decade of the same wordpress theme, it was time for an overhaul. I tried to go with something more modern, and since I like to type a lot, more readable then grey and orange on black.
Oh man. I finally released all of my Sci-Fi stuff out to the world. Let’s take a look!
Rarely have I felt so passionate about a subject like this.
Game mods, for me, have been my primary source of creative output since I was 10 years old – I’ll be turning 27 this November. I’ve been modding dozens of games for as long as most up and coming modders in my primary community have been alive. I have a library of public releases dating back to 2003 that have garnered a traceable number of over half a million downloads, I suspect though, that since this number only accounts for downloads in the last three or so years, I’ve likely hit well over a million people that have downloaded something I have made. If you account for derivative works or media that others have created that used my content as a cornerstone, that number is truly uncountable. I’ve never directly made a penny from any of this. I’ve never asked for donations, and I recently started fulfilling private contracts using my reputation to make legitimate original content for projects – even then, I held to the right to free public distribution when I could. This year, I moved into the sphere of Indie dev as an environment artist, and I don’t plan on stopping now.
Does it bother me that I never made a dime off of my years of work and contributions? No. Would I like to have gotten paid for my efforts? Well I’m not going to say no… if there’s money on the table, I’m not going to just leave it there. That said, I don’t think I would be half the artist I am today if my main goal was to make money. Allow me to extrapolate how I see modding communities split up as a result of paid mods, and why this would have made me quit a long time ago.
I took a few extra days I had off recently to work on exploring new tools, specifically Substance Designer (4). In this post, I’ll be talking about my first time experiences with it and directly contrasting it to my experiences with the Quixel Suite. My end target was Marmoset Toolbag 2, if only for general testing.