I just finished up on what has become my annual deep dive into 3D modeling for a specific workflow. This year, I dug deep into TurboSquid’s StemCell Specification. What makes the project special is that it’s close to a Universal Asset – it’s ready to drop into anything from Unity to Unreal to Lumberyard and all the way to V-Ray in Max or Maya or even C4D! The article is not short on words or pictures, and I was lucky enough to get it featured on 80.lv!
If you’re ready for a read, check it out here!
Continue reading “Modeling for StemCell: The NAC-22”
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?
Continue reading “The Rollover Report – 2016 in Review”
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!
Continue reading “Marmoset Toolbag 3”
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!
Continue reading “A Fallout 4 Modding Story”
Oh man. I finally released all of my Sci-Fi stuff out to the world. Let’s take a look!
Continue reading “Sci-Fi Assets: The Definitive Release”
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.
Continue reading “Substantial by Design”
Okay so this is a little late going out. the main reason for the delay has been good news, and I wanted to make sure it stuck before I wrote up something on it.
Continue reading “January February Rollover Report”