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Salome and swords

Salome and swords
Name:Radoslaw Marcin Kurczewski
Date Posted:Mar 07, 2008
Rating:Not Rated
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Blog post
Working on yet another Blender character, this time in my so called spare time (or stolen time should I say- I cut on sleeping). Somehow sculpting females- even so stylized and cartoony as this one- is very relaxing. Maybe just because they can't talk...



... anyway, recently I am watching cloak and dagger movies all the time, particularly "Le pacte des loups". Yep, I know, Iroquois kung-fu in XVIII c. France is not something VERY believable but if you will take a look at all those frock coats and tricorns... they are just lovely. A pitty that that setting is so rarely used in games



Once, long time ago, when I was still working with Maya, I've tried modeling something in style of begining of XIX c (above is the only preview I have after disc crash) but looking at it now I am not particularly proud with result. To be honest I am sorely tempted to make some kind of stylish "musketeer" character for TGEA just for fun (and to play around with new fencing system I am designing, too) and guess what ? I am going to do it. I've noticed that after all that pain I got to go through at work, helping customers, converting and such, modeling just for myself in my free time (usually when my wife sleeps), following craziest ideas I can think about is most relaxing and relieving occupation known to me.

Recent Blog Posts
List:08/25/08 - Austrian grenadier- low poly model
04/05/08 - Salome- textures (at long last)
03/26/08 - Salome- UV mapping and shader planning
03/23/08 - Salome goes TGEA
03/19/08 - Collisions- how design might change approach to tools
03/07/08 - Salome and swords
02/20/08 - Dragonbane... and some mumbling
10/05/07 - Constructor... and levels

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Fleeky   (Mar 07, 2008 at 14:26 GMT)
You did that in Blender? It is quite nice, you said you also used Maya but made it sound like you don't anymore . Is that to mean that you dumped Maya for Blender :)

Brett Seyler   (Mar 07, 2008 at 16:36 GMT)
Quote:

Somehow sculpting females- even so stylized and cartoony as this one- is very relaxing. Maybe just because they can't talk...


Holy shit! This cracked me up for like 5 minutes.

Radoslaw Marcin Kurczewski   (Mar 07, 2008 at 21:17 GMT)
Yep, I dumped Maya for Blender. I know at first it might sound weird but when one is:

- working mostly in games dev
- on tight budget (applies to most of freelancers- I can think about dozens of ways of spending 5 K $ and my wife can give you thousands without bothering with thinking)
- with some experience under belt (helps with planning ahead how model will look and determine set of tools needed)

then there is no real reason to stay with Maya (or Max for that matter). Blender is surely inferior to both of them (it's like Maya 5 IMHO) but at the same time it's clearly sufficient for any but most complicated, high end projects. I can work in most of 3d apps but for now I will stay with Blender as free, advanced and fastest growing package around (now that's almost a movie hero statement).

Fleeky   (Mar 08, 2008 at 04:15 GMT)
so what features are missing from blender that make it inferior in your opinion?

Radoslaw Marcin Kurczewski   (Mar 08, 2008 at 14:17 GMT)
N-gons are most annoying little thing (you can't build them in Blender); When it comes to raw tools- ones used for advanced simulations like dynamics for fur (you have to do it "around" in blender). Painting tools are inferior to those Maya has (although MAX does not have ANY so at that point Blender beats MAX). Skeleton building and management is kinda annoying (you have to name each vertex group by hand) and so on- no huge disadvantages but dozens of minor ones, slowing you down. As I said before- Blender is fastest growing 3d application I have seen and I am very confident it will eventually be able to go toe to toe with any other app available on market. As it is- it's a best possible choice for any indie studio or freelancer in terms of value/ content. Tested on my own skin :)

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