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Salome and swords
Salome and swords
| Name: | Radoslaw Marcin Kurczewski | ![]() |
|---|---|---|
| Date Posted: | Mar 07, 2008 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Radoslaw Marcin Kurczewski |
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.

... 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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Submit your own resources!| Fleeky (Mar 07, 2008 at 14:26 GMT) |
| 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) |
- 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) |
| Radoslaw Marcin Kurczewski (Mar 08, 2008 at 14:17 GMT) |
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