I was working out the nobility system for my setting the other day, and, while I’m reasonably familiar with several historical ones, I couldn’t restrain myself from some further research. Along the way, I read a few “how to” articles on the topic. What surprised me was the amount of griping about writers/ movie-makers getting […]

I’ve been trying to get my low-poly characters to look presentable for quite a while now. Hair especially was giving me trouble: I have a setting where everybody and their dog has long hair, but the v-count my laptop can handle is only so high.  Solution: normal maps! Works for nearly everything, hair included. I […]

…that they dance Flamenco in overcoats, steel gorgets and winter boots! )) Who knew graphic novels can have outtakes, too? See, the shooting plan for this week was the flying scene. Everything’s ready: the wyverns, the saddles, the reins, even the saddlebags. Problem is, the characters keep refusing to mount – their overcoats bristle when […]

What they said, basically. Models and props are mostly done (for the first few scenes, anyway). Production time! But maybe a few days off first. Catch up on sleep and other real life 🙂

I’ve finally reached the stage where I’m rendering the final images and making them into panels. Okay, maybe not quite “final”. For example, here’s a soon-to-be Panel 01.2: For those of you wondering, this image was composed in Gimp out of four layers, three of them Blender-produced: Foreground: people, snow, nearby rock – rendered in […]

You know, I’m really becoming a fan of Monica Leonelle’s novel outlining system, and her writing method in general. Specifically, the Beats and the Sketching stages are proving invaluable. And no, you really shouldn’t skip them. I tried 🙂 Beats I used to write straight from the outline before, and it took literally years to […]

Well, all right, more like my laptop’s fears ) The poor thing took something like 30 minutes per frame last time I tried rendering in Cycles, so I’d pretty much given up on it and stuck with Blender Internal. I liked the results well enough, up until the point where I tried volumetric lighting and […]

I haven’t posted for a while now, mostly because I took a break from Blender to work on the novel. I’d decided to outline first this time – and, by “outline”, I mean “go through every single scene and decide what happens and why before you write it”. I’m hoping to save a lot of […]

In the spirit of attempting to do a novel and a graphic novel at the same time while holding down a full-time job, I’m looking for ways to improve my productivity. Specifically, I decided to give the Pomodoro technique another try. I’d tried it before, a few years back, and it didn’t quite work. The […]

Spent the evening yesterday texturing the entrance to the keep, then rendered the image… and seriously didn’t like that stark shadow, which is supposedly cast by a gatehouse all the way across the courtyard. So half the night was spent experimenting with the sun’s samples and soft size. Samples really slow down the rendering time, […]