Posts

Promo vid for our upcoming plugin

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Website back end overhaul

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So this week has been all about getting the roleplaying game ready for links and bookmarks while simultaneously getting the website back end ready for the new book.  I've done a lot this week, and it's been crazy busy, but it all looks pretty awesome so far.  I just hope folks like it. We now have forum support. Our RPG content now has its own place, and forums to support errata and rules questions, or to share group stories and pics. Our RPG knowledge archive is up and working, with a character gallery with 3D models and character sheets supporting the tabletop game while showing work we've done for the video game. Check out or website at: www.miffedkittypress.com

Node based edge outline renderer for Blender.

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I have a killer node setup in Blender that does cell shaded renders with edges.   For anyone that wants to try it. I can take rapidly concepted models and crank them out as blueprints or schematics that can be used by modelers. I wish I had this when I was getting modelers to make my ships, buildings, and some of my early gear for SQ. *notch*

Testing a set of operations in Photoshop

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Texture work from last week.

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I know I was supposed to take some time off and unwind, but there was more practice I needed in Substance Painter, so I wound up getting a little work done on updating some of our game model textures. Full gallery of interactive models here: https://sketchfab.com/sqprojectsponsor/collections/status-quo-vehicles More to come by the end of this week.

Down time

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After recently finishing a series of work, I've found myself in an odd patch of "down time". Don't get me wrong:  I have final edits out for the RPG book, and two programmers motivated and organized who are working on a commercial project for me that we'll sell and split the profits - but will also be a strong part of my flagship game we are still working hard on.  I have a lot going on and a whole ton of work that needs to be done a month from now . I know I have a game book to finish... when I get back editor's notes in two weeks. I know I have characters to rig... that I won't need for three months. I know I have a levels to revise... that I'll have to revise again later anyway. I know I have weapons to import... that I'll have to reimport and re-set them up when the new updated framework is released in three months (using the rigged characters mentioned above). I know I have about a dozen more gear items to texture (some more fun biological o...

Another book down

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So this week I finished another roleplaying book for the Status Quo Universe.  This book had a major overhaul of the systems, especially inventory and vehicles.  Everything was stripped down and retooled, with over half the book being re-written or revised so that it all lined up with the work we're doing on the video game side of the project. Honestly I was kinda shocked at how fast it all came together.  Usually a book takes months and months, maybe even a year, to get all the writing, art, and layout put together for a professional looking product.  From start to finish, this edition of the book took 3 months. ...like, so fast I hope I didn't screw it up, lol. We release on February 22nd, because it's my birthday dammit. Here's some art from the book which is basically a collection of all the art I've done for the video game in the last 3 years.  This little cross section doesn't even scratch the surface of the amount of art in the RPG book, or what ...

Censorship on Religious Grounds

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Rant incoming, and I don't know if it's funny or sad... don't sue me, pray at me, or unfriend me for my heathen ways. Recently I was commissioned to do a project for a friend. The project itself was a calendar about demons, and where their myths came from (Sumerian legends, Hebrew texts, the Dead Sea Scrolls, Johann Weyer, Milton, etc). To me this was a fun project, because I got to create characters based on these creatures of myth. I'm a character artist... making up what I think monsters look like is part of how I make my living; and I always strive to be better as an artist in that respect. I did the art, I made some characters, and I learned something: All these demons are a representation of our fears... about ourselves. Each horrific creature was representative of fears that reside within all of us. Apathy. Revenge. Vice. Hate. The fear that something (or someone) out there was working against us. Oh, the irony. It was a fascinating subject, lik...

Triple Monitor Support is working.

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Why should you be an artist?

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So, recently someone asked me: "If you weren't an artist, what would be your job?" My answer kinda shocked them, but after I thought about it it kinda shocked me too. "Well," I said, "before I was an artist professionally I had a lot of jobs that were never the right fit .  Being an artist is the only thing I'm good at that doesn't involve hurting people." The person asking the question gave me a look that required me to explain further. "When I was younger," I continued, "I was a security officer for a few different companies, a bouncer at half a dozen nightclubs and venues, and for about a year I was the co-head of security for a professional wrestling company.  Granted, I got tired of random people being belligerent and it being required that I always be nice to them... or them stepping over the line and starting a fight that required me to shut them down without actually permanently injuring them." The person asking the...

Worklist for the coming weeks.

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So, characters are textured and integrated fully (no proofs or shots, they are all in-engine now, but they still need rigging) and major aspects of our FPS to RTS system are being worked on now through January - yay. By the end of December my hope is to have all our ships and ship flight mechanics started and past the initial integration phase. We have ships of all shapes and sizes, clearly demonstrating the tech of each race: We have HUDS started: So now the trick is to figure out which ones will be playable in space combat.  The smaller ships are already being integrated, but the question of the big ships remains: How do we make larger ships playable and balanced, while still letting the smaller fighters not feel overwhelmed when a cruiser enters the battlefield? This will be my challenge in the coming weeks as all 7 Space Combat levels are brought into Unity 2017 (from Unity 5 where they were built) and I start to balance out the ship to ship combat. My bi...