Postmortem – Death of a Project

Posted in LT_Commander's Stuff with tags , on October 17, 2014 by ltcom

Truth be told, I’ve had a few posts waiting in the wings, completely done, to be released (along with all the maps/models/textures¬†and some dmx files) with a short film that was slated to be done about now.

It did not pan out.

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Recent Goings On

Posted in 3d models/textures, LT_Commander's Stuff, Uncategorized on July 29, 2014 by ltcom

Alright, it’s been a little while since I last made a blog entry, and I aim to rectify that. It’s not that I haven’t been doing anything (Truth be told, I’ve been playing a lot of Space Engineers) but I’ve also made some stuff since last post. Let’s talk about a bit of it!


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SFM Tutorial Stream

Posted in LT_Commander's Stuff with tags , , , on June 3, 2014 by ltcom

I decided to do a video stream of making a poster in Source Filmmaker last night with the intention of helping people transition from Garry’s Mod to SFM.

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Interior design IN SPACE

Posted in 3d models/textures, LT_Commander's Stuff with tags , , , , , on May 13, 2014 by ltcom

I finally released a huge project of mine, a fully realized sci-fi themed space shuttle. Not only is it (in my biased opinion) a solid entry into sci-fi shuttlecraft, but it also encapsulates a year’s worth of evolution of skill for me as a modeler. It was modeled in three distinct stages and pushed the boundaries of my capabilities at every stage. There is a ton I learned doing this project alone, and a great deal of it was born out of “this is the best idea I’ll never be stupid enough to do again.”

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Welcome to Unreal Engine 4

Posted in 3d models/textures, LT_Commander's Stuff with tags , , on March 31, 2014 by ltcom

So I decided to grab Unreal Engine 4 a few days after it was announced, and boy is it awesome. I’ve taken a ‘content first’ approach, focusing almost completely on the material system and getting models of various types into the engine. In the last two weeks, I’ve gone from mere exploration to serious consideration into dropping source altogether and refocusing my asset creation pipeline to unreal. Now I’ve done this with branches of source in the past, I now primarily target SFM and secondly target to SDK2013 usually getting full functionality in both. Now that I’ve gotten my feet wet with Unreal, I think I can implement UE4 and still build for both with a few extra layer comps in photoshop and just a few additions to the pipeline in max. I’ll spend this post talking about those modifications to my workflow and my initial critique of UE4, from a Source Engine veteran’s perspective.

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Source Eyes: Taking a closer look

Posted in 3d models/textures, LT_Commander's Stuff on February 20, 2014 by ltcom

I’ve been working on a few projects recently, but I think I have enough to talk about to write up something substantive. I’ve been doing a lot with faceposing, either doling out advice, working on commission, or doing my own projects with it. On other fronts, I’ve been breaking into high poly hard surface modeling, and have even had a chance to do a bit of mapping. Today’s focus, though, will be talking about valve’s eye shader and why it breaks. You can find that about in the middle of the post.

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The Rollover Report

Posted in 3d models/textures, LT_Commander's Stuff with tags , , on January 8, 2014 by ltcom

Alright, that’s it for 2013. I’ve still got a few lingering projects, and I’d like to write up some postmortem reports for my modding activities.

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