Archive for 3dsmax

January February Rollover Report

Posted in 3d models/textures, LT_Commander's Stuff with tags , , , , , , on February 2, 2015 by ltcom

Okay so this is a little late going out. the main reason for the delay has been good news, and I wanted to make sure it stuck before I wrote up something on it. Also, here’s a fan!

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2014 Q4 Updates

Posted in 3d models/textures, LT_Commander's Stuff with tags , , , on December 4, 2014 by ltcom

Hey everybody! It’s been a little while! I have been busy and although I haven’t done any one thing that I feel is ‘blogworthy,’ I do have enough small things that are worth an update. If you want more granular updates, I post pretty actively on twitter, it’s generally the same content I post here, just more granular and with horrid compression on images. Plus you can get in contact with me, I’m using it as  This post is just going to jump around a little more then usual, I just want to give an idea of what I’ve been doing without drowning you in transitional text.


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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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Sci-Fi Citizens: Behind the Scenes

Posted in 3d models/textures, LT_Commander's Stuff with tags , , , , , , , , , , , on August 31, 2013 by ltcom

I decided to write up a little history on where these models came from, and paint a picture of the community of olde. In the second half of this write-up, I talk about the more technical side of things with the current release, in terms of how, in about 10 steps. Intertwined are my opinions and personal approaches to things like private/public releases, and end-user accessibility. I also offer some offhand tips of the trade, specifically in unwrapping and texturing, as well as some things I learned in this project.  If you want that, you might want to skip this first part, but I feel the purpose is as important as the technique. Also, word of caution, this is a technical article. If you don’t know terms used in source modeling, it might get a bit into technobabble.

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