#hobbydev — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #hobbydev, aggregated by home.social.
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While I now know that I can make game assets at the level of fidelity like Morrowind and KotOR from the early 2000s, the whole idea of making a game like that just doesn't feel as fun and exciting as a game with the look of the PlayStation and id Tech 2 from the late 90s.
There is something significant in the crudeness of 90s 3D games that and recent retro-styled games, that the PS2 and Xbox games just don't have in them anymore.
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While I now know that I can make game assets at the level of fidelity like Morrowind and KotOR from the early 2000s, the whole idea of making a game like that just doesn't feel as fun and exciting as a game with the look of the PlayStation and id Tech 2 from the late 90s.
There is something significant in the crudeness of 90s 3D games that and recent retro-styled games, that the PS2 and Xbox games just don't have in them anymore.
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Now we are getting to where I wanted to go with this.
A very unhealthy specimen of the predominant tree species in the Lerinas colony on Kion.
I wanted to do this with a free image of a conifer branch from the internet, but ended up learning some first basics of geometry nodes to build my own branch that I can turn into a texture card. A bit more irregularity among the individual twigs, and I think the green is good to go.
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Now we are getting to where I wanted to go with this.
A very unhealthy specimen of the predominant tree species in the Lerinas colony on Kion.
I wanted to do this with a free image of a conifer branch from the internet, but ended up learning some first basics of geometry nodes to build my own branch that I can turn into a texture card. A bit more irregularity among the individual twigs, and I think the green is good to go.
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I started working on trim sheets and made this door texture as a proof on concept.
And it turned out exactly as I wanted.
This is just an image texture on a flat face. It has no normal maps or anything. Just Godot doing a bit of texture filtering to smooth the edges.
The .png image is a render of a 3D model I made in Blender in a few minutes.
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I started working on trim sheets and made this door texture as a proof on concept.
And it turned out exactly as I wanted.
This is just an image texture on a flat face. It has no normal maps or anything. Just Godot doing a bit of texture filtering to smooth the edges.
The .png image is a render of a 3D model I made in Blender in a few minutes.
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Ohohoho... 😋
I just discovered sharing your model and texture folders between Blender and a Godot project.
This is now all so much more easy than it seemed when I tried to get into modding and level editing 20 years ago.
Over the last 3 months, I don't think I was once thinking "okay, this seems to be more difficult and labor intensive than I anticipated."
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Ohohoho... 😋
I just discovered sharing your model and texture folders between Blender and a Godot project.
This is now all so much more easy than it seemed when I tried to get into modding and level editing 20 years ago.
Over the last 3 months, I don't think I was once thinking "okay, this seems to be more difficult and labor intensive than I anticipated."
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Why does HSV Noise in GIMP now produce exactly the kind of noise that I want, in exactly the way I assumed it would be easiest to do? And is such an obvious way to do it that I am sure it must have been one of the very first things that I tried two months ago!
Why didn't it work back then and avoid me all this blood, sweat, and tears?! 😭
(I still want to do this with nodes in Blender to avoid having to go into GIMP just for that on every texture.)
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Why does HSV Noise in GIMP now produce exactly the kind of noise that I want, in exactly the way I assumed it would be easiest to do? And is such an obvious way to do it that I am sure it must have been one of the very first things that I tried two months ago!
Why didn't it work back then and avoid me all this blood, sweat, and tears?! 😭
(I still want to do this with nodes in Blender to avoid having to go into GIMP just for that on every texture.)
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It just occured to me that the current revival of 90s 3D graphics and boomer shooters feels in many ways like the oldschool revival in D&D circles 15 years ago, just in a different medium.
And more joyful and a lot less cultish and edgelord. But the reasons for it and the overall aesthetics are very similar.But I've seen so many videos about new indie ImSims from one or two people over the last year, and I come across new Quake content almost every week.
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It just occured to me that the current revival of 90s 3D graphics and boomer shooters feels in many ways like the oldschool revival in D&D circles 15 years ago, just in a different medium.
And more joyful and a lot less cultish and edgelord. But the reasons for it and the overall aesthetics are very similar.But I've seen so many videos about new indie ImSims from one or two people over the last year, and I come across new Quake content almost every week.
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This looks awesome.
Again, this is two beams, one floor plate, and lots of Arrays, Mirrors, and Booleans. Only thing still missing is clipping the floor that extend through the wall.Is it still low-poly graphics?
Not really.Does this increase rendering times by a factor of 100 and wreck any ideas to have real time dynamic lighting work even on a potato.
Definitely.But it's really cool. 😆
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This looks awesome.
Again, this is two beams, one floor plate, and lots of Arrays, Mirrors, and Booleans. Only thing still missing is clipping the floor that extend through the wall.Is it still low-poly graphics?
Not really.Does this increase rendering times by a factor of 100 and wreck any ideas to have real time dynamic lighting work even on a potato.
Definitely.But it's really cool. 😆
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Modifiers on, and modifiers off.
2 Mirrors, 8 Arrays, 6 Booleans, and 3 Hidden Objects.
I don't think geometry nodes make sense for me with my low-poly art style, but I totally get why people think that's the shit! 😆
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Modifiers on, and modifiers off.
2 Mirrors, 8 Arrays, 6 Booleans, and 3 Hidden Objects.
I don't think geometry nodes make sense for me with my low-poly art style, but I totally get why people think that's the shit! 😆
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There is now video of the very first build of #IridiumMoons.
I think this is the result of a good two weeks of learning Blender from nothing but tutorials and looking things up in the manual, but also a completely new model I started this morning.
The whole building is basically just six cubes with beveled corners and a dozen Array, Bolean, and Mirror modifiers. Which lets me make new buildings of any shapes and number of floors in a few minutes.
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There is now video of the very first build of #IridiumMoons.
I think this is the result of a good two weeks of learning Blender from nothing but tutorials and looking things up in the manual, but also a completely new model I started this morning.
The whole building is basically just six cubes with beveled corners and a dozen Array, Bolean, and Mirror modifiers. Which lets me make new buildings of any shapes and number of floors in a few minutes.
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Me, two or three times per day, when I am stacking modifiers in Blender.
This shit is fun, when you're not trying to follow a tutorial.
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Me, two or three times per day, when I am stacking modifiers in Blender.
This shit is fun, when you're not trying to follow a tutorial.
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New Site Post: Graphics Style References
https://iridiummoons.com/2026/05/14/visual-style-references/
A collection of reference footage from other games that represent the overall graphics style (though not visual design aesthetic) I am aspiring to with Iridium Moons.
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New Site Post: Graphics Style References
https://iridiummoons.com/2026/05/14/visual-style-references/
A collection of reference footage from other games that represent the overall graphics style (though not visual design aesthetic) I am aspiring to with Iridium Moons.
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Rambling about scope in indie scifi ImSims and feasibility for a one man hobby show:
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Rambling about scope in indie scifi ImSims and feasibility for a one man hobby show:
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"Why is it that when animations cause clipping faces, it's always you three?"
My first thought when parenting a mesh with an armature was "This was easy. From the way I heard people talk about rigging, I thought this would take longer to learn then 20 minutes".
Four days later, I'm still working on it. And 90% of all the work is just this one joint. Because it has two axes of motion and four bones that all need to be consulted on everything.
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"Why is it that when animations cause clipping faces, it's always you three?"
My first thought when parenting a mesh with an armature was "This was easy. From the way I heard people talk about rigging, I thought this would take longer to learn then 20 minutes".
Four days later, I'm still working on it. And 90% of all the work is just this one joint. Because it has two axes of motion and four bones that all need to be consulted on everything.
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@VileLasagna This is what I should have done from the start. Save and close the character model and do experiments with the most simple object.
A hexagonal rod with a single joint. This really helps with getting an understanding what effects additional vertex loops and weight painting have.(And I was right. Both bones have conflicting claims where a vertex should be. The vertex goes on a line between the two positions, with the weights pushing it from both directions.)
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@VileLasagna This is what I should have done from the start. Save and close the character model and do experiments with the most simple object.
A hexagonal rod with a single joint. This really helps with getting an understanding what effects additional vertex loops and weight painting have.(And I was right. Both bones have conflicting claims where a vertex should be. The vertex goes on a line between the two positions, with the weights pushing it from both directions.)
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Not even an hour from "I know nothing about blender animation" to having a video of an animation.
There is still more stuff to know about making the texture painting and animation process both more elaborate and faster. But I think I now can do all the things in Blender that I need to make the assets for my Godot game.
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Not even an hour from "I know nothing about blender animation" to having a video of an animation.
There is still more stuff to know about making the texture painting and animation process both more elaborate and faster. But I think I now can do all the things in Blender that I need to make the assets for my Godot game.
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Well, this looks
... good? 🤨
How did that happen?!
I thought aside from animations, character models would be the hardest of all the assets to make for my game. But this just took me three hours after one day of learning the basics of how a character can be put together.
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Well, this looks
... good? 🤨
How did that happen?!
I thought aside from animations, character models would be the hardest of all the assets to make for my game. But this just took me three hours after one day of learning the basics of how a character can be put together.
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Whoever did the character models for Metal Gear Solid 2 was right.
All low polygon character models I am able to find for reference have no ass.
If they end calling my game Butts in Space, so be it.
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Whoever did the character models for Metal Gear Solid 2 was right.
All low polygon character models I am able to find for reference have no ass.
If they end calling my game Butts in Space, so be it.
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Someone tell me how jank this is:
I want to make a low-poly lampshade, and at this level of detail, it can just be some triangular planes with no thickness.
If I want to have a texture on the inside and the outside, do I just duplicate the cone and flip the faces of one of them?Probably should work. But is this the way to do it? 😅
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Someone tell me how jank this is:
I want to make a low-poly lampshade, and at this level of detail, it can just be some triangular planes with no thickness.
If I want to have a texture on the inside and the outside, do I just duplicate the cone and flip the faces of one of them?Probably should work. But is this the way to do it? 😅
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Long weekend again, so time to try another 3D modeling marathon in Blockbench.
Can I model, texture, and rig a character and animate a walk cycle by Sunday evening? I have heard the concept of keyframes and I think I know what it means, but that's my full extend of knowledge about rigging and animation.
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Long weekend again, so time to try another 3D modeling marathon in Blockbench.
Can I model, texture, and rig a character and animate a walk cycle by Sunday evening? I have heard the concept of keyframes and I think I know what it means, but that's my full extend of knowledge about rigging and animation.
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People talking about where to buy/host their domain for their next project...
Me:
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Alright, this is the day of *cool* posts, so, here's another one.
Logistik works perfectly on Linux :)
Still have to do some little UX improvements for the steam deck such as ... a way to quit the game 😆, or gamepad support, but still great to see :) -
Alright, this is the day of *cool* posts, so, here's another one.
Logistik works perfectly on Linux :)
Still have to do some little UX improvements for the steam deck such as ... a way to quit the game 😆, or gamepad support, but still great to see :) -
New Post: Border Dimensions for fixed resolution UI and Pixel Art
https://iridiummoons.com/2026/04/05/border-dimensions-for-fixed-resolution-ui-and-pixel-art/
How much additional border would you need to make a 640x360 game fill out every screen without stretching pixels? This much.
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New Post: Border Dimensions for fixed resolution UI and Pixel Art
https://iridiummoons.com/2026/04/05/border-dimensions-for-fixed-resolution-ui-and-pixel-art/
How much additional border would you need to make a 640x360 game fill out every screen without stretching pixels? This much.
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Second attempt for Day 2.
Now we're getting somewhere!
And this took half as long again as the previous one.
It's basically the Kodiak from Tiberium Sun with wings, but everything in Star Wars is something old with bits stuck to it, so it's just fine for Iridium Moons.
Looks more like a flying car than a cargo plane, but I think that will go away with additional detailing.
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Second attempt for Day 2.
Now we're getting somewhere!
And this took half as long again as the previous one.
It's basically the Kodiak from Tiberium Sun with wings, but everything in Star Wars is something old with bits stuck to it, so it's just fine for Iridium Moons.
Looks more like a flying car than a cargo plane, but I think that will go away with additional detailing.
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I am learning so much about UV Unwrapping today.
So many things that you can do wrong and fuck with your brain... 😥
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I am learning so much about UV Unwrapping today.
So many things that you can do wrong and fuck with your brain... 😥
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Four day holiday weekend here. And my plan is to develop a design language and some prototypes for retro-futuristic Space Fantasy aircraft for my game #IridiumMoons.
My initial idea is to take influences from flying boats and flying wings and keeping a 50s aircraft engineering style. And like Final Fantasy airships, they will be able to hover with technobabble levitation engine thingies.
Let's see what I can make in 4 days.
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Four day holiday weekend here. And my plan is to develop a design language and some prototypes for retro-futuristic Space Fantasy aircraft for my game #IridiumMoons.
My initial idea is to take influences from flying boats and flying wings and keeping a 50s aircraft engineering style. And like Final Fantasy airships, they will be able to hover with technobabble levitation engine thingies.
Let's see what I can make in 4 days.
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New site post: First Game Assets!
https://iridiummoons.com/2026/03/23/first-game-assets/
I am now actually developing a videogame in Godot and no longer pretending that I someday will. 😄
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New site post: First Game Assets!
https://iridiummoons.com/2026/03/23/first-game-assets/
I am now actually developing a videogame in Godot and no longer pretending that I someday will. 😄
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So far, all my assets for #IridiumMoons are 32 decals that I can use to dirty up walls and floors, and I am already at the point of "I really don't like how these look, but they will do for now and I can just overwrite the .png files later, and there's probably only a very tiny chance I'll ever get around to do it."