#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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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.
-
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.
-
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.
-
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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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."
-
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."
-
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.)
-
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.)
-
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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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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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! 😆
-
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! 😆
-
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.
-
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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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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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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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.
-
"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.
-
"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.