Monday Morning Polyhacker -- Jan. 30
posted by Scott Hsu-Storaker at 12:00 AM
Let's just get to the goods, shall we. Here's stuff we worked on this week.









~---~
A Little Help Here
Around here we pride ourselves on our basic mission to help the indidev community by creating great artwork. But there is another aspect to that mission. Not only do we want to help people directly, but we also have put a lot of effort into finding ways to help other artists and developers help themselves. So, I was very excited this week when an artist answered my call from last week and offered to contribute to the goings-on here. Quite in keeping with the spirit here, he contributed a tutorial. And not just any tutorial, but one that I had long delayed writing because of a couple of gaps in my own knowledge, namely one on how to create textured files for use in the Torque engine. Check it out.
Texturing Basic DTS Files With Blender 2.4 (Thank you Khaine)
This is a great companion to our other tutorials and now completes a series of sorts that details the pipeline needed for creating basic files for Torque.
Beginner Blender: projection modelling (Thank you TRexian)
Beginner Blender tut for UV mapping (Thanks again to TRexian)
Creating Basic DTS Files with Blender
If you are an artist who has never tried Blender and Torque or if you are a developer who has never tried to create models, then jump in. Try it out. Follow the tuts. Get hooked!
~---~
Thousander Club Update
Well, it was a pretty weak week on the hours. A combination of a hangover from last week's cold and a particularly brutal workload at my day job knocked me flat every night. I'm not gonna cry over it, though. I'm just gonna move on.
Scott's 1000 hours -- 31.35
1000 models -- 108
1000 visitors -- 1016 in Jan. Dingdingdingdingdingdingding!
1000 downloads -- 293
Mission accomplished on the thousand visitors in just the first month. I won't be including this number in the weekly reports anymore since the goal has been met. I feel this has built a nice strong foundation that bodes well for the continued growth of this community. Thank you all for your positive energy.
~---~
How'm I Doing?
All of this is an experiment. This coop. This project. This blog. I jump-started this blog as a way to make our work more accessible to those outside our little group. So far, I'd say that this is working out pretty well. But, I'm going to pose this question to all of you. What do you think of this blog? I'm still new to this. I'm open to comments. If you want to make a suggestion, write a guest article or contribute in some way then let me know. scott(at)bowzizzer(dot)com.
~---~
Stay free.
~shs~
A Quick Roundup
Let's just get to the goods, shall we. Here's stuff we worked on this week.









~---~
A Little Help Here
Around here we pride ourselves on our basic mission to help the indidev community by creating great artwork. But there is another aspect to that mission. Not only do we want to help people directly, but we also have put a lot of effort into finding ways to help other artists and developers help themselves. So, I was very excited this week when an artist answered my call from last week and offered to contribute to the goings-on here. Quite in keeping with the spirit here, he contributed a tutorial. And not just any tutorial, but one that I had long delayed writing because of a couple of gaps in my own knowledge, namely one on how to create textured files for use in the Torque engine. Check it out.
Texturing Basic DTS Files With Blender 2.4 (Thank you Khaine)
This is a great companion to our other tutorials and now completes a series of sorts that details the pipeline needed for creating basic files for Torque.
Beginner Blender: projection modelling (Thank you TRexian)
Beginner Blender tut for UV mapping (Thanks again to TRexian)
Creating Basic DTS Files with Blender
If you are an artist who has never tried Blender and Torque or if you are a developer who has never tried to create models, then jump in. Try it out. Follow the tuts. Get hooked!
~---~
Thousander Club Update
Well, it was a pretty weak week on the hours. A combination of a hangover from last week's cold and a particularly brutal workload at my day job knocked me flat every night. I'm not gonna cry over it, though. I'm just gonna move on.
Scott's 1000 hours -- 31.35
1000 models -- 108
1000 visitors -- 1016 in Jan. Dingdingdingdingdingdingding!
1000 downloads -- 293
Mission accomplished on the thousand visitors in just the first month. I won't be including this number in the weekly reports anymore since the goal has been met. I feel this has built a nice strong foundation that bodes well for the continued growth of this community. Thank you all for your positive energy.
~---~
How'm I Doing?
All of this is an experiment. This coop. This project. This blog. I jump-started this blog as a way to make our work more accessible to those outside our little group. So far, I'd say that this is working out pretty well. But, I'm going to pose this question to all of you. What do you think of this blog? I'm still new to this. I'm open to comments. If you want to make a suggestion, write a guest article or contribute in some way then let me know. scott(at)bowzizzer(dot)com.
~---~
Stay free.
~shs~


3 Comments:
I like the blog a lot. I think it really gives an inside look from the spectator's view.
7:24 PM
Thank you for your comment. The energy that everyone has given towards this project really inspires me to work beyond what I thought were my limits. Let me know if there is something you would like to see here.
Scott
9:16 PM
This is great. 1000 visitors. congrats. My journey in the thousander club hasn't been so lucky. So far i've only clocked in 7 hours. Today was another get up late day. But i'm going to start clocking the hours I actually work, and so far today it's 2.
On the flipside for enchanted lands i'm going to challenge myself to get a complete yet very crude versions of the game that's complete and playable, but with no real art to speak of, no content really, just enough to make it playable.
Giving myself 100 hours (I suspect about a month). This is effectively pre-production but all the elements should be there and a fully playable game should be done. This will put me well on my way to 1000 hours when i'm done :-).
Posts on my blog should be soon so keep an eye out. Your blog is pretty well informative and inspiring so keep up the good work!
Keith
4:16 PM
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