— hitscanner apologist ⚡
— tired trans woman ⚧️☣
— not always grumpy, she just looks like that 💀
— level/environment designer 🔨
— Current work: Skin Deep (at Blendo Games) 🐈

📍 Adelaide, Australia

Private page (for friends): @garbagegrenade


I've been meaning to get more Blender practice in lately, but something I'm finding that I struggle with in it (versus Hammer/Trenchbroom/etc) is that the lack of clearly defined restrictions makes it a lot harder to set little projects for myself. I almost want to target a specific engine (even if I have no intent of using it) just so I can be like "okay, this is how many tris it should be, this is how the materials should be set up, this is how it should be rigged" etc etc. I don't really know how to make anything without having some vague fidelity standard.

The other problem is that I'm a Huge Fucking Nerd and will immediately go down a research rabbit hole on the design of [thing] while completely neglecting the part where I make a model of [thing]. But I figure that's a more widespread issue.


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in reply to @trashbang's post:

Oh I feel this a lot- I found it really helpful for learning just making up restrictions for myself (like using only a pre-made atlas texture or palette swatches or something) for exactly this reason. Even having rule of thumb rules like, 'a cylinder will have 8 sides if it's smaller than .2 units and 16 if it's greater than .5' or something is kind of essential to unblocking my brain.