CASUAL SUPER Fightstick Art

Featuring my OCs Lettie and her live-in girlfriend Grace, created for my personal MayFlash F500 fightstick; there are a few things I’d tweak but I’m still thrilled with the final result. This was the first time I’d fully rendered an image with lighting in Blender for the background of a piece, instead of taking screenshots and tracing it over.

As an experiment I made my own crowd sprites; 20 models with 2 additional palettes each. I was heavily inspired by Dragon Ball FighterZ, which has an arena stage and a sold-out crowd featuring animal people of various shapes and sizes. (Their arena design featured bench-style rows which ended up being much more practical for an audience of varying sizes than my arena, which has rows broken up into big and non-big sections.)

Additionally, the ads in the background (can you tell I was inspired by the Mandalay Bay arena, where EVO is typically held?) are all original designs. (The more obscured billboards were filled out for lighting purposes, since they’re all emissive textures that affect lighting in a PBR-based render.)

Noell Fursona Refsheet

And now, a refsheet of the tortoise fursona I developed to represent anxiety/life situations that can’t be adequately depicted with my android or kobold designs!

(I spent way too much time working on this even compared to other pieces I’ve made, and I’m sure there are places I can improve it, but I’ve worked on it long enough at this point that declaring it finished and uploading it now is an act of self-care)

Clover Placeholder Standee

Was unsure about the scale of various things in an architecture study I decided to model from scratch, so I drew an assistant to help with visual reference. (It worked; I now see that those cabinets are all off in multiple ways. Modeled in Blender 2.8; assistant is my partner Phen)

Apogee Model Postmortem

Lots of positive feedback received about the Apogee model I made last month! Here are some scattered thoughts on the experience of making it:

– The model was made for a Windows game: THUG Pro, a community-made mod for Tony Hawk’s Underground 2; you might have seen the Monster Factory episodes about it. While Apogee is for my partner Phen’s exclusive use only, there are tons of custom models and levels available for you to try at your leisure. THUG Pro requires that you own a copy of the PC version of THUG 2, which I wouldn’t recommend playing by itself — everything about its story and aesthetic represents the tiresome attitude of young-lad MTV culture in the mid-aughts, to the point where I suspect even Mr. Hawk himself was reticent to participate. THUG Pro redeems it almost completely; the base game still has Viva La Bam characters in it as hidden skaters, but those can be replaced manually with minimal effort.

– This was done entirely in secret. The most I revealed to Phen until it was playable ingame was “Oh, I’m doing Blender tutorials.” I had the idea for the gift several months ago, in response to Phen’s tendency to fire up Tony Hawk’s Pro Skater 1 and 2 when they needed something to occupy their hands with while winding down for bed. I started work on it on December 15th and gave it to Phen on the 27th, reserving no personal time for anything else during the two-week period.

– The Blender tutorials I took were from Andrew Price’s, Daniel Kreuter’s, and Cherylynn Lima‘s YouTube channels. I also benefited from this PolyCount page on low-poly limb topology and this tutorial about modeling and texturing a low-poly T-Rex. The THUG Pro tutorials I used were out-of-date, so I’m not linking them here; websearch “Blender Custom Skaters” and look for the io_thps_scene Blender plugin, and you should find what you need.

– The model was built to conform to the limitations of the Tony Hawk’s Underground animation armature. Apogee’s proportions were taken from the C.O.D. Soldier skater model downloaded from — I screencapped a flat turnaround of the model in Blender and traced over it in Krita. The final Apogee model is 3,418 triangles, and contains eleven 512×512 textures; it’s far higher in texture fidelity than the pack-in models were, but the polycount is spot-on, I think.

– As far as developing the mod and supporting the software are concerned, THUG Pro’s culture and community are top-notch. The game industry as a whole did them dirty by sorely neglecting one of the few AAA genres that didn’t revolve around war and violence, so they’re out there doing it for themselves and doing a pretty amazing job of it.

– The process of creating custom content for the game could stand to be a little more well-documented, however! I chose not to ask for support (on the off-chance one of the most active THPS communities might have an Apogee fan somewhere in there), which meant I was reliant on bespoke tutorials and forum posts, which were themselves often written in stream-of-consciousness format. Not the best for my purposes, especially given my reading comprehension skills; I missed a few steps near the end, which resulted in 1) Apogee first appearing ingame as an animationless T-pose* and 2) Apogee then showing up as a cluster of shambling vertices with a coherent head and tail.**

– Despite my being an artist, and significantly attached to the owner of this character, I hadn’t drawn Apogee at all prior to this project. For reference material I decided to scour the Apogee Westwood Twitter account, but not the Media or Mentions tab, which meant the references I’d put together were from a variety of commissions from different angles.

The model and textures were made exclusively using free software and tutorials (even almost entirely on Linux, save for exporting and testing). The 3D modeling was done in Blender, and all textures were hand-drawn using Krita. The one online friend I showed the work-in-progress screenshot to (who graduated art school, including 3D classes) asked me afterward how much Blender costs, which was a great experience in itself. I bring this up only to say, no shade on myself: If what I’ve made looks good to you, all the software I used is $0 and available for Windows, Mac, and Linux, and I’m confident that you’re capable of using it to make something that looks even better.

– This is the very first 3D model I’ve textured, rigged, and deployed in any “finished” capacity, and while I’m very proud of the work I’ve done here, there are topology and texture aspects I had to set down and declare finished even though they’re not how I’d prefer them; there’s so much more I have to learn before I can feel truly confident in my capacity to deliver as a 3D artist. (I am sure I’ll eventually get there in future models, but the act of comparing this work to even the hobbyists in the THUG Pro community has been humbling, to say the least.)

– Here’s how unveiling it to Phen went: I handed them a USB stick which housed a video file and a directory named “WATCH THE VIDEO FIRST” (containing the installation instructions and model files). The video file (which I’ve personally rewatched dozens of times since its creation) is the exact one that was posted on Apogee’s Twitter account. Phen was speechless for the first fifteen seconds, then spent the rest repeatedly shouting “OH MY GOD” in escalating levels of intensity.

– After Phen started playing and taking screenshots, I noticed a few minor details that needed tweaking: the fingers weren’t animating quite right, the hands were too small compared to the feet (1), the shirt occasionally clipped through the jacket, and the seam between Apogee’s jacket and shorts would open way the hell up in certain animations, revealing his hollow interior (2). Phen was insistent that I’d done a great job, but I decided to spruce things up a bit by altering geometry, textures, and vertex weights across the model until I could reasonably call this project “finished”. This took way longer than I’d anticipated, but judging from the ingame tricks I was able to pull off with my limited knowledge of THUG 2’s moveset, the use cases where the model looks satisfactory encompass 99% of the animations you’ll encounter in Free Skate mode (rather than the previous 90%). This is what happens when you undertake a form of creativity that requires an order of magnitude more work than previous efforts, but the end result pays the effort back in versatility and long-term value.

– If you’re interested in these games at all (even if you’re not interested in playing them yourself), I recommend watching the Summer Games Done Quick 2016 speedrun of Tony Hawk’s Underground by Fivves if you’re into speedruns (it’s just a really good 45 minutes of video content).

* Fixed by selecting “export as THUG2 model” in the io_thps_scene Blender plugin
** Fixed by selecting “Normalize All” in Blender’s weight paint panel (which makes sure each vertex’s weight values added up to 1.0).

January 2019 Life Update

(CW: medical/neurology, mental health)

Hey, everyone, it’s 2019! Here’s the current state of affairs:

– I spent the majority of the last three months of 2018 awaiting results from a neuropsychological diagnosis exam. The results ended up being unsurprising in more ways than not: generalized anxiety disorder and an unspecified depressive disorder (which I knew I had), but also an unspecified neurodevelopmental disorder, due to a few testing areas in which I did astoundingly poorly (verbal recall and processing time); it explains why I’ve been having trouble communicating or keeping ideas in order, as well as the discomfort I’ve felt on the occasions where I’ve had to speak in a professional persona (rather than as my authentic self). I’ve been referred to get a neurological workup done to find out whether it’s the result of a treatable medical problem, so I’ll be doing that ASAP. If the tests come clear, I’m going to assume the problems that have come up recently are side-effects of my antidepressants, and I’ll be speaking with my doctor to figure out alternative options.

– The exam was a grueling 16 combined hours of unpacking my life circumstances and doing menial tests; since I’ve got anxiety, the wait for results was a hard one, and it seemed to me once the testing was over like I wasn’t going to get a clear path forward from this approach, so I looked for other options to improve my mental health and stay productive. I was able to come up with a morning routine I’ve been following daily, which involves 45 minutes of blue light therapy from a seasonal affective lamp and my partner helping me get motivated to exercycle as often as they do. This started in early December and has been going strong ever since; it feels at times like I’m a slave to my schedule, and moving between tasks can take a while, but I’d still call what I’ve got a major improvement over where I was at a few months ago.

– As a holiday gift for my partner Phen, I put together a 3D model of their fursuit character: ’90s punk skater Apogee Westwood, for Phen’s exclusive use in the community-built fangame/mod THUG PRO. This was built from the ground up to conform to the proportions and limitations of the Tony Hawk’s Underground 2 animation armature, resulting in a character with 100% hand-painted textures that looks pretty decent ingame. It was implemented with very little testing, however, which meant all sorts of small issues cropped up in the media Phen put out in the excitement of the days that followed. So, over the next week I’ll be fixing the vertex weights and tweaking a few other things, and I’ll post a detailed postmortem here afterward.

– Following that, Apogee seems like a good test case for expanding my horizons in 3D modeling (actually finishing models). The positive feedback I ended up getting from the intro video and screenshots was a welcome confidence boost, and it relieved my worries that I wouldn’t be able to render appealing-looking characters in 3D.

– My last update (back in March of last year, wow!) made it clear that I wanted to make 3D models of my characters that’d fit in alongside the finest in anime-styled videogames, and that ambition has not changed in the slightest. The models following Apogee will be different; since they’ll be made for my own renders of artwork done in Blender itself, their look will be more driven by materials and built-in polygonal details than by lighting baked into texture data, which should allow them to look in place in all sorts of renders. At the same time, this is a clear recipe for perfectionism to take hold, so I’ll have to keep that in mind to make it possible bring future models to a finished state.

– For fun (not for profit, I promise), I also started streaming video games a bit more often on my Mixer channel. This started in early December with a full playthrough of a modded copy of EarthBound, and continues in January with the start of a full playthrough of NieR Gestalt. I think future streams are going to be of even more media I’m already familiar with, since I’ve reached that wonderful age where I get to introduce the things I’m most fond of to an audience of adults ten years (or more) younger than I am.

– Finally, I’ve made a Trello board of current and queued-up projects and personal goals. I’ve been checking and updating it daily, and I find it’s a pretty good method of keeping track of past victories and current priorities. It’s public, so feel free to check in on it to see how I’m doing and what I’ve currently got going on.

That’s it for now! I’d like to resume doing these monthly, though I must insist that my creative efforts are not dependent on patron income in the slightest. Additionally, since this is a cumulative update, future monthly updates will probably be shorter. As always, feel free to adjust or drop your pledges as necessary; thank you all for your friendship and support.