Category Archives: Uncategorized

Spring Thaw

Since MAUI has reached a stable point in development, it is a good point to implement it into a personal portfolio, as well as other assets.


Here we have a tetrapod mech, based on a design from the Armored Core series made by From Software.  This sculpted base mesh will serve as a scaffold to applying a number of modular primitives, that will be much easier to UV unwrap as well as texture.

More to come later.

Testing the water

It has just occurred to me that I have never explained the process of concept art creation!

While there is no right or wrong way of doing it, here is how I have done it:

  1. Sketching on paper: There are few feelings as satisfying as a pencil on paper, for it offers the best control overall.  Feel free to brainstorm here, write down names and descriptions as one sees fit.  Do not be afraid to use a new sheet of paper if one gets smudged from repeated drawing and erasing.  This is also the best stage to do some research and use references, graphical or textual.
  2. Transition into digital media: Scan or take a picture of the drawn concept and transfer it to a computer with graphical editing software installed.  Name the file appropriately and put it into a location easily accessible.
  3. Working with the digital file: First, import the file into the graphical editing software of choice, save into a new file to preserve the original file as reference.  If the software permits, create a new “layer” over the original.  From there, one should start by outlining – using a thin brush to draw around the drawings.  Then, in another layer, colour in the outlines.  Thirdly, add highlights and shadows, best to do this by taking a light or dark version of the colours before in the palette.  Re-draw the outlines if necessary.
  4. Touch-ups: While the concept art is done as it is, it is possible to process it to fit the settings of the targeted work.  Add background colours, logos, and even filters to complete the effect.

Here is the result of such a process below.


Silent Line

Looked at plenty of technical artist portfolios in the past few days, time to choose a specialisation it seems.

Currently, creating extensions for Unity seem to be an unexploited niche, so it might be a good idea to try to port some functions from 3D modeling software, such as 3ds Max and Maya into it.  The second choice would be developing Pymel scripts, however, that is a well threaded path, and competition will be fierce.

In the meantime, relearning the basics of Unity, and got the banana trees into our scene.



This one has always been disappointed with the absence of the iconic black-and-white three quarter plates harness for the German reiters in M2TW, so went on ahead to remedy it.

Historical specimen, courtesy of the Zwinger Museum of Dresden.

Here they are slowly picking apart a unit of Swiss Guards (which also got a shiny new model).


The environment, especially that blue sky is so very lovely for such a dated engine.


Been working on a port of the Rome: Total War war dogs into Medieval 2: Total War.


Models converted by Eothese and texture by Andalus on the Total War Centre.

While war dogs, especially armoured ones, may seem an odd addition to a Medieval Europe RTS game, there are indeed historical accounts on their use in the Spanish expeditions in the Americas.  Indeed, this might be the one case where armoured canines were used on a massive scale, and ravaged the locals in addition to their horses.


Analysis Paralysis

With a complete change in the direction of our game, what should this one do? Instead of North America, we may be moving over to Hawaii, and that is a huge change in culture as well as game play mechanics.

Fortunately modding is still as relaxing as before.  Here is a “Gulyay-gorod” for the Russians: Basically moveable field fortifications to soak up missile fires and impeded enemy charges.