Now I will show something that we hopefully have played, as it will be a spoiler, or could be. We’re gonna make two things today, and I will try not to spoil too much if we haven’t played this yet. I need something strange, occult or magical, some kind of bowl with a burning magical fire in it.

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I needed some wall mounted lights for the map, electric lamps that look modern but still not too modern. I think they look too modern for 1930, but I wasn’t around at the time and finding picture of wall mounted lamps from that time was really hard.

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For a map I’m working on, I need a small ventilation tower, is tower the right word? Anyway, something that sits on the ground enabling air to move down to the underground tunnels. I’ve decided to give Carrara 8 a real go today, and make an object using it from scratch.

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All you who have followed this site for a while know one thing, I am really bad at drawing, really bad. Actually so bad that I will never show anything hand drawn here ever. That what brought me into computer aided map making, somewhere back in 1985, when we made the first dungeons using a Mac 128k and MacPaint. Time flies.

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So we got some great railroad tracks that we want to make even better. Today we will do that. I think we can make them look really great.

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As I’m working on the adventure “Wicked Times: London Calling” for Operation:Fallen Reich, which has the London Underground as a place of fun, I needed some new railroad tracks. I’ve used Carls FilterForge filter before, but I though it was time to make them i 3D.

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14

Oct

by admin

For a map I’m working on, I needed a nice wall to surround a garden, so I decided to make one.
Have you ever heard that line before from me?

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So, I promised I’ll go back to Cheetah3D and see what we could render from there. Cheetah3D has a good renderer, and some nice capabilities, specially when rendering single objects like I do.

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Today, we will focus on setting different textures for different planks on the picnic table  in Carrara 8.

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We’re back at the picnic table, and today We’re gonna solve the ugly texture problems, I hope. I think I could have usd some more intelligent mappings to make it less visible, but by having it visible it was ugly enough to be fixed.

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