The Internet Personality of Rick Gardiner
Three Dimensional Problems
March 26, 2012

So I've always thought of making 3D models as a personally impossible task. My writing has always been horrible, even deemed as "chicken scratches", and my drawing showed similar oddness. Even though this obviously means I can't do 3D stuff, the idea of trying it out stuck in my head.

There was a Warcraft 3 modding group that was looking for members. We all were active on these forums/IRC about playing and making games. They asked me to help out with a mod, and for some reason I said I could make the 3D models. I didn't really make any of the meshes, I kind of just spliced other people's stuff together. There was a LOT of text editing work. Well, I did try to make a couple meshes, but they turned out super high-poly and ugly of course. The project, just like many of mine, never got past the beginning stages.

My 3D Artistic representation of shattered hopes and dreams.
My 3D Artistic representation of shattered hopes and dreams.

FAST FORWARD. While in college, for "Computer Programmer", I decided to make my own course to go to instead. It was called Rick's Lessons, and every class took place in my room. It consisted of many topics, from Indexed Vertex Buffers, to Guitar Theory, and even Species of Flora (LOLOL). One of the websites our Teacher made us reference, DirectX Tutorial.com, which turned out to be a wonderful intro to game programming, was really what got me understanding stuff.

I started by trying to make my own graphics engine with Direct3D11. A lot of it was working, like there was a custom mesh file format, shader support, and it was rendering from a vector of game objects. At the time, and maybe still, there was little documentation for DX11. Aside from Mico$oft's official MSDN stuff, it was mostly forum surfing and IRC pestering. The only thing missing from my arsenal was a 3D artist. So, being the DIY punk that I am, why not try it out?

This is why.
This is why.

FAST FORWARD TO PRESENT. Now I've gotten over myself (mostly), and decided to use a premade graphics engine in my game. Irrlicht was always the obvious choice to me. It was referred by many people, and a quick glance of it's site sold me. This decision sped things up VERY quickly. It's been a couple weeks since I've started this, and I already have shadows, networking, and basic movement/physics. I haven't been fully dedicated to it, maybe like 6 hours every other day, but it's still moving a lot quicker than the ol' custom DX11 graphics engine. There will probably be a few posts about this. I'll give more detail as the game develops. And yes, there are actual plans for what you see below.

Those walls are supposed to be dirt and stone, btw.
Those walls are supposed to be dirt and stone, btw.

So the word Aspiring can really be used in my 3D Artist title (Aspiring 3D Artist for the 0% who didn't get that... I really wanted to combine the italic and bold sorry), as you can so clearly see. I would love to find someone that would freely do some mesh making for me, but the chances of someone being that cool are PLZDOIT%. Stay tuned for any gamedev stuff, and thanks for reading!

Three-Rex thanks you too!
Three-Rex thanks you too!