Thursday, December 8, 2022

Voxel-Inspired Modeling

John B. Marine | 9:30 PM | | | Be the first to comment!
As a veteran of voxel modeling, I felt I have tried to find way to make models out of 3D pixels. It was recently I adopted a newer strategy of 3D modeling. I basically have given up on trying to be highly realistic models and instead will focus on low polygon modeling. Part of that appeal goes with modeling using a simple cube followed by lots of extrusions (and maybe some duplications). So for this blog post, I figured I will focus primarily on this approach to modeling and what I could accomplish with this method. Come along, and let's get modeling!


Before I Begin...

The methods I express here are with my experiences using Blender 2.79b. You will need to adjust my methods for any other 3D modeling program you may use besides Blender if you plan on following my lead.






Voxel-Inspired Modeling


Voxels are essentially 3D pixels. Whereas a simple pixel has x and y dimension, a voxel adds z dimension. Porting over raw voxel information often results in a 3D mesh you can manipulate if your heart desires. The blocky nature of these models is often apparent in games such as Minecraft.

Discovery and Analysis.

I discovered through editing in Magicavoxel about the size of a single cube when I saved a model in PLY format and imported it into Blender. I noticed a single voxel is 0.1 in Blender Units. You could say it is 0.1 meters, since the Blender units are close to metric units. The size of 0.1 Blender Units seems just right without the model looking extremely large or extremely small.

In preparing this blog post, I tried a different size of a cube to make a more precise pixel-perfect size cube. A pixel-perfect cube is 0.0625 in Blender units. This is nearly 40% less of size of a cube at 0.1 Blender units. However, I found it harder to snap to the grid with equal size using 0.0625 as my size and increments. I probably could set up Blender to snap to these pixel-perfect measurements, but I found sticking to 0.1 Blender unit increments works much easier.

Because these models using this voxel-style method are essentially still cubes, it is possible to make them no longer "voxels." In fact, I could refine the models to basically enhance these rough drafts of 3D models. That was part of the plan as I was thinking about doing these voxel-type models from start-to-finish in Blender.


Some Voxel-Inspired Models of Mine.

Since I thought it would be too complex to share my workflow, I will instead share models I have created. So take a look:


^ I re-created one of my past voxel vehicles cube-by-cube.


^ This is a barbecue ham I modeled in Blender.


^ I modeled this blocky ham thigh in Blender.


^ Hungry for a slab of steak? I modeled one in Blender!


^ This is a re-creation of a model I intended to be a Minecraft mob. In a future blog post, I will share more renders and a story on this model. Stay tuned to John's Creative Space!


^ Three health kits were modeled by me here. Since these were intended to be game assets, I put in their healing values in the overlay. These could be offered for sale/download in the future.


So now you've seen some of the blocky modeling I have worked on of late. I will try to make as many of these models as I can while I still have this burst in creative energy.





If you enjoy my work, please Subscribe/Follow my blog(s) in any capacity if you love my work and want to support me any way you can. Share my blog post(s) with others if you enjoy my work. Thank you for reading! Take care and be well.

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Friday, November 18, 2022

John Joins Payhip!

John B. Marine | 2:12 PM | Be the first to comment!
I joined Payhip on November 15, 2022 under my "JohnMarineDesigns" handle! The intent is to sell my creative works on a proper store. I want this to be an outlet for which to get direct financial support from my audience. As I do have some other places where I have uploaded my creative content, I feel the best way to get things across is through a proper store rather than a real third-party service (like Envato). This blog post discusses most of the reasoning behind me wanting to set up this store.






John Joins Payhip!


I decided to join Payhip recently. But...



Why Payhip?

On Facebook, I announced that I might consider joining Gumroad for which to sell my creative content. I was mostly convinced... except for how poorly organized content can be. You have a sidebar on Gumroad stores that trims down the available categories of resources in Gumroad for a Gumroad store. However, I was ultimately convinced about Payhip.

I went with Payhip because it seemed better organized and with some better options towards sales and content. Since I mostly produce digital content, that is what I have gone with for my store mostly. I even went ahead and included things I uploaded to other sites and have them available on my own Payhip store. One such thing is the Breakout Block Pack that is on OpenGameArt. When Voxel Art Shop was discontinued, I added my pack to Payhip. I also edited the links to my Breakout Block Pack on OpenGameArt so people could find my paid package online.

Another reason why I joined Payhip was because there are no monthly fees to set up and maintain your store. I don't make my own money outside of blogging, so having some sort of way to have some income would be great. Neither Payhip nor Gumroad have monthly fees, so either service would have worked for me.

Items offered on Payhip from me are offered either for free or for a fee. My free content will be provided on a name-your-price basis. I am hoping someone can pay whatever they like for some of my content that they will offer a bit more as a tip. Some of my paid content will be name-your-price outside of paying the original price for my content.



My Payhip So Far.

Payhip for now has a lot of the past content I have developed and offered for sale or download. Before coming up with this blog post, I uploaded all of my old models that I sold on Turbosquid. I will later look at selling my eBooks and music to my Payhip in the future. I may still sell any future content on other sites, but I want to try to build up my Payhip store all the while. I will add links to my blogs and a lot of my different social media profiles for interested parties.


Want to Visit My Payhip?

If you would like to visit my Payhip store, you are invited to follow the link below:

payhip.com/JohnMarineDesigns

Happy shopping! :)





I hope you get to support my work directly through Payhip if it so interests you. If you enjoy my work, please Subscribe/Follow my blog(s) in any capacity if you love my work and want to support me any way you can. Share my blog post(s) with others if you enjoy my work. Thank you for reading! Take care and be well.

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Saturday, November 12, 2022

Voxel Character Evo Project

John B. Marine | 1:35 PM | | | | Be the first to comment!
For years, I have contemplated what to do with my voxel model characters. I felt it wouldn't really be enough just to have voxels in the raw. So for this blog post, I will discuss my plans with my voxel models. You have an idea of what it is by the blog post name, but you don't know about my full plans until you take a look at this full post. Read on to find out about my plans!






Voxel Character Evo Project


About as far back as 2014, I developed a series of voxel model characters. I spent the better part of about a month to develop five different sets of voxel characters. I made a total of 43 characters including a handful of extra characters. I therefore made about 50-60 characters total. The base 43 characters, though, are what I am primarily focused on in trying to breathe new life into my voxel model collection.

Wait- what "new life?" Well, I have a bunch of static voxels. You can only do so much with a set of static models. I decided to re-do my voxel models through a combination of Magicavoxel and Blender. What I intend to do is take my voxel models and break them up for animation. This will allow for people to either rig the models themselves or look to a service like Mixamo for animation.

It is that simple, right? Well, no. I feel my voxel characters will have to be extensively modified and enhanced to make them better for animation. That is where the "Evo" part comes in for my models. "Evo" is short for "evolution." Whereas most people will immediately think of Minecraft or something for pixel-perfect or blocky voxel models, I need to make these voxel characters different but still retain a small semblance of voxel roots while not being hyper-realistic.


Project Inspiration.

A YouTube channel that has made animations of voxel-type characters has been one of my influences to work on my old voxel models. Even better, I saw a YouTube video that gave me some ideas on how to model voxels made in Magicavoxel. The channel in question with all the different 3D animated films is Zaminmation. Zamination is famous for their 3D animations based on "Minecraft" and the "Five Nights at Freddy's" series videos among others.


The Evolution Process.

A key in the evolution process of re-working these voxel models is in understanding the newer possibilities working with models in a unique way. Part of that involves considering things like how to enhance the models. I want to make the voxel models to be sort of textured. The way I seen my exports from Magicavoxel in PLY format, I could take the individual faces and maybe replace them with some textures I could make in a different program. Maybe I could re-do these voxels and take them beyond their voxel form without going overboard. Basically, I want these voxel models to be much more than voxel models.

Let me sort of explain the process in Magicavoxel...

• separate the feet, lower legs, upper legs, torso (including neck, just moving it), upper arm, lower arm, hands, and head
• separate accessories and certain long hair pieces
• add some extra voxels to the lower legs, the upper legs, the lower legs, and some of the torso
• move all parts of the body backwards except for the lower legs and the feet
• move the neck, head, upper arms, and lower arms forward
• clean up any painting errors

At best, this process can take about 10-15 minutes for each voxel model in Magicavoxel. It can take hours to do the whole process with about 43 of my voxel models. The point of the Magicavoxel work is to prep the modified model to be modified further in Blender for refinement and animation.


Once I start making certain things available, I will share my process and maybe some sample animation tests from Blender. So stay tuned for that! For now, though, here is a picture preview of what I am doing with my voxel character models:

voxel character evo project
^ Here is a preview of what I am working on towards enhancing my voxel character models.







If you enjoy my work, please Subscribe/Follow my blog(s) in any capacity if you love my work and want to support me any way you can. Share my blog post(s) with others if you enjoy my work. Thank you for reading! Take care and be well.

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Tuesday, October 11, 2022

Air Fryer Grilled Cheese Sandwich

John B. Marine | 9:47 PM | | Be the first to comment!
A grilled cheese sandwich is nothing food-wise. However, it isn't a bad meal to start off with in using your air fryer. It is just two pieces of toasted bread with a slice of cheese in the middle. To introduce my first food-themed blog post to "John's Creative Space," I will share how to make a grilled cheese sandwich from the air fryer. Hopefully my blog post will give you a little interest in using an air fryer. Let's get it!






Air Fryer Grilled Cheese Sandwich


Let me offer up a grilled cheese image for you to set the mood...

air fryer grilled cheese
^ from: delish.com - A grilled cheese is simple but is very tasty.

If you are fairly new to using an air fryer, it is best to start slow. So my first food/drink/cooking post on "John's Creative Space" involves a grilled cheese sandwich. I need to give you some back story before I share the cooking instructions.

I actually started to make a grilled cheese sandwich in a toaster oven before I tried making one in an air fryer. I followed instructions to an online video and applied them to the air fryer. I made two grilled cheese sandwiches in the toaster oven; one of them had bits of cocktail shrimp I chopped up. When I flipped over the sandwich that had the chopped cocktail shrimp, I had trouble flipping it over, and it came out wilted. It was still tasty.

I had used my PowerXL Air Fryer to make another grilled cheese sandwich. What I loved about the air fryer was that I could open the air fryer basket while it was cooking, and the air fryer would stop until I put the basket back into the air fryer. I also had to learn how to flip over the cooked food for meals that require flipping over or shaking the contents of the air fryer. One thing I learned about the air fryer is that it doesn't take long to toast bread. So some air fryer meals involving bread can be completed sooner than you think. As I became more experienced with the air fryer, I began being more fond of air frying food instead of microwaving them.

Now that you have some back story, let me get to the main point of this blog post. I am going to explain the main method followed by an improvised method.


Air Fryer Grilled Cheese Sandwich - Plain.

When making a grilled cheese sandwich from the air fryer, the key is to try to get the bread nicely toasted. A good way to add some flavor to the bread is to either spread mayonnaise on the bread or butter on the bread. I used butter in my cooking. Follow my lead.

INGREDIENTS NEEDED:
  • • two pieces of bread
  • • butter or mayonnaise
  • • a slice of cheese (your choice of flavor)
  • • (OPTIONAL) either aluminum foil or air liner paper - to make cleanup easy
  • • (RECOMMENDED) a spatula for flipping


INSTRUCTIONS:
1.) It is recommended to put in aluminum foil or air fryer liner paper for easier cleanup. So put in aluminum foil or air fryer liner paper in the inside of the air fryer basket. A lot of people suggest you pre-heat the air fryer. This recipe does NOT involve pre-heating the air fryer.

2.) The first part of this can be a bit sloppy as you prepare the bread to be toasted in the air fryer. Spread mayonnaise or butter on both sides of the bread- the bottom side and the top side. You are going to do this for both slices of bread. Place the bottom side of the bread into the air fryer basket.

2.) On the bottom bread slice in the air fryer basket, place a slice of cheese on top of it. Again- it is your call as to what flavor cheese slice you use. I used American cheese for mine.

3.) Place the top bread slice on top of the bottom side in the air fryer.

4.) Bread toasts fairly quick in an air fryer. Depending on your air fryer, your cooking times may be different from mine. This was one of my very first air frying attempts, so I went with a high temperature to cook at. I cooked my grilled cheese sandwich at 400°F for eight minutes, flipping halfway. At the halfway mark, open the air fryer basket. The air fryer will stop until you put it back in. While it is out, flip over the grilled cheese sandwich with a spatula. Once you flip it over, put the air fryer basket back into the air fryer to finish cooking. Be careful not to wilt the sandwich or make a mess trying to flip over the sandwich.

5.) Once the air fryer is done cooking the grilled cheese sandwich, lift it out of the air fryer basket using a spatula. Place it onto a plate or a paper plate and enjoy!


You can cut the sandwich in half with a knife or break it down the middle with your hands. You can sense the cheese strings if you pull the sandwich apart. The sandwich will be a cheesy delight for you to eat.


Air Fryer Grilled Cheese Sandwich - Tuned: Grilled Cheese Shrimp Sandwich.

Now let's improvise the grilled cheese sandwich recipe. You are applying the same method to making a grilled cheese sandwich, but you are also adding pieces of chopped meat to make it a more interesting grilled cheese sandwich. My first air fryer grilled cheese sandwich had pieces of chopped cocktail shrimp to it. You may also add something like chopped grilled chicken or maybe some small pieces of beef. However, to keep things simple, I will add cocktail shrimp to the recipe. I am adding this recipe to prove you can get creative with your meals. So enjoy this one!

INGREDIENTS NEEDED:
  • • two pieces of bread
  • • butter or mayonnaise
  • • a slice of cheese (your choice of flavor)
  • • cooked cocktail shrimp, preferably from a cocktail shrimp ring bought from a grocery store
  • • (OPTIONAL) your choice of seasoning for the cocktail shrimp
  • • (OPTIONAL) either aluminum foil or air liner paper - to make cleanup easy
  • • (RECOMMENDED) a spatula for flipping


INSTRUCTIONS:
1.) It is recommended to put in aluminum foil or air fryer liner paper for easier cleanup. So put in aluminum foil or air fryer liner paper in the inside of the air fryer basket. A lot of people suggest you pre-heat the air fryer. This recipe does NOT involve pre-heating the air fryer. Since this recipe involves cooked cocktail shrimp, it is best you refrigerate your cocktail shrimp and not freeze it. If the cocktail shrimp you are using is frozen, you will need to thaw it.

2.) The first part of this can be a bit sloppy as you prepare the bread to be toasted in the air fryer. Spread mayonnaise or butter on both sides of the bread- the bottom side and the top side. You are going to do this for both slices of bread. Place the bottom side of the bread into the air fryer basket.

3.) On the bottom bread slice in the air fryer basket, place a slice of cheese on top of it. Again- it is your call as to what flavor cheese slice you use. I used American cheese for mine.

4.) Take out some pieces of the cooked cocktail shrimp (I used four) and remove the tails of the cocktail shrimp. Then proceed to chop up the cocktail shrimp into pieces. Spread the chopped pieces of the cocktail shrimp on top of the cheese. If you want to season the shrimp, now is the time to do it. You can use any sort of seasoning you choose. Among seasoning options- salt, black pepper, lemon pepper, garlic powder, paprika, or whatever seasoning you prefer if you want to season the shrimp.

5.) Place the top bread slice on top of the bottom side and the shrimp in the air fryer.

6.) Bread toasts fairly quick in an air fryer. Depending on your air fryer, your cooking times may be different from mine. This was one of my very first air frying attempts, so I went with a high temperature to cook at. I cooked my grilled cheese sandwich at 400°F for eight minutes, flipping halfway. At the halfway mark, open the air fryer basket. The air fryer will stop until you put it back in. While it is out, flip over the grilled cheese sandwich with a spatula. Once you flip it over, put the air fryer basket back into the air fryer to finish cooking. Be careful not to wilt the sandwich or make a mess trying to flip over the sandwich.

7.) Once the air fryer is done cooking the grilled cheese sandwich, lift it out of the air fryer basket using a spatula. Place it onto a plate or a paper plate and enjoy!


Remember that this sandwich is the same as with the previous one but with cocktail shrimp. What you will get is not only the taste of the grilled cheese sandwich, but you also will be tasting shrimp with a cheese taste (and any seasoning you may have applied). Using store-bought material may seem cheap, but this is a simple way to level up a basic grilled cheese sandwich. This was meant to be a basic meal to prepare with a few advanced parts.


Other Considerations/Advanced Techniques.

If you become more advanced using the air fryer, you can try putting in something like grilled chicken pieces, beef crumbles, bacon bits, or anything like that to add to the grilled cheese sandwich instead of cooked cocktail shrimp. You may also want to try adding mixed vegetables if you are inclined. You be the cook- customize to your heart's delight!





This is my first cooking post on "John's Creative Space." I will learn from this and try to come up with more complete and comprehensive posts in the future when I discuss food recipes. I will end this post for now. If you enjoy my work, please Subscribe/Follow my blog(s) in any capacity if you love my work and want to support me any way you can. Share my blog post(s) with others if you enjoy my work. Thank you for reading! Take care and be well.

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Monday, June 13, 2022

New Life to Old Track Concepts

John B. Marine | 4:49 PM | | | Be the first to comment!
It was always a creative dream of mine to develop race tracks for games. While nothing has truly materialized into in-game works, I recently have taken hold of past projects for non-racing games. It was not possible for me to take levels from older games and give them modern 3D life. So therefore, I had to take my old concepts and then refine them. As someone who is into simulation-type racing games, I wanted to get into the style of thinking realistically about my older race track designs. This blog post will not announce any future plans or upcoming designs to share. It will, though, give you some early insight as to what I am working on as well as why now I am thinking of releasing some of my designs. So feel free to take a look at what I have to discuss here on "John's Creative Space!"






New Life to Old Track Concepts


I have been using Blender to try to 3D model. Let me explain something about past courses I made that I want to revive and bring to a modern world.


The Backstory of my Older Courses.

A number of older race courses I designed for games were mostly for a non-racing game. What game am I discussing here? Duke Nukem 3D. Since circa 1999, as I was learning more and more about motorsports, I wanted to take a concept of racing into my work. I would mostly set up bot multiplayer matches in Duke Nukem 3D (called DukeMatches). The only "racing" was that it was me going around the tracks defeating as many of the bots as possible. There were also competitions to try to score the most points during the course of a race. Races were limited to score counts or time. There were also pit stops for which to try to avoid being defeated. Since I was the only intelligent being against bots, I utilized pit stops to stay in the race.


Time is of the Essence.

On the basis of time, I have always been a fan of GT/Sportscar/Endurance racing. So I looked into a way to implement a sort of system to where time would change every so often. What I ended up coming up with is an animated sky that simulates time changes. To set the time distance apart, I had to make the time between frames rather long. I made two sets of animated skies- clear and cloudy. I also developed one set of skies for a 24-hour setting and then an "all-night" setting, which lasts from early evening of Day 1 to sunrise of Day 2. The cloudy sky animations were meant to simulate endurances either for cloudy days or for rainy (and even snowy) days. Because the animations would be a bit tough to follow, I set up timing gauges to let me know how much time is left in one phase of the day before going to the next.


Believable Race Tracks.

I was not very good at designing believable tracks, so a lot of my 3D modeling in Duke Nukem 3D was fairly basic. I did not utilize proper-looking curves in 3D modeling. A lot of the corners were mostly fake true curves. I had a lot of sharp corners also. The reason why tracks seemed so long was because I wanted the tracks to remain deathmatch-style courses. So to try to get away, blocking bits were used in trying to prevent the player to go out of bounds or to try to evade attackers.


Why NOW Trying to Update Past Concepts?

I felt a lot of my past race tracks designs deserve to be used for more modern applications and games. Also, I have had a tough time trying to play Duke Nukem 3D, my all-time favorite game, on a modern Windows 10 system. Rather than let old memories rot and die, I felt it was time to make my old concepts come alive in more modern forms. I also needed some practice to improve my 3D modeling skills.


I feel this is an opportunity to work closer towards one of my many different creative goals. It is just sad it has taken THIS long to realize this goal.




The Challenges Ahead


I now will share some of the things I am learning and hope to accomplish in providing these old concept tracks from Duke Nukem 3D. Please note that I am using a combination of Blender 3D, Unity3D's Skycar, and Edy's Vehicle Physics Pro (Community Edition).


The 3D Modeling.

All courses start with just the main road or roads. So when they are tested on, the challenge is to try to keep the car on the road and not fall forever if I drive off the main road. I am therefore careful driving my courses because of this situation.


The Realism Factor.

Many of the courses I created had a bunch of elements playfully added in. These even included a bunch of foolish-looking models and effects in levels. Essentially- eye candy. Because I have simulation racing games in mind, I have to think about how to make certain past ideas flow better in a proper sim racing game. It required me even to modify configurations to make them more believable. For one thing, some of my past courses had incredibly unrealistic elevation changes that would not even be completely possible in even the most decent simulation racing games.

One thing I want you to realize is that this not exactly a legacy project, but rather modernizing old concepts while not veering too far off course from previous styles. I had to lengthen old courses as well as add extra sections for multiple layouts. This was to provide much more usability and offer a handful more options for any player.

Another thing I was thinking about was trying to make tracks of a realistic scale. When I learned of unit scale in Blender, it opened my eyes to making my small-scale designs more realistic. What I did was put my measurements in Metric and used Meters. I found that using a unit scale of about 100.000000 was enough to make the roads wide enough and the overall map not feel so small without needing to scale up or down.

While this was great, I was still unsure as to how to properly measure my courses. One method I took was to make edge loops around sectors of my tracks. I would measure the distance from the start of one sector to the end of that sector. There are three sectors to courses I design. I would later take the sum of each distance and add them together to learn how long the courses are. However, most of the results I got seemed unrealistic. I felt my courses would have to be much longer than some of the unrealistic scale numbers I got. Basically, I felt like tracks long enough to host FIA Formula 1 or World Endurance Championship races were about as long as go-kart tracks from my measurements. For the most part, the tracks had the proper width and length of what I want to accomplish.

Though not a critical factor, I also found it important to try to set up each course in terms of the time of day. This was great in trying to make realistic conditions. However, it made some environments tough to drive in, especially courses meant to be done at night or with not as much sunlight. The VPP cars also had very weak lighting systems. You basically need to make your own spot lights on the car to illuminate the way. Either that, or add lighting around your course.


The Driving Aspect.

I needed a decent way to test my designs, so what I did was use the Vehicle Physics Pro asset for Unity. The provided asset for Unity for racing and driving is good for prototyping, but I needed a realistic solution for my simulation-type racing tracks. So I was fortunate enough to pick up the Vehicle Physics Pro asset (the Community/Free one).

Because I am using on-road racing, I am not using a model for off-road racing. The VPP asset from Edy features a sports coupe for on-road racing/driving and a pickup track tuned for off-road racing/driving. The default settings for the sport coupe are more than enough for performance driving, though the car seems pretty slow often times. The sport coupe's default settings max out the torque at about 220 Nm of torque (or about 162.32 lb. feet of torque). Granted this Unity asset doesn't drive like Gran Turismo, it is still a great way to get an idea of my courses in a simulation driving environment.


The Racing Aspect.

To test the tracks of mine in a performance environment, I set the car close to the Start/Finish line and then set up a stopwatch. I used a Clock application on one of my old smartphones to time one lap around the course. If my car flown off the track and falls forever, the run ends. I've done that multiple times. Sometimes, I had to re-do my sessions because the stopwatch function would not stop when I requested it to. I only tested in the normal direction of tracks.

Here is a progression in the tests I run:

• Hotlap - from a standing start, complete one lap around the course. These one-lap tests take place on each offered layout of each course.

• Two-Lap Sessions - from a standing start, complete two laps around a course. There are different two-lap tests for different variations of a track.

• Three-Lap Challenge - from a standing start, complete three laps around a course. A three-lap test is the default for a lot of races, so this is a test of a course in a basic sprint race.


One thing to keep in mind is that there are no AI drivers to contend against in these sessions. The purpose is to get a realistic driving sample for each course. With more experience and confidence, I may also pull longer tests- such as five-lap tests ("Grand Prix") and ten-lap tests ("Endurance").



A look at what you can expect is coming up, so visit the next section.




What You Can Expect Here


Any created track of mine that I complete will be made available across a number of 3D modeling stores online. I possibly will allow for my creations to be used in commercial racing/driving games, but reselling or selling modified versions of my courses will be disallowed or may require permission. This is a chance to finally share some of my most personal works with the world and make them available to the masses.


In Case You're Wondering...

If you are wondering about the vehicle controller I am using for my racing/driving tracks, I am using Edy's Vechicle Physics Pro (Community Edition), which you can find here: Vehicle Physics Pro - Community Edition | Physics | Unity Asset Store.





Again- I have nothing at present to share, but I will highlight more of my works in the future. So be sure to stay with "John's Creative Space" for more details. Thanks for visiting! If you enjoy my work, please Subscribe/Follow my blog(s) in any capacity if you love my work and want to support me any way you can. Share my blog post(s) with others if you enjoy my work. Thank you for reading! Take care and be well.

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Wednesday, January 5, 2022

Food on John's Creative Space

John B. Marine | 3:41 PM | | Be the first to comment!
"John's Creative Space" now has a new creative outlet- food! I had a long thought process on where to share my latest interests in being a cook. I have decided to breathe some extra life into JCS by discussing food I have prepared. So in the future, you will seeing me discuss meals I have prepared and how I prepared them. I feel this will be an opportunity to talk about food as another outlet of my creative energy.

When I do prepare posts regarding food, I must stress to you that I am NOT an experienced cook. I basically just started becoming better and more creative at preparing food. So don't take any of my cooking topics to be of the highest quality. Even I am still learning the ropes. Most of what I have been preparing is not only in the microwave, but I also have been learning to use my air fryer and my toaster oven air fryer. I may even give some of you all some inspiration and motivation to use your air fryer. I can only hope.


About the Label: Food/Drink/Cooking

Topics listed under this category pertain to preparing food and drinks. These can be recipes, gadgetry, and things of that nature.





Anyhow, that concludes my brief blog post announcing the discussion of food among my creative material. I hope you enjoy your time here! Be sure to Follow/Subscribe in some capacity if you enjoy my work. Your support is vastly appreciated.Thank you for reading! Take care and be well.

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