tag:blogger.com,1999:blog-33514064035834798232024-03-23T03:15:29.192-07:00John's Creative SpaceWelcome to John's Creative Space- a showcase of my own media work! Readers and visitors are welcome to observe and enjoy my work, as well as comment on anything of interest.John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.comBlogger121125tag:blogger.com,1999:blog-3351406403583479823.post-91581893988741442712024-02-29T16:56:00.000-08:002024-02-29T16:56:35.582-08:003D Modeling Asset BreakthroughOf late, I had a breakthrough in testing 3D assets for games. Using GZDOOM for DOOM and JFDuke3D for Duke Nukem 3D, I finally found a way to test out my 3D assets. I learned to import my creations into these ports. The impact from my first successful 3D model importing is me trying to make more models to replace some of the sprites in such games. This blog post is a look at some of the creations I made and what I replaced some graphics with.
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<h2>3D Modeling Asset Breakthrough</h2>
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Most of what I have created was done in GZDOOM. I used Duke Nukem 3D also because it is my favorite first-person shooter. GZDOOM, though, was easier to import and implement my creations. JFDuke3D was more of a pain to get my models into the game. I still succeeded.
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<h3>Model Showcase.</h3>
Here are samples of the 3D models I worked on...
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<IMG SRC="https://pbs.twimg.com/media/GF7molAXMAANqsR?format=jpg&name=large" ALT="3d canteen DOOM">
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^ from: (<A HREF="https://twitter.com/johnbmarine">my X/Twitter</A>) - <i>Carry around a canteen to hydrate while on duty.</i>
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<IMG SRC="https://pbs.twimg.com/media/GF7yJLNWcAAStQ3?format=png&name=small" ALT="3D canteen DN3D Duke Nukem 3D">
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^ from: (<A HREF="https://twitter.com/johnbmarine">my X/Twitter</A>) - <i>My Canteen, in Duke Nukem 3D.</i>
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<IMG SRC="https://pbs.twimg.com/media/GGasu9mbIAABoHt?format=jpg&name=large" ALT="classic DOOM asset collage">
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^ from: (<A HREF="https://twitter.com/johnbmarine">my X/Twitter</A>) - <i>This is a collage of assets in DOOM I developed. From left to right, top to bottom: canteen, small sci-fi healing kit, large sci-fi healing kit, pistol clip, ammo box, and four shotgun shells.</i>
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<IMG SRC="https://pbs.twimg.com/media/GHD-55EXoAArwFC?format=jpg&name=small" ALT="small health kit">
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^ from: (<A HREF="https://twitter.com/johnbmarine">my X/Twitter</A>) - <i>This is a small healing kit. It will recover minimal health in a game.</i>
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<IMG SRC="https://pbs.twimg.com/media/GG_71AdXkAAof0B?format=jpg&name=large" ALT="large health kit and berserk (DOOM only)">
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^ from: (<A HREF="https://twitter.com/johnbmarine">my X/Twitter</A>) - <i>On the left is a large health kit, and on the right is a berserk health kit meant to be used in DOOM. The large health kit will recover a moderate amount of health. The berserk operates as it does in DOOM- full health and a damage increase.</i>
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<IMG SRC="https://pbs.twimg.com/media/GHD--Q4WMAAV2qJ?format=jpg&name=900x900" ALT="paramedic bag">
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^ from: (<A HREF="https://twitter.com/johnbmarine">my X/Twitter</A>) - <i>This is a Paramedic bag. Depending on the game, this item restores a massive amount of health, grants full health, or takes your health a level above full health.</i>
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These are only a handful of game assets I developed. I may go back and edit some of the other game assets I worked on previously.
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<h3>My Workflow Explained.</h3>
My workflow consists of using Blender to make the topology for my models. I use GIMP for texturing my models. I export a map (as well as a UV layout) from Blender to aid in trying to develop UV mapping for my models. Once that is done, I export my models to FBX.
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I only exported selected objects and the animation and geometry data. From what Blender considers forward (-Y), I change Forward to "-X Forward" and Up to "Y Up." Other options: Apply Unit enabled, Use Space Transforms enabled, Apply Transforms enabled, triangulate objects, and bake animations.
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I use a program called Noesis to convert my FBX to either MD2 or MD3. I had some better luck with MD3, so that is what I use for my exported format from FBX. What I do in Noesis is rotate the model 90 degrees. If exporting to GZDOOM, I use an Advanced Command of "-scale 0.5") or something so the model doesn't look massive in GZDOOM. The original FBX size of my models seem just fine for Duke Nukem 3D in most circumstances.
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<h3>Struggles Implementing Models.</h3>
GZDOOM has been rather simple to implement models into. The one problem I run into is forgetting to put my creations into my own custom PK3 file. I realize why I don't see updated material because I fail to update my PK3! So if you're importing 3D models and textures into GZDOOM, remember to implement them into the PK3. It is recommended you use SLADE for editing PK3s, and also get ZDL to load up DOOM or DOOM2 using a custom 3D PK3.
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I struggled so much with Duke Nukem 3D because I had trouble setting things up in DEF files. What makes DN3D easier, though, is that while you have the High Resolution Pack (HRP) installed, you do not need to compile everything into one file like with GZDOOM. The big problem with me is that the MD3 files I've used do not have animation frames to use. So when you define a model, you have to leave the part blank about certain animation frames (the "definemodelframe" property) if you're using a static model.
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While I haven't tried out importing models for "Cube Engine" or "Cube 2 Sauerbraten," they were two other options I considered for making 3D models for. The process is rather difficult doing so. I also considered trying out my 3D assets in "Quake 3 Arena" or "OpenArena."
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<h3>Future Plans.</h3>
I hope to be able to develop models that can be animated. I am looking at GZDOOM, Duke Nukem 3D, and even Cube 2 Sauerbraten for animation of MD3 models. GZDOOM seems the easiest to implement animated models, so most of my early attempts could be with GZDOOM. I am going to offer models anyways that will not be rigged or have any animations for those who want to use Mixamo or something for animating models. They will be offered in Blender format along with GIMP's XCF files. The benefit to this? You save money! That is... unless you prefer to subscribe to an *industry standard* at exorbitant prices...
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</table>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-65788787594014016262023-10-18T23:06:00.000-07:002023-10-18T23:06:19.565-07:00Embracing Artificial Intelligence (AI) for Creative WorksI have always been a creative type. I have not relied on other sources to help me produce my own creative work. I had a certain disdain and guilt about using artificial intelligence (AI) for creative work. Lately, however, I tried to train my mind to embrace AI. I was drawn to the appeal of AI art when I found out I could prototype work better. I ended up having several stints of trying new AI prompts using the free Bing Image Creator. Powered by DALL-E 3 (as of October 18, 2023), I tried a number of different AI art prompts. Some prompts turned out well. Some others resulted in "unsafe results." No matter what, I have started to use AI for prototyping and for getting realistic results of what I want to create.
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This blog post is a discussion about using AI creatively without guilt. I may create similar blog posts for my other blogs based on this topic.
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<h3>BEFORE I BEGIN...</h3>
Most of what I will discuss in this blog post relates to my adventures using the free <A HREF="https://www.bing.com/create">Bing Image Creator</A>, powered by DALL-E 3. There are other AI art generators available online, offered for free or for a fee.
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Okay. Let's get it!
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<h3>About the Label: <A HREF="https://johnscreativespace.blogspot.com/search/label/AI">AI</A></h3>
Blog topics that mention or feature AI-generated content will be featured under this Label.
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<h2>Embracing Creative AI</h2>
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Artificial intelligence has been one of the hottest things going among the past 10 years. AI usually is known with games to provide realistic entities able to act and react. Lately, AI is being used to automate tasks normally filled by humans and with human labor. Many people fear AI will be like robots- replacing human labor.
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If you think AI can be damaging to many different industries, it certainly impacts the realm of creativity. AI art generating has been popular in the usage of AI. Using certain prompts can yield certain results. Some people use AI voices to automate certain people.
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Even though a single user can generate almost any sort of AI media, one has to be careful of what one can actually produce. What one can produce can either be blocked or regulated. Some people have tried things such as using certain AI art prompts regarding certain celebrities or re-creating certain controversial and deadly moments. Some people made certain audio works with AI voices resembling actual people. Certain celebrities can even sue people who use AI samples of their voice, such as hip-hop legend Ice Cube.
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<h3>AI Isn't Perfect...</h3>
One thing to be mindful of in AI Art Generators is that your AI prompts for AI art can often times produce results you will not be happy with. So you may need to use the same prompt again to produce a different set of images. Keep using the same prompt to try to produce a better image or set of images you want to generate. If need be, adjust the AI art prompt to something more specific to what your idea(s) is/are. However, be careful. Sometimes, the same prompt you input can produce "unsafe results." And about such results...
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<h3>The "Unsafe Results" Conundrum.</h3>
If you produce a prompt which is deemed unsafe, it is because you mentioned something that gets blocked. This usually involves material that is copyrighted, considered offensive, considered seductive, or anything of that nature. You may use the same prompt and get safe results one time. Then with the same prompt, you may get unsafe results. You just have to try your luck and hope for the best.
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Be wary that some words may be banned terms for certain AI art generator prompts. I found using words like "top," "bottom" or things like that will result in unsafe results. I also found using certain body parts in my prompts can also result in blocked prompts. For example, I probably can't use "shoulder" if I make a prompt about off-shoulder dresses. I think I also did a search about grilled chicken breast sandwiches, and that prompt was also blocked because of the word "breast."
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Conversely, I was surprised at what terms I could use. I actually used words about certain ethnicities and some body types. For example, I did a prompt about an "athletic black woman" that did not result in me getting unsafe results. Prompts are all trial and error when it comes to AI prompts for creative material.
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<h3>Your Results May Vary.</h3>
I tried a number of different prompts to test the waters of what is possible with AI art generation. I got some oddities with some prompts I generated. You might find some oddities in images. I usually found this with some of my fashion-themed AI art generated images. Usually, I would have a female fashion model that has three legs. Some female fashion models through AI may be wearing a hat while also holding onto another hat. I think I even had one female fashion model that had a severed leg. For some reason, when I did a prompt about dress outfits with sneakers, the model was holding a skateboard. I did NOT specify having a skateboard.
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In other words, do NOT expect your results to be perfect the first time around. Unless you are given one result that does not result in what is close to what you are looking for, keep running the same prompt and keep trying your luck. It is like spending more money at a slot machine- keep trying until you get something you'll be happiest with. Don't give up until you've exhausted all of your efforts trying to generate something perfectly or near-perfect to what you are trying to generate.
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AI simply uses algorithms based on terms you use. It will never be perfect. A great thing about AI is that it is always learning. Like how one gets better practicing something in repetitions, AI can get better with repetitions. Sometimes, your AI prompts may result in something deemed not safe for work (NSFW) and may result in your search results being blocked. Most of the time, this is a restriction set by certain providers rather than the proper AI art generator itself. So often times, your AI art generating can be hampered by the service you are using.
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With an idea about AI, now it's time I discuss AI without guilt.
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<h2>Embracing Creative AI: Avoiding Guilt</h2>
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If you are concerned about guilt in creative works created by artificial intelligence, one thing to understand is that AI is meant to HELP you, not REPLACE you. It is perfectly safe to use AI for concept purposes. As long as you are not creating AI art to be your proper artwork, then you need not feel guilty about a lack of originality for something you could have done on your own. If you feel originality is paramount, using AI will make it seem like you cheated creative work. So avoid using AI if you feel you will suffer a lack of originality or if you feel you did not entirely make the creative work yourself.
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I am personally using AI to generate concepts that I otherwise couldn't produce through making my own art. The AI I generate are concepts. I feel like using AI to generate art that provides a realistic view of what I eventually will create. In no way are the AI images I generate meant to replace any of my actual art and talent. I still maintain originality in my work no matter what AI material I produce.
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I usually rely on some images online to help me express points. While this is good, some of the material may be copyrighted, and hotlinking to images can be denied. I could use AI art to express points without needing to look online for images to help prove points or demonstrate things.
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Do not feel guilty about using AI unless you are making material you claim as your own and generate through AI. Just use AI to produce prototypes and concepts of your creative ideas. Once you get the proper inspiration, use those generated images to help you create the sort of work you want to produce. Try to find ways to incorporate AI into your work without letting it replace your creative work.
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<h2>Embrace Creative AI: Final Thoughts</h2>
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Rather than see artificial intelligence as replacing creative work and human work, learn to embrace it. AI is not entirely a bad thing if you are using it for purposes outside of prototyping or concepts. Some websites and services actually let you monetize your AI generated work that you produce. For the most part, though, the safest way to feel good about using AI is if you do not use it as your "original" prompt or your "original" creative work.
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No matter what prompt(s) you use, there is a chance you may produce something deemed unsafe, resulting in a blocked prompt. This even includes if you use the same prompt that yields different results. You may need to keep using the same AI prompt to keep generating images until you find something you will eventually be happy with. You may also have to change up the prompt to something that will not result in a blocked prompt.
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The point of this blog post is not about questioning the merits of artificial intelligence. Instead, I am providing this discussion on creative works AI to help you think about producing content through AI generators. In this case, mostly about AI art generators. Use any sort of AI systems to help you produce all kinds of material.
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<h3>Want to Try AI Art Generation?</h3>
I started with Bing Image Creator, powered by DALL-E 3. If you want to get an idea of generating AI art, you too can start with Bing Image Creator if you have a Microsoft account. You can use any AI system besides Bing's suite of AI tools; but if you want to get started with AI art generation using Bing, follow this link: <A HREF="https://www.bing.com/create">Bing Image Creator</A>.
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<td style="text-align: center;"><a href="https://johnmarinedesigns.weebly.com" title="My creative works site...">JMDesigns</a></td>
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<td style="text-align: center;"><a href="https://www.patreon.com/johnbmarine" title="Support me on Patreon!">Patreon</a></td>
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<td style="text-align: center;"><a href="https://www.twitch.com/johnbmarine" title="I stream sometimes. Get in on it!">Twitch</a></td>
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</table>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-30011311447197691482023-07-26T18:22:00.000-07:002023-07-26T18:22:26.121-07:00HallucinationLet me break down my latest song for you all. "Hallucination" is the latest song I worked on and released to Soundcloud and Bandcamp. It is a hip-hop style song I first worked on in 2016 through Linux Multimedia Studio (LMMS). I made a much better version in FL Studio. The song is very simple. I used only seven tracks in its creation. A big part of its creation is how I dedicated one entire track to the beats. I learned I could put together all of one element of a song into its own track. That is what I did with the main beats in "Hallucination." The other six tracks all involve the individual elements of the song.
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In its infant stages, "Hallucination" was created as practice for using a triple oscillator called 3x Osc. I was not really happy with the sound when I tried to re-create in FL Studio, so what I did was replace it with an organ sound. I felt using an organ sound worked a good bit better with the song. The FL Studio re-creation also got me to be more creative with the beats. To that end, I tried to come up with a good kick, hat, and snare. The middle of the song has the only real variation in the beat style.
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Though "Hallucination" is my latest song, I put it among a new album on Bandcamp. I am releasing some of my songs as part of suites. These suites contain simple songs created by me for you to enjoy and maybe use in media projects if inclined. "Hallucination" is part of my Hip-Hop Suite on Bandcamp. More basic songs in this category will be made available. If you're a paying visitor to my Bandcamp, enjoy the prices for my work before I bump things up for anyone who wants the full package of my songs.
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<h3>Song Preview.</h3>
I have previews for you on Soundcloud and Bandcamp. Use the items below to hear my work:
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--- SOUNDCLOUD ---<br />
<iframe width="100%" height="166" scrolling="no" frameborder="no" allow="autoplay" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/1574616850&color=%23ff5500&auto_play=false&hide_related=false&show_comments=true&show_user=true&show_reposts=false&show_teaser=true"></iframe><div style="font-size: 10px; color: #cccccc;line-break: anywhere;word-break: normal;overflow: hidden;white-space: nowrap;text-overflow: ellipsis; font-family: Interstate,Lucida Grande,Lucida Sans Unicode,Lucida Sans,Garuda,Verdana,Tahoma,sans-serif;font-weight: 100;"><a href="https://soundcloud.com/john-marine-178221548" title="John Marine" target="_blank" style="color: #cccccc; text-decoration: none;">John Marine</a> · <a href="https://soundcloud.com/john-marine-178221548/hallucination-1" title="Hallucination" target="_blank" style="color: #cccccc; text-decoration: none;">Hallucination</a></div>
<br /><A HREF="https://soundcloud.com/john-marine-178221548">More of my music on Soundcloud</A>
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--- BEATPORT ---<br />
<iframe style="border: 0; width: 100%; height: 120px;" src="https://bandcamp.com/EmbeddedPlayer/album=3784425567/size=large/bgcol=ffffff/linkcol=0687f5/tracklist=false/artwork=small/track=775221355/transparent=true/" seamless><a href="https://johnbmarine.bandcamp.com/album/johns-hip-hop-suite">John's Hip-Hop Suite by John B. Marine</a></iframe>
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More of my Hip-Hop Suite on Bandcamp: <A HREF="https://johnbmarine.bandcamp.com/album/johns-hip-hop-suite">John's Hip-Hop Suite (Bandcamp)</A>
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Thank you for taking a look at my breakdown of "Hallucination!" I might post this also on YouTube in the future, so that might be featured in a future edit to this post.
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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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<td style="text-align: center;"><a href="https://johnmarinedesigns.weebly.com" title="My creative works site...">JMDesigns</a></td>
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<td style="text-align: center;"><a href="https://www.patreon.com/johnbmarine" title="Support me on Patreon!">Patreon</a></td>
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</table>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-47030914970096120352023-07-17T18:22:00.002-07:002023-07-17T20:57:10.750-07:00Feel Good!"Feel Good!" is a song I worked on privately since about 2016. Like the "Urban Dream" song I mentioned in my previous post, I constantly developed "Feel Good!" to something I felt would be enough to share with the world. This is a song that has a light dance feel. It is melodic while also being peppy and upbeat. It also sounds a bit mellow, but not too much to dilute a lot of the vibes this song generates. The one thing I struggled most with is trying to get many of the instruments to respectable volume levels in FL Studio. I also thought about ways to spice up the song. I am still fairly amateur with FL Studio, but I am evolving and learning. This song was created almost entirely with stock FL Studio instruments and samples as part of the Production Edition. Most of the instruments were in using the Sytrus generator.
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The mood I was going for was a sunny Monday. Not many people like Mondays, but I often embrace Mondays as the start to hopefully make the upcoming week great. Musically-inclined me often thinks of Monday songs to be in C Major. I had this song originally to be part of a special suite of original songs as a Monday soundtrack. "Feel Good!", however, may be part of its own suite of songs as I have a few different versions of it in mind.
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I also had a vision of stories I could tell with this song. I had the vision of a family enjoying a sunny day having fun. Think of it a bit like being able to enjoy a beautiful day by having fun and not letting the world's problems get in the way. You are free and at your happiest. Let's say you are enjoying a city park, a theme park, a festive carnival, some celebration, or simply feeling happy doing some normal stuff. You could also think of this as a song where young folks are simply dancing the day away to a fun tune. Have friends and/or family to enhance the experience? Even better! In the outro of the song, the day was an amazing one, and it's time to head to bed, but not without having an enjoyable time. Those are the vibes behind "Feel Good!".
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I sort of hope you find some enjoyment in this "Feel Good!" song I've worked on. I invite you to have a listen if interested. Here is how:
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<iframe width="560" height="315" src="https://www.youtube.com/embed/Mc1MMYKi-SY" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
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^ <A HREF="https://youtu.be/Mc1MMYKi-SY">"Feel Good!"</A>
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Have a listen on SoundCloud:
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<iframe width="100%" height="166" scrolling="no" frameborder="no" allow="autoplay" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/1566093658&color=%23ff5500&auto_play=false&hide_related=false&show_comments=true&show_user=true&show_reposts=false&show_teaser=true"></iframe><div style="font-size: 10px; color: #cccccc;line-break: anywhere;word-break: normal;overflow: hidden;white-space: nowrap;text-overflow: ellipsis; font-family: Interstate,Lucida Grande,Lucida Sans Unicode,Lucida Sans,Garuda,Verdana,Tahoma,sans-serif;font-weight: 100;"><a href="https://soundcloud.com/john-marine-178221548" title="John Marine" target="_blank" style="color: #cccccc; text-decoration: none;">John Marine</a> · <a href="https://soundcloud.com/john-marine-178221548/feel-good" title="Feel Good!" target="_blank" style="color: #cccccc; text-decoration: none;">Feel Good!</a></div>
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Have a listen (and please buy?) on Bandcamp:
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<iframe style="border: 0; width: 350px; height: 470px;" src="https://bandcamp.com/EmbeddedPlayer/album=1671794071/size=large/bgcol=ffffff/linkcol=0687f5/tracklist=false/transparent=true/" seamless><a href="https://johnbmarine.bandcamp.com/album/feel-good">Feel Good! by John B. Marine</a></iframe>
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Or visit: <A HREF="https://johnbmarine.bandcamp.com/album/feel-good">Feel Good! on Bandcamp</A>
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That's all for this post. Thanks for visiting! :)
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I thank you for taking a look at my breakdown of this song. 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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<th style="text-align: center;" colspan="5" bgcolor="silver">Visit <a href="https://johnbmarinedesigns.weebly.com" title="My Weebly site!">my JohnMarineDesigns Weebly site</a>, subscribe to My Blog(s), and/or <a href="https://www.bloglovin.com/johnbmarine" title="Got Bloglovin? Let's connect!">Follow on Bloglovin</a>! Let's connect:</th>
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<td style="text-align: center;"><a href="https://www.facebook.com/thejohnbmarine" title="Facebook - for friends">Facebook (Friends)</a></td>
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<td style="text-align: center;"><a href="https://johnmarinedesigns.weebly.com" title="My creative works site...">JMDesigns</a></td>
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</table>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-71445848556469179082023-06-24T21:34:00.003-07:002023-07-17T17:51:31.637-07:00Urban Dream (2023 Version)<b>(UPDATED: July 17, 2023)</b>
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"Urban Dream" has been a song I made privately since 2013. I went from Linux Multimedia Studios (LMMS) to FL Studio with this song. I did enough work to make a better version of my old song. And now, I put my work on Beatport. It's my first song uploaded to Beatport since 2016, so this is nearly seven years since I released any completed song to Beatport.
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All of the instruments except for drums and other effects are made with Sytrus in FL Studio. It was tough to try to put together a solid set of instruments to help shape the song. I later had to adjust the volume levels so the song didn't sound so distorted. I was happy enough to where I felt I could make this song final and release and sell it. I now am able to share this with you all.
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You may click on the material below to hear my full version of this song after a series of revisions in 2023...
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<iframe width="560" height="315" src="https://www.youtube.com/embed/g9ZsxBV2Lks" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
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^ <A HREF="https://youtu.be/g9ZsxBV2Lks">Urban Dream (2023 Version)</A>
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<iframe width="100%" height="166" scrolling="no" frameborder="no" allow="autoplay" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/1549135015&color=%23ff5500&auto_play=false&hide_related=false&show_comments=true&show_user=true&show_reposts=false&show_teaser=true"></iframe><div style="font-size: 10px; color: #cccccc;line-break: anywhere;word-break: normal;overflow: hidden;white-space: nowrap;text-overflow: ellipsis; font-family: Interstate,Lucida Grande,Lucida Sans Unicode,Lucida Sans,Garuda,Verdana,Tahoma,sans-serif;font-weight: 100;"><a href="https://soundcloud.com/john-marine-178221548" title="John Marine" target="_blank" style="color: #cccccc; text-decoration: none;">John Marine</a> · <a href="https://soundcloud.com/john-marine-178221548/urban-dream-2023" title="Urban Dream 2023" target="_blank" style="color: #cccccc; text-decoration: none;">Urban Dream 2023</a></div>
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Or check out this song on Bandcamp:
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<iframe style="border: 0; width: 350px; height: 470px;" src="https://bandcamp.com/EmbeddedPlayer/album=2170373286/size=large/bgcol=ffffff/linkcol=0687f5/tracklist=false/transparent=true/" seamless><a href="https://johnbmarine.bandcamp.com/album/urban-dream">Urban Dream by John B. Marine</a></iframe>
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I hope you like my work!
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<h3>In Case You're Interested...</h3>
To see an older version of my "Urban Dream" song, take a look at this older post: <A HREF="https://johnscreativespace.blogspot.com/2014/11/urban-dream.html">Urban Dream</A>.
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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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<th style="text-align: center;" colspan="5" bgcolor="silver">Visit <a href="https://johnbmarinedesigns.weebly.com" title="My Weebly site!">my JohnMarineDesigns Weebly site</a>, subscribe to My Blog(s), and/or <a href="https://www.bloglovin.com/johnbmarine" title="Got Bloglovin? Let's connect!">Follow on Bloglovin</a>! Let's connect:</th>
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<td style="text-align: center;"><a href="mailto:overdrive_jm@hotmail.com?subject=Question%2FComment">Contact Me via E-Mail</a></td>
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<td style="text-align: center;"><a href="https://www.facebook.com/thejohnbmarine" title="Facebook - for friends">Facebook (Friends)</a></td>
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<td style="text-align: center;"><a href="https://johnmarinedesigns.weebly.com" title="My creative works site...">JMDesigns</a></td>
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</table>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-68171065362887060382023-03-24T21:55:00.000-07:002023-03-24T21:55:04.486-07:00Goodbye Payhip, Hello Ko-Fi!After some thought, I decided Ko-Fi would be better for me in selling my creative works. So I am announcing the termination of my Payhip store in this blog post. I thank everyone who even visited my Payhip store. I feel Ko-Fi will be better for selling and for profit. Also, I can connect with my audience more. If you want to help support my work, my Payhip is no more- support me on my Ko-Fi store now!
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<h3>For More Information...</h3>
You can find links to my Ko-Fi in my future tables at the end of posts. But visit me right now if you're interested and want to connect: <A HREF="https://ko-fi.com/johnbmarine">JohnMarineDesigns on Ko-Fi</A>.
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Thanks, mates! :)
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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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<th style="text-align: center;" colspan="5" bgcolor="silver">Visit <a href="https://johnbmarinedesigns.weebly.com" title="My Weebly site!">my JohnMarineDesigns Weebly site</a>, subscribe to My Blog(s), and/or <a href="https://www.bloglovin.com/johnbmarine" title="Got Bloglovin? Let's connect!">Follow on Bloglovin</a>! Let's connect:</th>
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<td style="text-align: center;"><a href="http://feeds.feedburner.com/JohnsBlogSpace" title="Visit at johnbmarine.blogspot.com">Subscribe to John's Blog Space (JBS)</a></td>
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<th style="text-align: center;" colspan="7" bgcolor="silver">Get Social With Me!</th>
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<td style="text-align: center;"><a href="https://www.facebook.com/thejohnbmarine" title="Facebook - for friends">Facebook (Friends)</a></td>
<td style="text-align: center;"><a href="https://www.facebook.com/JohnBMarineofficial" title="Facebook - for fans">Facebook (Fans)</a></td>
<td style="text-align: center;"><a href="https://twitter.com/johnbmarine" title="Join the Conversation!">Twitter</a></td>
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<td style="text-align: center;"><a href="https://www.pinterest.com/johnbmarine/" title="Got Pinterest? Let's connect!">Pinterest</a></td>
<td style="text-align: center;"><a href="https://www.linkedin.com/in/john-marine-21086b100/" title="Professionals- connect with me!">LinkedIn (professionals only)</a></td>
<td style="text-align: center;"><a href="https://www.tiktok.com/@johnbmarine?" title="TikTok">TikTok</a></td>
<td style="text-align: center;"><a href="https://discord.gg/ebfnsJcKVM" title="TikTok">Discord</a></td>
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<th style="text-align: center;" colspan="7" bgcolor="silver">Support My Creative Works!</th>
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<td style="text-align: center;"><a href="https://johnmarinedesigns.weebly.com" title="My creative works site...">JMDesigns</a></td>
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<td style="text-align: center;"><a href="https://themeforest.net/user/johnbmarine" title="My Envato Store">John on Envato</a></td>
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<td style="text-align: center;"><a href="https://www.patreon.com/johnbmarine" title="Support me on Patreon!">Patreon</a></td>
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<td style="text-align: center;"><a href="https://www.twitch.com/johnbmarine" title="I stream sometimes. Get in on it!">Twitch</a></td>
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</table>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-2439418423054770162023-02-08T21:37:00.003-08:002023-02-08T21:37:56.740-08:00Beginning My Blockbench JourneyBlockbench has become one of the hottest 3D modeling software of late. This is especially popular among pixel art types. I mostly have avoided Blockbench, thinking this can be done in Blender. I also thought it was only to modify Minecraft. However, I have a new perception regarding Blender of late. While you can do a lot with Blender, the learning curve and being able to produce some of the same content can be quite challenging. More focused and niche programs can help you better produce the kind of results you want to make. That is even if you are ready to make a few sacrifices. That explains how I plan on taking on the challenge of Blockbench. I'll be sharing my thoughts on embarking on a Blockbench journey in this blog post.
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<h3>About the Label: <A HREF="https://johnscreativespace.blogspot.com/search/label/Blockbench">Blockbench</A></h3>
Blog posts under this label are for work and advice in using Blockbench for 3D modeling.<br />
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<h2>Blockbench at a Glance</h2>
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The way I understand Blockbench, it is an evolution of certain programs designed to make models for Minecraft. Previously, there was a program called Techne, which was one of the earliest programs used to develop 3D models for Minecraft. An easier program to develop cube-based models from MrCrayfish, called Model Creator, was then developed for making Minecraft models. After these two programs were used to develop 3D models using a cube-based architecture, along came Blockbench.
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Blockbench is a program that utilizes cube-based modeling to develop mostly pixel art. Anyone who is adept with impeccably-detailed 3D will be downsizing considerably using Blockbench. The emphasis is on developing 3D models using cubes and mesh planes. UV mapping is also fairly easy considering the ease of pixel-style work. So Blockbench is all about simplicity mostly with a focus on Minecraft-style cube modeling.
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Even though Blockbench modeling is done in cubes, you can mesh edit for some simple low-polygon art that isn't a hodgepodge of cubes. So you can turn cubes and rectangular prisms into some more interesting shapes. A simple cube could, for example, be a trapezoidal prism. The program even comes with meshes of cones, cylinders, and even a torus among other 3D model types. Another perk to Blockbench is that you can also animate your Blockbench creations. You can set up animation sequences and even use a dope sheet to act out every nuance of your creations. That's right- you can breathe life to your Blockbench models!
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You need not develop models for Minecraft when using Blockbench. In fact, you could make any sort of generic model in Blockbench to be used in other 3D modeling software or for game engines. You can even sell your work in Blockbench if you choose to on sites like SketchFab. So the opportunities can be endless.
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And what is the cost for all this awesomeness? How about the absolutely low price of free?! It is also free and open-source (FOSS). Blockbench can be downloaded to your computer (for Windows, Mac, and Linux platforms), and it even has a web version that you can use in your Internet browser. So it is possible you can even use the Cloud to save your Blockbench work as you operate in a browser. Cloud-based modeling also opens the possibility of getting other people to work on the same model. The versatility is certainly there in Blockbench.
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<h2>Blockbench: Where I Come In</h2>
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Now I tell my side of how I got into Blockbench.
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I got into Blockbench as I was learning and practicing a method of 3D modeling through Blender. I had a nice go of making voxel-style models. I was thinking I could do 3D modeling making my models in the form of a bunch of cubes. It would make some UV mapping easier and could lead to some simple making of base meshes. Even back when I used MagicaVoxel to develop 3D voxel models, I knew the simplicity of developing 3D material by not going through Blender or some other 3D modeling software.
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Later, I realized the potential of Blockbench. Around this time, I began to realize I could utilize the low-resolution technique using Blockbench instead of trying to find my way around Blender. I also seemed content trying to develop models in Blockbench while making certain sacrifices from what I could accomplish in Blender. Could I do a lot more in Blender? Absolutely. However, could I do much less with Blockbench? Not at all.
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One Blockbench modeler inspired me to try to develop models in Blockbench. While this modeler's scope was outside of my own, at least I thought about what was possible with Blockbench. My current focus has been on making 3D characters. I began thinking about how I could make a real evolution of my original characters. From what I have been able to assess, Blockbench could serve as my not-Blender solution for 3D modeling characters.
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<h3>A Blender Revelation...</h3>
The previous segment leads to a new revelation for me:
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<span style="font-size: x-large;">Blender is too complicated for me to make material from start to finish.</span>
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Do not get me wrong- Blender is an excellent tool for making almost any sort of media ranging from models to full films. It is also a great free tool to use if you want to 3D model with a quality software without having to commit to a subscription to more powerful and more capable 3D modeling software. I felt like trying to learn and master Blender has hindered me from developing anything really interesting. When you spend more time trying to navigate your way with a program rather than develop wonderful content, you lose your creative energy. I still want to use Blender, but I may use it now for certain things I can't accomplish in native programs. For example, I want to use Blender to make quality renders and possible animations.
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I felt like there would be more incentive in making something from start-to-finish with Blender even if Blender isn't an *industry standard* in media. Trying to adapt and execute with Blender really has worn me down instead of fuel my creativity. Using dedicated programs and focused programs like Blockbench will help me to simply enjoy making material without being worn down with too many different avenues to create one simple piece of media.
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If you followed my past, you may know it took me nearly 20 years before I finally created a model from start-to-finish that I was totally proud of. I did it in Blender. It came from gaining confidence with Wings3D, going through the Google-owned days of SketchUp, and then finally making a start-to-finish Blender model. So you can imagine the pain I've endured trying to 3D model. I was never an adept modeler to begin with. However, I enjoyed doing 3D modeling for the hope I can make material for all of you to enjoy and utilize. I may lose credibility for not using quality 3D modeling software from a powerful program, but at least I am trying to find success using other programs.
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<h3>My Blockbench Experience So Far.</h3>
For now, I am simply learning how to use the program. I have yet to make my first true Blockbench model. I would like to create my first model and then try to see what I can do UV mapping or even animating. The potential is definitely there, and all I need to do is produce content to finally realize my visions.
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If I do develop anything, you know I will be sure to share on social media and even here on "John's Creative Space." Could I do all of this in other 3D modeling programs? Yeah- pretty much. However, Blockbench gives me hope and opportunity to make amazing things. Whether or not they happen remains to be seen.
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<h3>For More Information...</h3>
For more information about Blockbench, please visit <A HREF="https://www.blockbench.net">www.blockbench.net</A>. To see what is possible with Blockbench, here are some links for you to see others' Blockbench work:
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• <A HREF="https://www.blockbench.net/gallery">Blockbench Gallery</A>
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• <A HREF="https://sketchfab.com/search?q=blockbench&type=models">"Blockbench" results on SketchFab</A>
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Hopefully I've gotten you into my future 3D plans for now.
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<h2>BONUS! My Blockbench Plans (for now)</h2>
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I thank you for reading my blog post! I'd like to announce something here. This may or may not materialize, but at least you know what I will be up to. So here goes...
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Depending on how much I can utilize Blockbench, I may use Blockbench in re-working my voxel character models. I am not sure if I will give all of my creations similar animation sets, but I may develop Blockbench models to bring my old voxel characters to life. In addition, I will be considering making some of my original characters in Blockbench. Any creations I make could find their way to more friendly formats for game engines and other 3D modeling software.
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At the moment, I have not considered my voxel vehicles. With some more experience, I could possibly develop 3D vehicles through Blockbench as well.
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Any creations I make will be offered for sale to a number of different online retailers. That way, you can own my creations as well as help support my creative work.
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Thank you for viewing my announcement!
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A new journey, a revelation, and an announcement. Quite the post, eh? I'm glad you were part of this experience! 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.
<br />
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<th style="text-align: center;" colspan="5" bgcolor="silver">Visit <a href="https://johnbmarinedesigns.weebly.com" title="My Weebly site!">my JohnMarineDesigns Weebly site</a>, subscribe to My Blog(s), and/or <a href="https://www.bloglovin.com/johnbmarine" title="Got Bloglovin? Let's connect!">Follow on Bloglovin</a>! Let's connect:</th>
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<td style="text-align: center;"><a href="mailto:overdrive_jm@hotmail.com?subject=Question%2FComment">Contact Me via E-Mail</a></td>
<td style="text-align: center;"><a href="https://discord.gg/ebfnsJcKVM">Contact Me via Discord</a></td>
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<td style="text-align: center;"><a href="http://feeds.feedburner.com/JohnsBlogSpace" title="Visit at johnbmarine.blogspot.com">Subscribe to John's Blog Space (JBS)</a></td>
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<th style="text-align: center;" colspan="7" bgcolor="silver">Get Social With Me!</th>
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<td style="text-align: center;"><a href="https://www.facebook.com/thejohnbmarine" title="Facebook - for friends">Facebook (Friends)</a></td>
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<td style="text-align: center;"><a href="https://twitter.com/johnbmarine" title="Join the Conversation!">Twitter</a></td>
<td style="text-align: center;"><a href="https://www.youtube.com/JohnMarineTube" title="Check out my videos!">YouTube</a></td>
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</table>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-4100185971059755882023-02-08T17:21:00.000-08:002023-02-08T17:21:38.440-08:00Low-Res JourneyIncredible 3D graphics and models have never been my forte. However, I felt if I went the low-res route, I wouldn't be as regarded for the best 3D graphics and models. This blog post features my latest focus on 3D modeling. I want to sort of announce my plans moving forward with this new direction of 3D I am taking.
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Basically, I may slowly transition to doing pixel-style art. Cartoon-style art was never one of my strong points. I may try to learn to do low-res style art to go with low-polygon modeling. Just because I go the low route, though, doesn't mean my quality will be equally low. I am basically wondering- can I make low-res fun? Can I make low-res beautiful? Can I make high quality with low-res?
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The move to low-res for me is in response to not having much success making realistic or more interesting models or art. This style of media is easier and honestly more fun. There is nothing wrong with making hyper-realistic 3D art. There is nothing wrong with photo-realistic art. I, however, have never been adept at true 3D. That is why I went with voxels to get my start in 3D style art. I will be willing to try to learn and develop some pixel style to proudly use to showcase my art style. This means I will have to learn to utilize a set palette and develop a new art style different from what I am used to.
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In a future post, I will announce one program I will be using to try to begin my newer journey into 3D. And as a hint... I won't be relying on doing everything in Blender. I have nothing to share in terms of my new 3D adventures. When I do produce something, I'll share my work across social media. So stay tuned!
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</table>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-50281292715937017082023-01-22T19:50:00.002-08:002023-05-03T18:50:41.154-07:00Urban Dream (2023 Revision)<b>(UPDATED: May 3, 2023)</b>
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"Urban Dream" is a song I made a long time ago and have recently released a newer version of. As I got more inclined with FL Studio's Signature Edition, I developed the passion to make more music. Urban Dream was just "Dream" long ago. I first developed this song around 2014 in Linux Multimedia Studio (LMMS). Back then, it was simply called "Dream." Because I sort of envisioned this song is more like a song with an urban feel, I decided to later name it "URBAN Dream."
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<h3>LATEST UPDATE(S)/REVISION(S).</h3>
MAY 3 2023 - added second revision
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I guess "Urban Dream" has become my signature work. While I don't consider it my theme song, it has kind of been like my song for my work. I somehow have seemed to have a knack for making a lot of songs in the C-Sharp key. As much as I try to diversify my content, some things you always seem to come back to, even if unintentionally.
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I shared my original work of this song on YouTube years ago. Only recently, I began sharing my music work on Soundcloud. I offered my FL Studio work in 2022 followed by my 2023 rendition of the same song. The key to this was in utilizing different instruments. My 2023 rendition utilized more Sytrus channels. While the in-program FLEX instruments are of a great collection of free instruments, too many FLEX channels can slow down your real time playback of songs Sytrus, however, is much lighter on CPU load. Sytrus is more for those who mostly use a lot of electronic dance-style instruments. I'm okay with that since I mostly am big in the electronic scene.
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I started to get confident about my work when I found a kick and snare combination I felt good about. I had to try to paint in a pattern that I thought would sound great. In my 2022 work with the song, I went with some agogo bells that I thought sound cool. However, I thought that would have given the song a tropical or jungle feel, so I ditched that style for this song. I made sure to put in wind chimes to sweeten the song and some smart bomb sounds to spice the song up. I had a piano effect in my private 2022 make of "Urban Dream," and one piano I found for Sytrus sounded more natural and fit the song better. So I used that Grand Piano effect at times for accents for the song.
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When I uploaded my 2023 rendition of the song, I noticed one instrument sounded light and drowned out by the other sounds. So what I did was change the instrument to something that I didn't think would be drowned out by the other sounds. I still felt good about my work to where I released it to the world. Want to hear what I came up with? Check this out:
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<iframe width="100%" height="166" scrolling="no" frameborder="no" allow="autoplay" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/1429418371&color=%23ff5500&auto_play=false&hide_related=false&show_comments=true&show_user=true&show_reposts=false&show_teaser=true"></iframe><div style="font-size: 10px; color: #cccccc;line-break: anywhere;word-break: normal;overflow: hidden;white-space: nowrap;text-overflow: ellipsis; font-family: Interstate,Lucida Grande,Lucida Sans Unicode,Lucida Sans,Garuda,Verdana,Tahoma,sans-serif;font-weight: 100;"><a href="https://soundcloud.com/john-marine-178221548" title="John Marine" target="_blank" style="color: #cccccc; text-decoration: none;">John Marine</a> · <a href="https://soundcloud.com/john-marine-178221548/urban-dream-2023-revision" title="Urban Dream (2023 Revision)" target="_blank" style="color: #cccccc; text-decoration: none;">Urban Dream (2023 Revision)</a></div>
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<b>UPDATED: May 3, 2023)</b> Hey! I made another revision to my song! Have a listen:
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<iframe width="100%" height="166" scrolling="no" frameborder="no" allow="autoplay" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/1503117706&color=%23ff5500&auto_play=false&hide_related=false&show_comments=true&show_user=true&show_reposts=false&show_teaser=true"></iframe><div style="font-size: 10px; color: #cccccc;line-break: anywhere;word-break: normal;overflow: hidden;white-space: nowrap;text-overflow: ellipsis; font-family: Interstate,Lucida Grande,Lucida Sans Unicode,Lucida Sans,Garuda,Verdana,Tahoma,sans-serif;font-weight: 100;"><a href="https://soundcloud.com/john-marine-178221548" title="John Marine" target="_blank" style="color: #cccccc; text-decoration: none;">John Marine</a> · <a href="https://soundcloud.com/john-marine-178221548/urban-dream-2003-revision-2" title="Urban Dream (2003 Revision-2)" target="_blank" style="color: #cccccc; text-decoration: none;">Urban Dream (2003 Revision-2)</a></div>
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I hope you enjoy my work!
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<h3>Cross-Promotion/Other Reading.</h3>
Apparently, I posted about my older version of "Urban Dream." You can hear my old version of this song in this blog post:
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• <A HREF="https://johnscreativespace.blogspot.com/2014/11/urban-dream.html">Urban Dream (John's Creative Space)</A>
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Seeing my old post will make you look at how far I come in developing my old song.
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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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</table>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-21934356564862912312022-12-08T21:30:00.001-08:002023-01-25T14:37:11.653-08:00Voxel-Inspired ModelingAs 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!
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<h3>Before I Begin...</h3>
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.
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<h2>Voxel-Inspired Modeling</h2>
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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.
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<h3>Discovery and Analysis.</h3>
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.
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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.
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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.
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<h3>Some Voxel-Inspired Models of Mine.</h3>
Since I thought it would be too complex to share my workflow, I will instead share models I have created. So take a look:
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<IMG SRC="https://scontent-hou1-1.xx.fbcdn.net/v/t39.30808-6/316948579_802740567804228_7090915465480331905_n.jpg?_nc_cat=109&ccb=1-7&_nc_sid=0debeb&_nc_ohc=mUwldR7yajAAX8qtxIM&_nc_ht=scontent-hou1-1.xx&oh=00_AfCSrYIwclqqMIMTYDjNTuwdlUTm9_pZqoRLiQRQGcpHTw&oe=63970751" ALT="" WIDTH="90%" HEIGHT="" title="">
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^ <i>I re-created one of my past voxel vehicles cube-by-cube.</i>
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^ <i>This is a barbecue ham I modeled in Blender.</i>
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<IMG SRC="https://scontent-hou1-1.xx.fbcdn.net/v/t39.30808-6/317801187_806296367448648_3509871319987377279_n.jpg?_nc_cat=111&ccb=1-7&_nc_sid=0debeb&_nc_ohc=UCa39fLf0IEAX99Myup&tn=zSEKP1jY7OmZdjLA&_nc_ht=scontent-hou1-1.xx&oh=00_AfD5cX1kxTX1JDqE9ZpIQllbsIio34Qk2MwoLZFprdAWMA&oe=6397F589" ALT="" WIDTH="90%" HEIGHT="" title="">
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^ <i>I modeled this blocky ham thigh in Blender.</i>
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<IMG SRC="https://scontent-hou1-1.xx.fbcdn.net/v/t39.30808-6/317602862_806296544115297_216828700827885440_n.jpg?_nc_cat=104&ccb=1-7&_nc_sid=0debeb&_nc_ohc=i9n5_w8GE7cAX9cUcRK&_nc_ht=scontent-hou1-1.xx&oh=00_AfDA84RJnUgjkzeAA_28OK-jp_I3HEmBi6tOYCnA_W9b1A&oe=63988CA7" ALT="" WIDTH="90%" HEIGHT="" title="">
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^ <i>Hungry for a slab of steak? I modeled one in Blender!</i>
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<IMG SRC="https://scontent-hou1-1.xx.fbcdn.net/v/t39.30808-6/318929981_807865773958374_2314876536812447998_n.jpg?_nc_cat=105&ccb=1-7&_nc_sid=0debeb&_nc_ohc=qJnzHGFFcxwAX9e-kYQ&_nc_oc=AQkwAldr9voyvTQExF9e0-eNJjXkKQTMso9QTzbQL6kU9xtqI4EKYAmxxvRceZrzddNN-d-rbsBwQIVMLQ5eCDfy&_nc_ht=scontent-hou1-1.xx&oh=00_AfAT9udUu49mBf2Ylq7r-jjZ5MhZKo_vSnUgBRaIRb5Cfw&oe=63984C70" ALT="" WIDTH="90%" HEIGHT="" title="">
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^ <i>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!</i>
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<IMG SRC="https://scontent-hou1-1.xx.fbcdn.net/v/t39.30808-6/318166683_808606180551000_5290295056269129542_n.jpg?_nc_cat=109&ccb=1-7&_nc_sid=0debeb&_nc_ohc=eARxtu4PWW0AX9Q-Ffv&tn=zSEKP1jY7OmZdjLA&_nc_ht=scontent-hou1-1.xx&oh=00_AfBwZ9VWm7X-2RmWsMPhQX3Q5gKAV1Cx2NLnIUDfdI25yQ&oe=639842B9" ALT="" WIDTH="90%" HEIGHT="" title="">
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^ <i>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.</i>
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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.
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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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<td style="text-align: center;"><a href="https://johnmarinedesigns.weebly.com" title="My creative works site...">JMDesigns</a></td>
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</form>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-22674729987640325532022-11-18T14:12:00.001-08:002023-01-25T14:37:30.186-08:00John Joins Payhip!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.
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<h2>John Joins Payhip!</h2>
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I decided to join Payhip recently. But...
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<h3>Why Payhip?</h3>
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.
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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.
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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.
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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.
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<h3>My Payhip So Far.</h3>
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.
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<h3>Want to Visit My Payhip?</h3>
If you would like to visit my Payhip store, you are invited to follow the link below:
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<A HREF="https://payhip.com/JohnMarineDesigns">payhip.com/JohnMarineDesigns</A>
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Happy shopping! :)
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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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<th style="text-align: center;" colspan="5" bgcolor="silver">Visit <a href="https://johnbmarinedesigns.weebly.com" title="My Weebly site!">my JohnMarineDesigns Weebly site</a>, subscribe to My Blog(s), and/or <a href="https://www.bloglovin.com/johnbmarine" title="Got Bloglovin? Let's connect!">Follow on Bloglovin</a>! Let's connect:</th>
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<th style="text-align: center;" colspan="7" bgcolor="silver">Support My Creative Works!</th>
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<td style="text-align: center;"><a href="https://johnmarinedesigns.weebly.com" title="My creative works site...">JMDesigns</a></td>
<td style="text-align: center;"><a href="https://payhip.com/JohnMarineDesigns" title="My Payhip Store">JMDesigns on Payhip</a></td>
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</form>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-65675935223312171242022-11-12T13:35:00.001-08:002023-01-25T14:37:52.535-08:00Voxel Character Evo ProjectFor 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!
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<h2>Voxel Character Evo Project</h2>
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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.
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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.
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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.
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<h3>Project Inspiration.</h3>
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.
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<h3>The Evolution Process.</h3>
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.
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Let me sort of explain the process in Magicavoxel...
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• separate the feet, lower legs, upper legs, torso (including neck, just moving it), upper arm, lower arm, hands, and head
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• separate accessories and certain long hair pieces
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• add some extra voxels to the lower legs, the upper legs, the lower legs, and some of the torso
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• move all parts of the body backwards except for the lower legs and the feet
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• move the neck, head, upper arms, and lower arms forward
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• clean up any painting errors
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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.
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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:
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<img alt="voxel character evo project" height="450" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVM6QxdZWfNdmVzwkiBWQk8FoxQZQfgxgw-pLIq57Mzk9cu620Rn2ETPgJ3i0iQcX2BgyTqtsLklDdzzOOFGwnL97t7wBcmoDEyRpIv6SJUh6UF--A_jK1gE7JepP-0AaeM1Lv3VOB2r-aMln4USTZ6UJ3wYvKDb8ZE5aSztD46g5gcXUHNnF9-pjcsA/s1600/VoxelCharacterEvoProject.jpg" title="voxel character evo project" width="600" />
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^ <i>Here is a preview of what I am working on towards enhancing my voxel character models.</i>
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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.
<br /><br />
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<th style="text-align: center;" colspan="5" bgcolor="silver">Visit <a href="https://johnbmarinedesigns.weebly.com" title="My Weebly site!">my JohnMarineDesigns Weebly site</a>, subscribe to My Blog(s), and/or <a href="https://www.bloglovin.com/johnbmarine" title="Got Bloglovin? Let's connect!">Follow on Bloglovin</a>! Let's connect:</th>
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</form>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-39634073454277513662022-10-11T21:47:00.001-07:002023-01-25T14:38:13.265-08:00Air Fryer Grilled Cheese SandwichA 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!
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<hr>
<h2>Air Fryer Grilled Cheese Sandwich</h2>
<hr>
Let me offer up a grilled cheese image for you to set the mood...
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<IMG SRC="https://hips.hearstapps.com/hmg-prod/images/airfryergrilledcheese1-1644940121.jpg" ALT="air fryer grilled cheese" WIDTH="75%" HEIGHT="75%" title="This is a grilled cheese sandwich.">
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^ from: <A HREF="https://www.delish.com/cooking/recipe-ideas/a38688377/air-fryer-grilled-cheese-recipe/">delish.com</A> - <i>A grilled cheese is simple but is very tasty.</i>
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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.
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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.
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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.
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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.
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<h3>Air Fryer Grilled Cheese Sandwich - Plain.</h3>
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.
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<b>INGREDIENTS NEEDED:</b>
<UL>
<LI>• two pieces of bread</LI>
<LI>• butter or mayonnaise</LI>
<LI>• a slice of cheese (your choice of flavor)</LI>
<LI>• (OPTIONAL) either aluminum foil or air liner paper - to make cleanup easy</LI>
<LI>• (RECOMMENDED) a spatula for flipping</LI>
</UL>
<br />
<br />
<b>INSTRUCTIONS:</b><br />
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.
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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.
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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.
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3.) Place the top bread slice on top of the bottom side in the air fryer.
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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.
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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!
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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.
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<h3>Air Fryer Grilled Cheese Sandwich - Tuned: Grilled Cheese Shrimp Sandwich.</h3>
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!
<br />
<br />
<b>INGREDIENTS NEEDED:</b>
<UL>
<LI>• two pieces of bread</LI>
<LI>• butter or mayonnaise</LI>
<LI>• a slice of cheese (your choice of flavor)</LI>
<LI>• cooked cocktail shrimp, preferably from a cocktail shrimp ring bought from a grocery store</LI>
<LI>• (OPTIONAL) your choice of seasoning for the cocktail shrimp</LI>
<LI>• (OPTIONAL) either aluminum foil or air liner paper - to make cleanup easy</LI>
<LI>• (RECOMMENDED) a spatula for flipping</LI>
</UL>
<br />
<br />
<b>INSTRUCTIONS:</b><br />
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.
<br />
<br />
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.
<br />
<br />
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.
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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.
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5.) Place the top bread slice on top of the bottom side and the shrimp in the air fryer.
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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.
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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!
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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.
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<h3>Other Considerations/Advanced Techniques.</h3>
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!
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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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</form>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-21437995749876554492022-06-13T16:49:00.001-07:002022-06-13T16:49:54.471-07:00New Life to Old Track ConceptsIt 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!"
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<hr>
<h2>New Life to Old Track Concepts</h2>
<hr>
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.
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<h3>The Backstory of my Older Courses.</h3>
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.
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<h3>Time is of the Essence.</h3>
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.
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<h3>Believable Race Tracks.</h3>
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.
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<h3>Why NOW Trying to Update Past Concepts?</h3>
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.
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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.
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<hr>
<h2>The Challenges Ahead</h2>
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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).
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<h3>The 3D Modeling.</h3>
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.
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<h3>The Realism Factor.</h3>
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.
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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.
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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.
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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.
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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.
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<h3>The Driving Aspect.</h3>
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).
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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.
<br /><br /><br />
<h3>The Racing Aspect.</h3>
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.
<br /><br />
Here is a progression in the tests I run:
<br /><br />
<b>• Hotlap</b> - from a standing start, complete one lap around the course. These one-lap tests take place on each offered layout of each course.
<br /><br />
<b>• Two-Lap Sessions</b> - from a standing start, complete two laps around a course. There are different two-lap tests for different variations of a track.
<br /><br />
<b>• Three-Lap Challenge</b> - 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.
<br /><br /><br />
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").
<br /><br /><br /><br />
A look at what you can expect is coming up, so visit the next section.
<br /><br /><br /><br />
<hr>
<h2>What You Can Expect Here</h2>
<hr>
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.
<br /><br /><br />
<h3>In Case You're Wondering...</h3>
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: <A HREF="https://assetstore.unity.com/packages/tools/physics/vehicle-physics-pro-community-edition-153556">Vehicle Physics Pro - Community Edition | Physics | Unity Asset Store</A>.
<br /><br /><br /><br /><br /><br />
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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</form>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-82884084602632795792022-01-05T15:41:00.001-08:002023-01-25T14:38:30.588-08:00Food on John's Creative Space"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.
<br /><br />
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.
<br /><br /><br />
<h3>About the Label: <A HREF="https://johnscreativespace.blogspot.com/search/label/Food%2FDrink%2FCooking">Food/Drink/Cooking</A></h3>
Topics listed under this category pertain to preparing food and drinks. These can be recipes, gadgetry, and things of that nature.
<br /><br /><br /><br /><br /><br />
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.
<br /><br />
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</form>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-20223087172503416452021-09-08T17:39:00.000-07:002021-09-08T17:39:02.544-07:00Going Low-Polygon, Low-Resolution 3D ModelingLow polygon and low resolution usually are not what most modern 3D types are like. However, those who model in the vein of Minecraft or PS1/N64/Saturn find a unique attraction to low-polygon work. I figured I'd join this realm myself. The reason why is because despite my best efforts to make 3D that can be well-loved and utilized, I never fully succeeded with many models I am proud out. So I figured I'd try to lessen my focus while still trying to find high quality in my low-spec work. I am also focusing in on a 3D modeling method I have adopted and practiced. This blog post is a look at my low-polygon, low-resolution work. It represents what I have worked on and what potentially may come in the future.
<br /><br />
I can't believe I haven't updated this blog in almost a full year! That changes with this new blog post on "John's Creative Space!"
<br /><br /><br /><br /><br /><br />
<hr>
<h2>Going Low-Polygon, Low Resolution</h2>
<hr>
While impressively realistic 3D rules the roost, some fancy lower-spec 3D. Mostly the reason lies in the simplicity of basic 3D models. Some even enjoy older 3D for the aesthetic. One thing I am realizing is that I am not a good digital artist or a good 3D modeler. Therefore, I am concentrating most of my artistic efforts towards low-polygon and low-resolution art. There is still a unique charm to doing this style of 3D work, and I look to try to capitalize on that.
<br /><br /><br />
<h3>Learning the Tiling Method (Through Blender).</h3>
Let me explain the method I am using as best as I can.
<br /><br />
Although Blender has an add-on that allows you to make 3D models from a tileset or palette called <A HREF="https://jeiel.itch.io/sprytile">Sprytile</A>, I am doing my work without it. Sprytile actually originates from an older 3D modeling software via tiling called <A HREF="https://crocotile3d.com/">Crocotile 3D</A>. What I define as the tile method is when you try to make models out of a series of plane meshes. One of the advantages of this is that you can apply a UV map to it easily to handle your art. What you do is make one plane and then duplicate it a lot to set up great art pieces. You will need to choose the proper sort of UV mapping to a tileset as you need to. Once you get into the process, it provides a nice challenge to 3D model. Having something like Sprytile and Crocotile 3D are not bad at all, and I am not opposed to financially supporting either program. My only thing is that I am learning of how to do those techniques without needing either tool.
<br /><br />
The first thing to take note of is to build a texture atlas. If you already have a texture atlas to use for your work, disregard this section and move on to the next paragraph. A texture atlas combines all of the needed graphical assets into one image. Especially if you will be tiling art, it pays to build a texture atlas to contain everything. I am also trying to practice pixel art. So therefore, most of the textures I've developed in my art appear rudimentary. You can use whatever paint program you like, but I am using GIMP (one of many free art editors). For pixel art types, <A HREF="https://www.aseprite.org/">Aseprite</A> is popular. I later learned that you do not need to necessarily have all tiles the same dimensions. In fact, the tiles don't even need to be powers of 2 in size (2, 4, 8, 16, 32, etc.). For example, I saw a texture atlas for a track for the PlayStation 1 game "Rage Racer," and it used a variety of different texture sizes to pack in this texture atlas. So sort of draw out and prototype the different tiles you want to use for your modeling project. You're going to be editing things again and again. If you are using Blender, you will need to constantly update the image you are using for your texture mapping. This means pressing Alt + R in the UV/Image editor panel (at least in Blender 2.79b).
<br /><br />
The next step is to simply add a mesh plane in Blender. Make a new Material for it. Go to the Texture panel and choose "Image or Movie" for the texture type. Load in the texture atlas or whatever image you are using. Unwrap the plane mesh. To make your efforts much easier, enable "Snap to Pixels" in the UV/Image Editor panel. You can then take the vertices of each plane and adjust them accordingly to whatever tile(s) you are trying to connect to. Once you have one plane set up, you're going to do LOTS of duplicating to get the desired model you are trying to create. Duplicate as many different planes as possible to construct the scene. Afterwards, keep adjusting the UV mappings to whatever image you want a plane to show. Keep going until you complete the model you want to create. It is best to try to keep things connected. If you can, use a combination of holding down Ctrl and even Ctrl + Shift to properly move about faces. It also helps to go into individual views in orthographic mode for some movements of planes.
<br /><br />
Once you are happy with the final model you've created, there are a few important things you need to know. I would recommend you save a copy of your finished work in Blender before doing anything else in this paragraph. It is important to select all of the planes and Remove Doubles. That means Alt + W (Blender 2.79b). Removing doubles reduces the number of vertices while also allowing you to properly manipulate the individual pieces of your model. If you need to adjust it again, it will be easier to do
<h3>My 3D Tile Modeling Runs.</h3>
Here are some of my practice runs of trying the tile modeling technique.
<br /><br />
<b>• Tiling a Simple Room</b><br />
The point of this was to practice simply making a room. Only the floor, two walls, and the ceiling were modeled. I had to learn some of the ins and outs of trying this method out. All pieces were 16x16 tiles except for the windows. What I struggled most was trying to get sufficient lighting to the scene. Here is what I came up with:
<br /><br />
<IMG SRC="https://johnmarinedesigns.weebly.com/uploads/6/3/2/4/63242399/simpleroom-render_orig.jpg" ALT="simple room rendering">
<br /><br />
<b>• Water Temple</b><br />
This more complex interior modeling job really tested my patience. Originally intended to be a modeling of two different rooms, I basically went with just one. I left out the throne room of this temple and just modeled the hall leading to the throne room. The way to the throne room can be seen with the blue carpet. I had to properly adjust the individual tiles to get them the proper lighting. I also needed to adjust the alignment of the UV texture atlas to get some of the planes to display the correct UV mappings. I was still pretty pleased with my work that I decided to close this modeling run.
<br /><br />
<IMG SRC="https://johnmarinedesigns.weebly.com/uploads/6/3/2/4/63242399/watertemple-1_orig.jpg" ALT="water temple rendering">
<br /><br />
<b>• Outdoor Scene</b><br />
This was a challenge. The sky was not a tile challenge; instead, it was trying to model a skybox using a cube. I learned in one YouTube video how someone used a cube rather than a sphere to make a sky. The cube was made big enough to house the scene, and then the cube was given a Subdivision Modifier. I found out at least level 2 of the Subdivision Modifier is good enough to properly portray a sky. A skybox is easier to work with than a sphere, especially when UV mapping. I needed to adjust the alignment of the UV map for the faces of my sky when I was preparing my skybox.
<br /><br />
I began to realize two important parts of the 3D tiling method. First off, these tiling models are done using shadeless settings. I prefer to work in Blender Render (nowadays called Eevee). I didn't learn to do this in Cycles yet. The second thing I learned was to turn off backface culling. If you enable backface culling, certain faces will not show from certain angles. I modeled my material more in the vein of Minecraft. That means a lot of boxy models. Here, however, I tried modifying the planes to try diagonals and even simulate things in Minecraft like tall grass. My only regret was maybe not adding variety to my pixel art grass and trees.
<br /><br />
This was the final result after all of my modeling attempts:
<br /><br />
<IMG SRC="https://johnmarinedesigns.weebly.com/uploads/6/3/2/4/63242399/countryscene-wip_orig.jpg" ALT="outdoor country scene">
<br /><br /><br />
I hope to make more material like this and practice more modeling in this style. I'll keep practicing and show you my best work in the future. Stay tuned!
<br /><br /><br /><br /><br /><br />
It is really sad I haven't updated this blog in almost a full year. "John's Creative Space" is back, though! It will really be back when I keep making more content to share. Be sure to Subscribe/Follow if you enjoy my work. Thank you for reading! Take care and be well.
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</form>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-32919884921491059832020-09-19T08:11:00.001-07:002020-09-19T08:11:52.478-07:00Voxel BuildingsI returned to voxel modeling to try out MagicaVoxel 099.6. This newer version 099.6 ushers in a new level of development as it has enhanced facilities for modeling and rendering. Most notably, voxel models in MagicaVoxel can now go up to 256³, rather than being resticted to 126³ in dimensions. So more complicated models in one piece can be developed or viewed. This is great mostly for massive models or complex worlds. With these things in mind, I want to share with you two models I created and what I may intend using these for. Check these out...
<BR /><BR /><BR />
<IMG SRC="https://johnmarinedesigns.weebly.com/uploads/6/3/2/4/63242399/church000_orig.png" ALT="voxel buildnig church house"><br />
^ from: (<A HREF="https://johnmarinedesigns.weebly.com/art.html" TARGET="_blank">JohnMarineDesigns</A>) - <i>My model of a vintage church house modeled and rendered in MagicaVoxel.</i>
<br /><br />
<IMG SRC="https://johnmarinedesigns.weebly.com/uploads/6/3/2/4/63242399/school000_orig.png" ALT="voxel building school house"><br />
^ from: (<A HREF="https://johnmarinedesigns.weebly.com/art.html" TARGET="_blank">JohnMarineDesigns</A>) - <i>This is a vintage school house I modeled and rendered in MagicaVoxel.</i>
<br /><br />
What do I intend on making these models for? Well, I have had ideas of using them for possible game assets or some media projects. I was kind of thinking of making a classic-style SimCity deal where you build a city from the ground up with the voxel building models I am trying to create. Also, I was considering the voxels being used for voxel-style 3D RPGs. The problem with that is that I am mostly fixated on more modern style structures. Therefore, I am not as adept designing Medieval-type structures or worlds. The two models I created will still get things rolling as far as designing voxel buildings. I also want to make this easy by having consistent dimensions to piece together spaces in equal grid amounts. I may also decide to just let everything be set up freestyle, letting the developer add the voxel models as he/she/they see fit in their voxel worlds.
<BR /><BR /><BR /><BR /><BR /><BR />
I'm glad you got a chance to view my creative works blog! This is my first blog post since the new changes Blgoger/Blogspot blog posts are made. Thank you for reading! Take care and be well.<br /><br />
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</form>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-88581173049862600322020-06-01T16:16:00.002-07:002020-06-01T16:16:28.426-07:003D Model and Showroom PlansMaking skins for vehicles in games is cool and all, but I have lately had interest in designing my own original vehicles all skinned up. Actually, I have wanted to develop my own models and my own showrooms. It was a dream for a long time to develop my own showroom for vehicles for games. As I started getting better with Blender, I am having more realistic visions of developing the sort of showrooms I want to develop. Allow me the opportunity to express myself. Okay? Good! Let me begin...<br />
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<br />
<br />
<br />
<hr><h2>3D Model and Showroom Plans</h2><hr>I feel the need to develop even more original content. So I want to share plans I have in regards to various 3D models and showroom plans. Take a look:<br />
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<br />
<h3>3D Plans: Models.</h3>My main areas of concentration for 3D modeling include vehicles and characters.<br />
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<b>Vehicle Plans</b><br />
On the vehicle front, I am starting to gain a new sort of direction towards how to model vehicles. The main concentration lies in low-polygon vehicles. I want to make low polygon a quality thing. This could even evolve into trying to refine them for other projects. This is actually a plan of mine of late. As I am starting to better use Blender, I feel I could master some techniques to at least attempt high-quality vehicles.<br />
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Previously, I noted that I had no interest in high-quality 3D vehicle models. I've learned some techniques that make me think otherwise in recent times. One of the most important things I am coming around to is that I do not need to put everything into one single mesh. In fact, some high-quality designs are a combination of separated objects. So a headlight assembly could be the main casing and all the individual lights that make up that headlight case. You also could independently work on a certain object of a full model. The one thing I always fear is that I may make a lot of changes that somehow will require me to do extra merging so that the model remains as complete topology-wise. It seems like a daunting task to make a high-quality vehicle. However, part of me says it is doable without stressing too much over certain details.<br />
<br />
I also previously did not have interest in re-creating actual vehicles. That has changed... to an extent. I am not seriously considering completely accurate models. At the same time, though, I don't want to make any models of actual vehicles that seem overly cheap. I need to be careful on this front because some legal clearances have to be granted to make 3D products of actually-licensed vehicles available and can be used. I am not sure if I want to develop such vehicles for free for game mods, or if I want to offer vehicles for rendering. I still prefer doing original designs, but I am somewhat open to modeling actual vehicles.<br />
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<br />
<b>Character Plans</b><br />
I have not yet attempted any original characters. On one end, I have thought more along the lines of avatar-type models. I am talking about mostly humanoid models that you could freely customize as opposed to some completely original characters. I have not yet found any true inspiration to make this happen. However, I do have some ideas by following a bunch of different videos. No concrete plans have been considered as of yet. If and when I do get around to developing characters, expect a mix of freely-customizable characters and original characters.<br />
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<br />
<b>Other 3D Models?</b><br />
I have considered locations as 3D model projects. Namely, I have thought of things like buildings, some light scenery, and some light terrain. I also want to develop things like motor racing tracks. For race tracks, I am slowly looking at trying to develop in the mindset of Assetto Corsa. Assetto Corsa prefers you measure things in meters. So to that end, I will have to learn to put things into meters for measurement.<br />
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<br />
<h3>3D Plans: Showrooms.</h3>No 3D model(s) will ever be worth showcasing if you lack a proper way to market them. So as I make skins for games like Assetto Corsa and Automobilista among others, I feel I have to develop a showroom to nicely showcase my 3D models. A showroom doesn't have to a "room." It can, in fact, be an outdoor scene stylish enough for showcasing work. One idea i seem to like is that Blender can handle HDRI images. For the uninitiated, an HDRI image contains color information within the image that can serve as the lighting and color for any given scene. Usually, some of these HDRI images can be pretty big files. I tend to like decently-sized images that won't beat up my PC in trying to render. Blender rendering through HDRI images is only done in Cycles Rendering. I will need to practice Cycles Rendering to be able to come up with great renders.<br />
<br />
While showrooms suggest indoor scenes, showrooms can really be indoor or outdoor scenes. While I don't want the showrooms to be the focal point of my work, I do want them to serve as stylish 3D locales for which to display my work. I am gathering ideas for which to think about what kind(s) of showrooms I want to make. Because Cycles Renders allow you to develop a vast amount of ideas, I want to be able to make the best renders I can make regardless of my PC's power to create them masterfully. In fact, I dream of making certain render scenes that would be great for Assetto Corsa, since the majority of my renders are for Assetto Corsa. I have used custom showrooms for vehicles in rFactor. So I have a general idea of the importance of making quality showrooms for any set of vehicles for almost any racing/driving game.<br />
<br />
Other than vehicles, I want to make some stylish showrooms for characters and other things. Imagine stylish scenes for which a character can be showcased. For example, imagine a stylish young lady at a stylish restaurant on a date night. Certain props or game assets can also be stylishly shown off in some kind of showroom. I haven't yet thought of any interesting showroom concepts to make these visions happen.<br />
<br />
<br />
Now you know about some of my 3D plans. We'll see what materializes from my work in the future.<br />
<br />
<br />
<br />
<br />
<br />
Thank all of you who love and support my work! I hope I can keep bringing the awesome that I can provide. Thank you for reading! Take care and be well.<br />
<br />
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</form>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-29945718848458817162020-02-29T20:45:00.000-08:002020-02-29T20:45:41.031-08:003D Modeling DetailA tactic of 3D modeling is to focus on how much to model for whatever application(s) in mind. Some go with high-polygon modeling and then dumb it down for low-polygon modeling. Some begin with low-polygon modeling and then increase the details. Which method is better? Well, it depends on how detailed you want your work to be and for what application(s) you plan on distributing your 3D models to. Through my modeling work, I have mostly focused on low-polygon modeling. I don't have the patience to try to flesh out low-polygon modeling. Some people do an amazing job taking basic rough shapes and then turning them into amazing 3D models. The different methods used to develop detailed models varies from different modelers.<br />
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I haven't yet designed anything spectacular, but I do hope to build 3D models from rough shapes to detailed modeling masterpieces.<br />
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This was a very brief post but with sufficient detail. Here is my discussion question for you:<br />
<br />
<SPAN STYLE="font-size: x-large;">What is your method of 3D modeling as far as detail is concerned?</SPAN><br />
<br />
Thank you for reading! Take care and be well.<br />
<br />
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</form>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-67899231856802971632020-02-12T08:31:00.001-08:002020-02-13T07:57:58.016-08:00Does Blender Get the Respect it Deserves?<b>(UPDATE: February 13, 2020)</b><br />
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#Blender3D is a free and open source program for 3D modeling. Everything from videos to intricate 3D models can be produced with Blender. Game developers even use Blender for assets and even complete games. However, Blender does get a bad rap from some people for a number of reasons. Even still, what you can accomplish in Blender goes far beyond what most other 3D modeling software can do. So I decided to blog about Blender and show some respect for it. Does Blender get the proper respect? I will explain why you should care (or maybe not) in this blog post here on "John's Creative Space!"<br />
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<h3>Before I Begin...</h3>This is my first JCS blog post of 2020. Happy new year!<br />
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<h3>LATEST UPDATE(S)/REVISION(S):</h3>FEB 13 2020 - added some extra details<br />
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<hr><h2>Does Blender Get the Respect it Deserves?</h2><hr>Allow me to discuss Blender to you all.<br />
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<IMG SRC="https://i.pinimg.com/originals/6c/ec/0d/6cec0d39fc88bff108129c1a69b5a86e.jpg" ALT="Blender 3D logo" WIDTH="600" HEIGHT="600"><br />
^ from: (Pinterest) - <i>The Blender logo. Does Blender get the respect it deserves? I explain in this blog post.</i><br />
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Blender's history dates back to 1994, and its initial release dates back to 1998. What you can accomplish in Blender for development of media is astonishing. Many people look up to programs like 3D Studio Max as the gold standard of 3D modeling. It is a top-tier industry standard in regards to 3D modeling. Blender, however, is sometimes criticized for a number of reasons. People say the interface and UI are not very charming. Blender also has a seemingly steep learning curve. As someone who has not had much success making proper 3D models, even I am more comfortable using a program like Wings3D (which is also free) for 3D modeling. Maybe even another reason people discredit Blender is because it is free and open-source, usually meaning that free programs don't have the same level of quality compared to the top-level programs. When you finally learn and master Blender, you can do almost as much as you can with the more popular 3D programs like 3D Studio Max, Maya, Cinema 4D, and more. Blender makes you able to make impressive material without needing to stick to a payment schedule or subscription like most of today's 3D modeling powerhouse programs. You can use certain renders outside of Blender's own render engine to produce your images. These include the likes of the Cycles Renderer and the Eevee (not to be confused with the Pokémon Eevee) engine. While you can make 3D models, you can even do simple video editing as well as create entire videos and films with Blender. A popular example of a Blender film is the 2008-released film "Big Buck Bunny." Blender is free and always will be free unless someone buys Blender and cheapen the Blender experience entirely.<br />
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It took me over 20 years to make a 3D model I could be proud of when I made my first true Blender creation back circa 2016. My 3D skills are still subpar, but I have tried especially recently to learn Blender and utilize it. A handful of YouTube videos on Blender have helped me to develop my 3D modeling skills in Blender. I slowly tried to develop and practice using Blender techniques to produce 3D models. I still have a lot to learn, but I feel I can do a lot to try to master using this program.<br />
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One reason I have tried to learn Blender better is because I am offering my material for sale through sites like Turbosquid and Envato's 3D Ocean. Surely the latter is one of the different programs you can share as being the program you made models in. As of the time of this initial blog post (February 12, 2020), these are the accepted programs for which you share as being what 3D model was made in:<br />
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<b>--- 3DOcean Accepted 3D Modeling Programs ---</b><br />
• 3D Coat<br />
• 3D Studio Max<br />
• Autocad<br />
<b><i>• Blender</b></i><br />
• Cinema 4D<br />
• Lightwave<br />
• Maya<br />
• Moda<br />
• SoftImage<br />
• Vue<br />
• ZBrush<br />
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You can still use whatever programs you like to 3D model in, but that is pretty much a list of top-level 3D modeling programs for you to sell your models on sites like 3DOcean. Blender even has a suite where people can sell their Blender 3D creations on called <A HREF="https://blendermarket.com/">Blender Market</A>.<br />
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One must also consider using Blender for more popular applications. For one, there is the crowd of using Blender for virtual reality and augmented reality. VR/AR has its own specifications and considerations when modeling. Blender can be a good enough program to use for VR or AR if you know what you're doing.<br />
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<h3>Blender for Gaming and Game Development.</h3>Blender was made in C++ and Python. If you have skill in using Python, you can make simple games in Blender using Python code. Blender has had its Blender Game Engine (BGE) serve as the gaming base for those who develop games using Blender. Of late, however, Blender has dropped support of the Blender Game Engine. A program that maintains the appeal of the former BGE is a program called UPBGE. UPBGE stands for "Uchronia Project Blender Game Engine." Many of the features that made BGE an excellent suite for gaming and game development can be had with the UPBGE package.<br />
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While Blender could be used to develop games, some people ranging from hobbyists to various independent (indie) developers make assets in Blender to be used in programs like Unity3D and Unreal Engine. People who compete in game jams use programs like Blender for simple modeling of 3D models. Such people even do as great of a job with modeling 3D assets in Blender as almost anyone could with popular paid 3D modeling software.<br />
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Blender can also be used for programs like Armory3D. Armory3D is a 3D framework that integrates into Blender. So using a combination of Armory3D and Blender can work perfectly fine in the development of 3D games. So everything from a casual game project to a AAA-quality game could be made with a combination of Blender and Armory3D. You can use a number of other 3D frameworks and interfaces to use in game development with Blender, but Armory3D is a popular option.<br />
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<h3>Blender for Web Development.</h3>Did you know you can build 3D websites with Blender? People use programs like Blender to build things such as 3D stores and various configurators of products. You could see 3D material with Blender with items ranging from fashion goods to even building your own car. I am mostly positive this suite for Blender mostly pertains to front end development and not much about front end and back end web development. There are people who model through Blender for website development to packages such as WebGL, Blend4Web, and Verge 3D.<br />
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Even I have thought of practicing making a 3D environment people can use to navigate for material I've created. Though, I haven't made anything cool enough to warrant any sort of attention. Stay tuned to "John's Creative Space" if I do develop some kind of 3D online environment for you to explore.<br />
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<h3>Blender for Video Production.</h3>Let's face facts. Blender will NOT replace or substitute programs like After Effects, Premiere Pro, or Vegas. A lot of the videos and video effects you can make in most popular video programs can be done in Blender. If you were to try to upload your creations to video sites like Envato's Videohive, you can't say you created the video material in Blender. So you may need to find some other programs for which to produce videos with. I haven't had too much video experience with Blender, so I will leave my discussion there.<br />
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Since I mentioned Blender in a number of lights, does this program get the respect it deserves? Here are my final thoughts...<br />
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<hr><h2>Does Blender Get the Respect it Deserves? - Final Thoughts</h2><hr>Just because something is free doesn't mean it lacks the quality of more established programs. Really, Blender has become its own established program throughout its development. Some people don't want to commit to a subscription service just to use a high-quality 3D modeling program. Those who don't want to do so have limited options for which to 3D model with. Therefore, Blender and its free nature is a boon to the 3D modeling community. Just because not many people look to Blender for quality 3D modeling doesn't mean there is no reason to use Blender. The interface may be tough, the learning curve may be steep; but once you master using Blender and learn many techniques to model with Blender, it becomes apparent this program is just as good... if not better... than most of the top-level, *industry standard* 3D modeling programs. You can always make Blender better if you develop scripts and add-ons to enhance the capabilities of Blender. Just because Blender is free doesn't mean it lacks the quality and polish of other top-level 3D modeling software. You can always make sacrifices if you feel Blender is somehow not good enough to meet your standards of 3D modeling.<br />
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So if you are on the fence about Blender, give it a chance and try to learn to use Blender. Try to master using Blender even if you are more comfortable using other 3D modeling software. Blender actually deserves more credit than most people give it. At least... to me.<br />
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<h3>For More Information...</h3>Learn more about Blender by going to <A HREF="https://www.blender.org/">www.blender.org</A>. Find more 3D resources I've curated by visiting <A HREF="https://johnscreativespace.blogspot.com/p/creative-resources.html">my Creative Resources page</A>.<br />
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Those are my own thoughts on Blender. Let me know what you think...<br />
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<SPAN STYLE="font-size: x-large;">Do you think Blender gets the respect it deserves?</SPAN><br />
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</form>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-45184800442656218812019-10-10T06:58:00.000-07:002019-10-10T06:58:11.688-07:00Basic Voxel Vehicle PackAfter several years putting it off and in not deciding what to do, I recently have FINALLY offered my voxel vehicles to the Internet public! This blog post describes what all I have done with these voxel vehicles I created. You will be able to purchase my voxel vehicles towards the end of this post. So stick around for more information!<br />
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<hr><h2>My Basic Voxel Vehicle Pack</h2><hr>This is an opportunity for me to share with you my voxel vehicles. More information is included in this post, so read on if you are interested in my voxel vehicles.<br />
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<h3>What You Should Know.</h3>My voxel vehicle creations were as of 2014 producing them with MagicaVoxel. I shared my voxel models across social media showcasing my work. I long planned to use my voxel models to develop a racing game. That game, however, never materialized. So the models I created have basically remained on my PC to never be available to the public. Despite a good amount of demand by some people who reached out to me, I was never fully ready to share my voxel models. That is until I finally decided in September 2019 to consider joing Envato. On October 1, I joined Envato. My first upload to any Envato product was made on October 7. My package was approved to 3DOcean for my voxel vehicle pack. Therefore, I am pleased to announce that my voxel vehicle pack is LIVE!<br />
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In my original upload to 3DOcean, I decided to keep the vehicles as static models. I had planned for some time to make the voxel models ready for animation. That will probably come in either an update or as a separate package. To keep polygon counts low, I filled up the invisible portions of the voxel models with voxels. Most of my models originally came with visible interiors if you remove the glass windshields and doors. Everything is low-polygon for the sake of game development. That was the original intent of my models.<br />
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The reworked voxel vehicles can be imported into programs like Blender or in game engines like Godot Game Engine. If you want to further use models for various applications, you are on your own to take my models and import them into other programs. So you will need to use a program like Blender to export my models into Unity3D if you want to use Unity with my voxel vehicle models. The Basic Voxel Vehicle Pack is available in three different formats: COLLADA DAE, OBJ, and the native MagicaVoxel VOX. Use the native VOX to freely edit the voxel models in their raw form.<br />
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<h3>Want to Get My Voxel Vehicles?</h3>My voxel vehicle pack is available on Envato's 3DOcean. Purchase the Regular License if you want to feature my voxel vehicles in a free game or in certain media projects. Purchase an Extended License if you plan on using my voxel vehicle models in a paid game. Click on the image or link below to get started:<br />
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<A HREF="https://3docean.net/item/basic-voxel-vehicle-pack/24801177"><IMG SRC="https://johnmarinedesigns.weebly.com/uploads/6/3/2/4/63242399/basicvoxelvehiclepreview-full_orig.png" ALT="basic voxel vehicle pack" WIDTH="600" HEIGHT="849"></A><br />
^ <i>Click on the image or click on the following link to buy my voxel vehicle pack: <A HREF="https://3docean.net/item/basic-voxel-vehicle-pack/24801177">Basic Voxel Vehicle Pack (Envato, 3DOcean)</A>!</i><br />
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If you use my voxel vehicles in any project (personal or commercial), please let me know! I want to see how you plan on utilizing my voxel models. Please help support me and my work any way you can. Purchasing this package is one such way of showing your support... if you don't mind. I would appreciate your support.<br />
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That is all for this post! I hope you found it interesting. Thank you for reading! Take care and be well.<br />
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</form>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-78435492911788604582019-10-04T00:35:00.002-07:002019-10-04T00:35:51.437-07:00John Joins Envato!On October 1, 2019; I joined @Envato! I feel a lot like #Envato has a lot of material I could contribute to. It may also be my best outlet for building a portfolio outside of my JohnMarineDesigns Weebly site. So I will use this time to discuss joining Envato and why I am doing so. I also have a little announcement to share in this blog post, so stay tuned for that!<br />
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<h3>Before I Begin...</h3>WHOA! I haven't updated "John's Creative Space" in almost four months? Sorry to keep you fans of this blog this blog rarely updated!<br />
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<hr><h2>John Joins Envato!</h2><hr>Allow me to talk about Envato and why I joined this service.<br />
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<h3>What is Envato?</h3>Envato is an Australian company where people buy and sell digital goods. Such goods include music, graphic designs, videos, 3D models, coding/programming, and more. This company was founded in 2006 and is based in Melborne, Victoria, Australia. As of the time of this post, Envato Market has had over 55M items sold and has earned over $760M USD in earnings. So Envato is a highly successful marketplace for all sorts of digital goods. Some people sell their creative digital goods on Envato but may also sell elsewhere. Some others, though, market exclusively through Envato. So while you may see some creative work work promoted on other websites, their marketing medium is usually Envato.<br />
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If you want extra insight on Envato, take a look at this video:<br />
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<iframe width="560" height="315" src="https://www.youtube.com/embed/l-epKcOA7RQ" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe><br />
^ <A HREF="https://youtu.be/l-epKcOA7RQ">The Envato Story | Inside Envato</A><br />
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<h3>[Some of] Envato's Services.</h3>Just like Google, one account on Envato opens you to all of their services. I say there are various services I feel I can contribute to. Here are some of the many...<br />
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• AudioJungle - AudioJungle is the service where people provide stock music. Usually, a lot of the music is corporate stock music used in applications ranging from business videos to YouTube videos. Some online video have AudioJungle songs used as background music. The easiest way to tell a song from AudioJungle is used is when you hear the "AudioJungle" watermark during the course of songs or videos. All AudioJungle material are all royalty-free stock music. If you want an example of a song on AudioJungle with the watermark playing at times, here is a sample song from one video I saw once:<br />
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<iframe width="560" height="315" src="https://www.youtube.com/embed/LfJnmKre5D0" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe><br />
^ <A HREF="https://youtu.be/LfJnmKre5D0">Pinkzebra "Larger Than Life" feat. Benji Jackson - Upbeat Song for Videos</A><br />
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• GraphicRiver - GraphicRiver is used in the distribution of graphic designs. These range from logos to presentation slides to gaming assets. This site covers lots of ground.<br />
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• 3DOcean - The 3D model marketplace on Envato is 3DOcean. Various 3D models are offered here.<br />
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These are among some of the many products offered by Envato.<br />
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<h3>Why I Joined Envato.</h3>I joined Envato after doing some research. I felt most of what I want to create mostly is along the lines of what Envato has to offer. I felt the desire to financially profit from my work and offer quality work to the world. A lot of you probably know I find great importance in offering creative content as a means of escape. Along with that, I am hopeful I can offer creative material to profit with. I found Envato to be a fairly interesting ecosystem to be a part of. All that was left for me, then, was to take that plunge and motivate myself to make content that I'm sure can benefit any number of individuals.<br />
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I also took the inspiration to join Envato when I saw that a number of game developers and game asset providers sell their content on Envato. While sites themselves may market their material on their websites, they sell a lot of their material mostly on sites like Envato. That was extra motivation for me to join this service. I'm too cheap to set up a proper store, so I decided to join Envato to sell my creative content.<br />
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Having said this, I'd like to share something. Check it...<br />
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<hr><h2>Special Announcement!</h2><hr>I would like to announce that as I join Envato, I am planning to finally release my voxel model cars among various other assets I've created. I feel so much like Envato is an environment for which I can get the most exposure and perhaps profit best. I haven't earned ANYTHING for my paid Turbosquid content. So therefore, I feel my work on Envato can help me not only get some exposure, but also finally profit from my work and offer some quality.<br />
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Another announcement I want to share is that I will also consider uploading my voxel characters. I might re-work my voxel characters or leave them static. I haven't decided what I want to do there just yet. Of course, I will let you know my final decision on my voxel characters in the future.<br />
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Through the Envato ecosystem, these voxel assets would fall under the 3DOcean service.<br />
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<hr><h2>For More Information...</h2><hr>To learn more about Envato and its services, visit <A HREF="https://envato.com/">envato.com</A>. I also wanted to include a link to my profile on Envato, but I am unable to. I guess you have specific profiles showcasing all of your content you have uploaded to Envato on different services. If I find some other method to this, I will update this blog post with extra links.<br />
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Hopefully this will get me in the mood to design material and profit from it. I will keep you posted, as always. Thank you for reading! Take care and be well.<br />
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</form>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-75170062342680414942019-06-05T21:30:00.000-07:002019-06-05T21:30:53.405-07:00Inkscape vs. Gravit Designer vs. Affinity DesignerMany vector artists look to Adobe Illustrator or CorelDRAW for their vector art. Others, meanwhile, use free programs like Inkscape. This blog post features three vector art programs I have used to create vector art. Those include the following: Inkscape, Gravit Designer, and Affinity Designer. My thoughts on each will be shared in this blog post. If you are looking to creat your own vector art, this post may be beneficial to you in helping make your decision on each.<br />
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<h3>Before I Begin...</h3>All of the material and commentary regards these programs in the versions as current as the ones in the original date of this post (June 5, 2019).<br />
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<hr><h2>Vector Art Roundup</h2><hr>Vector art offers the advantage of being freely scalable to suit any number of resolutions and applications. Accomplishing this is done with any number of different vector graphics programs. What is seen as the popular standard is Adobe Illustrator (AI). Most people, unfortunately, either (1) don't want to pay a subscription to use the Adobe Creative Cloud or (2) do not like Adobe Illustrator at all. Your options may therefore be limited... or ARE they?<br />
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In trying to develop vector artwork, you do have a few options at your disposal outside of Adobe Illustrator or even CorelDRAW. I used three programs to try to learn vector art. The program I have used for the longest is the free InkScape. Recent times, though, I have tried to accustom myself to Gravit Designer and Affinity Designer. I felt the need to try to use these other programs to try to develop quality vector art. In no way am I an expert at this matter. Despite this, I want to educate others on these programs.<br />
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Usually, vector programs usually format to formats such as AI, EPS, and SVG. These are the most common formats for exporting vector art. There are also transparent PNG and PDF for vector graphics. Prior to export, though, take advantage of these vector formats before using them in any number of programs.<br />
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<hr><h2>Other Vector Art Programs</h2><hr>This part of the post relates to the three programs I have used (or tried) for vector art. If you want insight on each program I am to feature, this is your part of this post. Click on the headings to visit the official sites of each program.<br />
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<h3><A HREF="https://inkscape.org/">Inkscape</A>.</h3>Inkscape has been around the longest as a vector art designer. With a lot of patience and skill, you can produce any number of quality vector art. You can also make things like calendars, greeting cards, booklets, web sites, and more.<br />
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<h3><A HREF="https://www.designer.io/en/">Gravit Designer</A>.</h3>Gravit Designer is not only a free program, but it is also a program that can be used on mobile devices and also in a desktop browser. So no doubt this is a versatile browser to use at your disposal. It is also fairly simple to build vector art. Other kinds of print media and digital media can be created with Gravit Designer. For versatility's sake, Gravit Designer is a great option for vector art. It is capable of a whole lot. However, its biggest flaw to me is the lack of various export formats. You can even sign up for Gravit Designer Pro and have features like cloud storage for your work.<br />
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<h3><A HREF="https://affinity.serif.com/en-us/designer/">Affinity Designer</A>.</h3>Affinity Designer is the only program in this blog post that is not free. The program does, however, come with a 10-day trial. It was developed by a British company called Serif. Affinity Designer can be thought of as the anti-Illustrator in the sense that you get a powerful vector art program that you get to keep and not have to pay for a subscription plan to keep the program. Affinity Designer has the unique ability of drawing with vectors or with pixels. So basically, Affinity Designer is for those of you who want quality vector artwork while not wanting to pay for Adobe's services. What convinced me to buy Affinity Designer was the many more popular formats for exporting vector art with. As of the time of this blog post, Affinity Designer sells for about $59.99 USD. You can even purchase packs to enhance the experience of Affinity Designer as well as gain some extra functionality.<br />
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Now that I have talked about these three programs, which would I recommend? The next section tells all...<br />
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<hr><h2>Inkscape vs. Gravit Designer vs. Affinity Designer</h2><hr>Which is the best vector program to use (granted you don't like Adobe Illustrator)? My inclination is to tell you that Inkscape will serve you well because it's free (as is Gravit Designer). However, just because something is free doesn't mean it is the best. I found Gravit Designer to be easier to use despite the fact it doesn't have as many export formats to export to like Inkscape. I also found Gravit Designer to be a bit weird to try to name groups with. I had to keep on clicking just to be able to rename something into a group. Even though Affinity Designer is the only featured vector art program that is not free, I found it a little more useful and powerful than both Gravit Designer and Inkscape.<br />
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I am more inclined to go with Gravit Designer over Inkscape. Gravit Designer is also a good choice if you prefer a solid vector art program that can be used across multiple platforms. For a more premium experience and having a quality program, give Affinity Designer some love. There is absolutely nothing wrong with Inkscape; just that Gravit Designer and Affinity Designer offer a lot more in terms of usability and exporting.<br />
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You can make a lot with all three of these programs. If I had to choose one of these three, I am afraid to say it doesn't hurt to pay the full price for Affinity Designer for the best overall experience in vector art. Second favorite is Gravit Designer, which is easier to use and more functional than Inkscape. You don't really need the Gravit Designer Pro unless you are okay with spending extra money with the experience. Inkscape is still the go-to vector art program for those who want a completely free experience. All in all, I just think the best vectoring experience can be had with Affinity Designer... unless you are okay with paying a subscription for Adobe Illustrator as part of the Adobe Creative Cloud.<br />
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Those are my thoughts, anyways. Maybe my thoughts helped sway your interest some. Thank you for reading! Take care and be well.<br />
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</form>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-61279000055826924952019-03-27T09:47:00.000-07:002019-03-27T09:47:07.464-07:00Project Griselda"Project Griselda" is the development code name for my recent interest in web development. Having been a long-time blogger, I feel intrigued to develop my own websites. I even thought of general development of UX and UI. For the uninitiated, UX stands for "user experience," and UI stands for "user interface." This blog post simply announces my plans of website-related work under the code name "Project Griselda."<br />
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<h3>Project Griselda: Basic Thoughts.</h3>I have been blogging for more than 10 years, and I have noticed at times how certain websites are structured. Some of these elements came to fruition as I examined the source of web pages. Never before have I actually thought about how simple making a basic website could be. That is until I recently have had interest in website design. After making some simple HTML files through self-teaching with W3schools, I found out it could be possible I could create my own websites if I really dedicated myself to creating quality material. So in an effort to try to master website design, I needed to put up another development project. And in so... welcome to "Project Griselda!"<br />
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<h3>Project Griselda: What Does This Mean For You?</h3>I can not guarantee I can come up with websites and designs of impeccable quality, but I can do my best in making enticing material I am sure people will pick up on and lovingly use. I also need to learn to develop sites that can be viewed properly on mobile devices. Various websites these days offer responsive websites. Responsive templates allow for sites to be viewed properly across computers and mobile devices alike. I will need to test out things more on my tablet PC and my smartphone.<br />
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I could use a combination of programs for which to develop designs for websites. Most of what I have are free programs. I use GIMP as my basic photo editor. I use Inkscape for not only vector graphics but also certain intricate designs. There is Notepad++ I have used for developing HTML pages, but someone online directed me to a program called Bluefish Editor. I may therefore use a combination of Notepad++ and Bluefish Editor.<br />
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<h3>Project Griselda: What Does the Future Hold?</h3>Here is where I may make some interesting announcements.<br />
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I love my Weebly site, but I am having thoughts about making my own custom website. It is possible I may create my own website to link to my blogs as well as developing a proper site for which to sell my digital offerings. So I may use Project Griselda to develop my own website. I don't want to abandon or retire from Weebly just yet, but it is possible I COULD abandon my Weebly site and just operate from a custom website. After years using Blogger/Blogspot, I have thought a little bit about starting my first site (not blog) under Wordpress. On the hosting front, I have considered the popular option of BlueHost. Another popular option is HostGator (which I didn't know is headquartered here in Houston!).<br />
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<b>--- A Special Note... ---</b><br />
If I do create my own website and launch it, I will need your financial help to keep it active because I don't make much money through my online work. Having monthly hosting fees and such will drain my online funds. So I will have to ask you donate to me if you enjoy my work. Or, I may have some of those costs offset if I make proper sales of any creative works. That would mean I have to produce more digital content for sale to better be able to reap in financial benefits. How long I can make this ride work depends on my determination and your dedication. Let's work together to make magic happen!<br />
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Now you know about "Project Griselda" and what it entails! By the way... if you want to learn how to build your own websites (or even learn HTML for your blog), I recommend w3schools. You can learn more about HTML by visiting <A HREF="https://www.w3schools.com/">www.w3schools.com</A>. This may sound like an advertisement, but I am not sponsored by them. I am just speaking on personal experience.<br />
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I have shared my mind, and you came along to gauge my thoughts. I am pleased for you to come here and check out my latest post. Thank you for reading! Take care and be well.<br />
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</form>John B. Marinehttp://www.blogger.com/profile/03414422109024974482noreply@blogger.com0tag:blogger.com,1999:blog-3351406403583479823.post-25477459032935886692019-03-21T07:57:00.002-07:002019-03-21T07:57:47.469-07:005 Years of John's Creative Space!This post marks five years of "John's Creative Space!" My creative works blog has seen a lot in its five years of existence. I created "John's Creative Space" to showcase my creative work amd thoughts on creativity. While I feel I can do a lot more to keep this blog active, I think I have done just enough to keep it at least relevant. What has really held me back is trying to develop more content for the world to enjoy. I am always learning and practicing in regards to creative content. I publish my material here in this blog as well as on my "JohnMarineDesigns" site.<br />
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So what does the future hold for my work? Earlier this year, I purchased a mixed media drawing tablet. I hope to use it to sketch out designs. Of late, I have been practicing making vector people with Inkscape. I don't have the finances to use programs like Abobe After Effects. So I am looking for other methods to try to enhance my appeal with doing vector graphic characters and such. I want to also make more material available for download and/or sale. I not only want to share content, but I also want to profit from it. And you know my voxel material I have made through MagicaVoxel? Yeah- I still can release that material though I have mostly have been unable to provide those assets years since sharing them. There is a lot I can actually offer that hasn't really had their time in the spotlight. It is something I hope I can change in the future.<br />
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Whether this is your first time here or if you are a returning visitor, thank you so much for checking out my content! It means a lot to provide so much to all of you. I will need to try to gain some momentum that eventually will lead to making more content available more often. Be sure to look around on "John's Creative Space" to see all available work. If there is something of mine you like and wish to download or buy, and if it isn't currently available to share; please contact me, and I may make arrangements to offer my material for download and/or share. If you generally enjoy my work and want to offer support, feel free to do so by making donations to me through PayPal. The "Donate" button in my posts and pages actually work! So offer your support that way if you so incline.<br />
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Just to say one last time, thank you for even caring about my work. I don't know what I would really do with my life if I didn't choose to offer creative work to the masses. I have blogged for a long time. While I have not truly achieved greatness, I have done just enough to at least be relevant. I can do a lot more, though, to grow and maintain success. At least I know I have a world of individuals who support me and my work regardless. And for that, I am forever grateful. Believe me- I am FAR from done. My creativity and spirit are too strong to call it quits any time soon.<br />
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Thank you for reading "John's Creative Space" for now five years! Take care and be well.<br />
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<td style="text-align: center;"><a href="http://johnmarinedesigns.weebly.com" title="My creative works site...">JMDesigns</a></td>
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