There is now video of the very first build of #IridiumMoons.

I think this is the result of a good two weeks of learning Blender from nothing but tutorials and looking things up in the manual, but also a completely new model I started this morning.

The whole building is basically just six cubes with beveled corners and a dozen Array, Bolean, and Mirror modifiers. Which lets me make new buildings of any shapes and number of floors in a few minutes.

#hobbydev

Me, two or three times per day, when I am stacking modifiers in Blender.

This shit is fun, when you're not trying to follow a tutorial.

#hobbydev

New Site Post: Graphics Style References

https://iridiummoons.com/2026/05/14/visual-style-references/

A collection of reference footage from other games that represent the overall graphics style (though not visual design aesthetic) I am aspiring to with Iridium Moons.

#IridiumMoons #hobbydev #Raw3D

Graphics Style References

Once I had decided that I would be making a game in first person 3D, I knew very soon that I wanted to make something in the Raw 3D look of the mid to late 90s like the Quake engine … Continue reading →

Iridium Moons

Rambling about scope in indie scifi ImSims and feasibility for a one man hobby show:

https://iridiummoons.com/2026/05/14/off-our-scopes/

#IridiumMoons #hobbydev

Off our Scopes

Things have been going very well for the past weeks, with progress on developing my 3D modeling, texture painting, and rigging skills going much faster than I ever anticipated. I am planning to keep focusing on improving my texturing and … Continue reading →

Iridium Moons

Of all the things to trip up in my attempt to learn game making, color picker choice paralysis was not the one I thought would become the biggest obstacle. 😐

#hobbydev #indiedev #gamrdev

Are there any #gamedev focused chat servers outside of Discord that people would recommend?

#indiedev #hobbydev #matrix

"Why is it that when animations cause clipping faces, it's always you three?"

My first thought when parenting a mesh with an armature was "This was easy. From the way I heard people talk about rigging, I thought this would take longer to learn then 20 minutes".

Four days later, I'm still working on it. And 90% of all the work is just this one joint. Because it has two axes of motion and four bones that all need to be consulted on everything.

#hobbydev #3Dmodeling

@VileLasagna This is what I should have done from the start. Save and close the character model and do experiments with the most simple object.
A hexagonal rod with a single joint. This really helps with getting an understanding what effects additional vertex loops and weight painting have.

(And I was right. Both bones have conflicting claims where a vertex should be. The vertex goes on a line between the two positions, with the weights pushing it from both directions.)

#hobbydev #3dmodeling

Not even an hour from "I know nothing about blender animation" to having a video of an animation.

There is still more stuff to know about making the texture painting and animation process both more elaborate and faster. But I think I now can do all the things in Blender that I need to make the assets for my Godot game.

#IridiumMoons #3Dmodeling #hobbydev

Well, this looks

... good? 🤨

How did that happen?!

I thought aside from animations, character models would be the hardest of all the assets to make for my game. But this just took me three hours after one day of learning the basics of how a character can be put together.

#3Dmodeling #hobbydev