I started working on trim sheets and made this door texture as a proof on concept.

And it turned out exactly as I wanted.

This is just an image texture on a flat face. It has no normal maps or anything. Just Godot doing a bit of texture filtering to smooth the edges.

The .png image is a render of a 3D model I made in Blender in a few minutes.

#retrographics #IridiumMoons #gamedev #hobbydev

Ohohoho... 😋

I just discovered sharing your model and texture folders between Blender and a Godot project.

This is now all so much more easy than it seemed when I tried to get into modding and level editing 20 years ago.

Over the last 3 months, I don't think I was once thinking "okay, this seems to be more difficult and labor intensive than I anticipated."

#hobbydev

GentleOS - A pair of hobby OSes for vintage 32-bit and 16-bit PCs

https://github.com/luke8086/gentleos32

#OpenSource #RetroComputing #HobbyDev

GitHub - luke8086/gentleos32: Hobby operating system for vintage 32-bit PCs

Hobby operating system for vintage 32-bit PCs. Contribute to luke8086/gentleos32 development by creating an account on GitHub.

GitHub

Why does HSV Noise in GIMP now produce exactly the kind of noise that I want, in exactly the way I assumed it would be easiest to do? And is such an obvious way to do it that I am sure it must have been one of the very first things that I tried two months ago!

Why didn't it work back then and avoid me all this blood, sweat, and tears?! 😭

(I still want to do this with nodes in Blender to avoid having to go into GIMP just for that on every texture.)

#hobbydev

It just occured to me that the current revival of 90s 3D graphics and boomer shooters feels in many ways like the oldschool revival in D&D circles 15 years ago, just in a different medium.
And more joyful and a lot less cultish and edgelord. But the reasons for it and the overall aesthetics are very similar.

But I've seen so many videos about new indie ImSims from one or two people over the last year, and I come across new Quake content almost every week.

#hobbydev

This looks awesome.
Again, this is two beams, one floor plate, and lots of Arrays, Mirrors, and Booleans. Only thing still missing is clipping the floor that extend through the wall.

Is it still low-poly graphics?
Not really.

Does this increase rendering times by a factor of 100 and wreck any ideas to have real time dynamic lighting work even on a potato.
Definitely.

But it's really cool. 😆

#IridiumMoons #hobbydev

Modifiers on, and modifiers off.

2 Mirrors, 8 Arrays, 6 Booleans, and 3 Hidden Objects.

I don't think geometry nodes make sense for me with my low-poly art style, but I totally get why people think that's the shit! 😆

#Blender #b3d #3Dmodelling #hobbydev

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