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Buddy of DoQ: Thoughts on Life, Machinima, and Everything
Buddy of DoQ: Thoughts on Life, Machinima, and Everything
Twenty Five 
Monday, March 31, 2008, 12:15 PM - Life
It's absurd really, that I should be so kind and grace this planet with another year of awesome. Happy birthday, me!
(Seriously, I've gotten a bunch of notes and birthday wishes today, thank you all!)

In the month I've owned my DLSR, I have taken more pictures than is nice to count; certainly broken my lifetime accumulation record. In celebration of my new hobby, I've taken to updating my DA account again after two years of "forgot I even had one!"
Scope it!


The Bluebonnets are starting to bloom, it's like the Texas equivalent to the Japanese Sakura where people flock to the fields for picnics and pictures. Armed to the gills with the photographers' spirit, I'll take photo after photo until I get one worthy of a state issued spring guide. It's rare for me to pick up a hobby that inspires so much will to improve, haven't felt this determined since Fake Science almost wasn't.



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Tokyo, Japan 
Tuesday, March 25, 2008, 10:22 AM - Life
I'll keep this short and awesome (like the trip): PICTURES, YO!


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Of Packing, Passports, and Pirates! 
Monday, March 10, 2008, 10:14 PM - Life
Ahoy maties!

With me new DSLR camera in tow, I be off on another round'da world 'venture, finishing what be started ah two year ago. All of next week we be in Tokyo, Japan seeing all the sites, meeting old (and new) friends, and taking pictures proper. This time we be havin' a full stay, weekend to weekend, 8 nights in all. (If ye recall, the last 'venture be only 3!) And if the good winds should favor our backs, we may even be privy to the seasonal Cherry Blossoms' abloom!
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Only make IMPORTANT additions. 
Friday, February 29, 2008, 07:01 PM - Machinima
There are a few rules all modelers, modders, machinimators, and the like must follow to lead successful and awesome lives; thus keeping them on the path of doing what they love.

The most important of these rules is to avoid creating assets that are, shall we say, unnecessary. If you go around adding in random bits with no real direction, rhyme or reason, you might end up with something so utterly idiotic and fantastical that it might transcend the very fabric of UNNECESSARY and create a new brand of mind blowing superfluous euphoria. Thus plunging you and your hapless fans into a sea of darkness to which the only life preserver is MORE.

Thankfully I never make anything so confoundedly useless, which means this advice is as good as gold. TAKE IT!

What!? :o
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Production Schedule Shuffle! 
Tuesday, February 19, 2008, 12:12 PM - Machinima
I have a number of items to bullet point for the curious and well-wishers.

First order of business is a shuffle in the production schedule. Citing discomfort at the direction in the Ugly Jesus animation, the author and ourselves have come to a mutual decision to shelf the project for the time being. Other works by Ray for adaptation are on the table, and I for one am looking forward to working with him again. I have some pictures due for development of his art show in Waco, Tx. held last Tuesday.

<aside> I -really- can't wait to get a DSLR and put aside my 35mm once and for all. I'm just too slow in getting film processed in this internet era. I've been salivating over the Nikon D80 for a long time, and sometime in the next few weeks before I'm off for Tokyo (woot!) I'll be taking the plunge. </aside>

What this means is that "For Science!" has been pushed up to the front burner, and regular production on the pilot/EP 1 has begun. The script for episode one was approved weeks ago (on time!?) and we're now easing into the character design phase. The plan is to have a monthly release, once we have two or three episodes in the can. In a perfect world, this will begin in time for the 2008 fall season, continuing until the writer has had enough.

There has been a great amount of discussion about which engine to go with. Creative juices demand the utmost control in a very flexible environment that handles Blender/Max models with relative ease. I've been championing Crysis for having most of what we require, but without an SDK to run more explorative test, I can't be 100% sold. There was a point in time where we planned to utilize Half-Life 1 again, only with much updated art. Talks may have settled more modern, but I wouldn't discount it until you see the trailer! (Hell, even then!) Ė Irony of ironies, Dr. Keggers has just sent me this link while typing up this blog spam: Blender Scripts for Crysis Seems like itís (using Crysis) becoming more and more likely every day.

Meanwhile this also means I have a small window while Mike works his pencil magic to jump in and work more on my personal secret project, while learning a few new tools and machinima tricks. Seeing as all I have to do is start modeling the sets, I can find no reason to hold back. Truth told 90% of the action takes place in a single location, but it has to be ripe with detail, something nice for every angle. In my mind, an early summer release would be perfect. Iíve finally settled on an artistic style after months of conflicting with myself. (see: Low Poly Ninjas ) In fact, Iím going with the same style as my original vision while writing and storyboarding last summer. The first hunch never lets you down!

Buddy -OUT-

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