@delaneyking.bsky.social
Senior videogame tech artist /art director. Unreal Tournament 04, Dragonage, D&D Online, God of War: Chains of Olympus, Stellaris, Civ IV + more. VFX Where The Wild Things Are. No fate but what we make. https://www.delaneyking.com
Or sell you frozen peas. I dunno.
03.03.2026 12:42 — 👍 11 🔁 0 💬 0 📌 0
I am midway through building up and detailing the sword handle replacement. I want some stylised polished root knots like Gandalf's knobbly bits.
I am shaped 1.5 mm plasticard using a diamond file for the initial core.
So I gave him a flower crown with leaves using floral wire and greenstuff. Still lots to add- I want a real Midsommar vibe.
03.03.2026 12:34 — 👍 13 🔁 0 💬 1 📌 0
Work in progress.
I've had this Ral Partha AD&D Firbolg giant for many years and finally got around to fixing it tonight. The sword handle commonly snaps off on this figure, and whilst repairing it I decided I wanted to give him more of a Green Man vibe...
Community projects like 'miniature curses' (you are send a miniature, cursed to add a bit then pass it on), monster bashes, trash bashing and exchanging bootlegs and bitz are producing amazing things.
It's like coming home to the original chaos... but this time we are LEGION and we have GEAR.
We are getting games that actively encourage this miniatures madness like Turnip28, Nekroplanet Grob, Space Weirdos and countless other 'Zine energy games available.
Easy access to epoxies, affordable resins, silicones, and 3d printing are blowing everything wide open.
This feels like a return to the punk roots of the hobby. The "dungeon-punk" that emerged from the Citadel team before the sale of Games Workshop.
It was that anarchy, humour and cultural boiling pot that attracted me to the hobby in the first place.
I am loving the freedom of creativity in the mini community at the moment.
Moving away from 'Eavy Metal perfection to messy, gestural, and naive styles of conversion, sculpting and casting is just a joy.
Spawned from Blanchitsu, through Inq28 and now exploding in vibrant colourful anarchy.
Mayhaps you canst have a sneakily thrust little hadouken about your chops.
03.03.2026 07:37 — 👍 10 🔁 0 💬 0 📌 0Cock blocking? Oh, you mean 'derailing'.
02.03.2026 22:34 — 👍 21 🔁 0 💬 1 📌 0I guess we have to keep learning this stuff as more AI bullshit keeps eating your graphics card market.
02.03.2026 21:22 — 👍 8 🔁 0 💬 0 📌 0Also... I mean... all this stuff still applies if you wanna go vroom vroom, but our target sizes are way higher now to the point of it not being noticeable until it is across a certain threshold of load.
02.03.2026 21:21 — 👍 4 🔁 0 💬 1 📌 0Oh yeah, and having a gradient map and coloring each poly using a pixel on it. Drove me nuts. Super expensive way to do things.
02.03.2026 21:04 — 👍 1 🔁 0 💬 0 📌 0
This helps because anti-aliasing of downsized images suggests details and curves we cannot afford to expressly store as pixels.
Sharpening textures counters the fuzzy aliasing of filtering small textures.
We had VERY small textures. 256x256 was considered roomy. A rat would probably be squeezed into 64x64 or 128x128.
We got the most out of our textures by painting them at least double or quadruple the size then downscaling- usually after sharpening.
You should aim for maximum packing of uv islands, with just enough space between to avoid bleed in the MIP MAPs (smaller pre filtered images used at distances). A lot of the rats I have seen would fail art review on this alone. Sorry kids. Times were tough back then.
02.03.2026 20:46 — 👍 10 🔁 1 💬 1 📌 0Okay, so in practical terms, what this looks like is butting up adjacent UV islands and welding and warping where they overlap/touch. You shouldn't have lots of little shells. You also should pack similar areas together so they bleed pixel colors into similar pixel colors.
02.03.2026 20:44 — 👍 12 🔁 1 💬 1 📌 0I mean... this is supposed to be a challenge, right? :)
02.03.2026 20:29 — 👍 13 🔁 1 💬 1 📌 0We were pretty much all flying by the seat of our pants back then desperately trying to get something vaguely convincing to fit our teeny tiny budgets.
02.03.2026 20:15 — 👍 20 🔁 3 💬 1 📌 0We also didn't have clamping, so having your UV go up to the edge of the map invariably caused tiling errors that sampled pixels from opposite sides of the texture.
02.03.2026 20:13 — 👍 22 🔁 3 💬 1 📌 0
A reminder to everyone making a low poly rat to consider your UVs as part when aiming for authentic early console assets.
We had to keep our split edges and hard edges minimised as these drive up the hidden actual vertex count (uv count) but also textures were tiny and we needed it all.
*counts on fingers. Thinks a bit. Counts on fingers again* possibly?
02.03.2026 11:13 — 👍 1 🔁 0 💬 0 📌 0You know my polycule has optional mayo. It's sexy like that.
02.03.2026 10:05 — 👍 1 🔁 0 💬 1 📌 0Friends. Romans. Countrymen. Lend me five quid.
02.03.2026 10:04 — 👍 36 🔁 3 💬 2 📌 0Also I didn't drop it into the sink. So there is that.
02.03.2026 09:56 — 👍 1 🔁 0 💬 1 📌 0
Two and a bit trays gooped. I cannot communicate just how many figures I have rebased at this stage.
It's a lot.
My bullshit brings all the bases to the yard. The slow painful process of gooping.
02.03.2026 07:11 — 👍 38 🔁 0 💬 2 📌 0