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@schooliedee.bsky.social

642 Followers  |  8 Following  |  81 Posts  |  Joined: 16.07.2024  |  1.7746

Latest posts by schooliedee.bsky.social on Bluesky

Oh for sure yeah, and tbh the October "post something every day" challenge has been a big help for that. Lots of days with work calls all day, then gym, crap it's my night to cook, "ok what can I do in like, an hour?"

Looking back through later, it's cool what all compounds from those little bits.

02.02.2026 20:33 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Spent this afternoon writing a preprocessor to recognize and animate certain phrases in the Quest dialogue, without needing to add style info to the dialogue text explicitly.

Also, I joined a studio and now do unity stuff for a living, but I'm still doing this too dw.

31.01.2026 23:07 โ€” ๐Ÿ‘ 42    ๐Ÿ” 12    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 0
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I'm slowly getting into the habit of laying out the UV stuff in terms of importance for the model, with faces becoming larger parts over the last few times I've tried this.

Eyes are a total mystery to me and I keep using recolors of the nice eyes that Shannon's commission came with.

23.12.2025 22:56 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Last Melrode kid, Todd, and 8/53 for the number of NPC models up to Solvaring.

Todd's 2 original animations were both pretty energetic, so I wanted to save him for last and learn with the first 3. Adding small root offsets really helped out with these.

23.12.2025 22:56 โ€” ๐Ÿ‘ 19    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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3/4 Melrode kids done, just one more for the gang.

I think whoever made the "just make it exist first, you can make it good later" should win some sort of award. It's been fun getting into modeling and knowing that things will look goofy but that it's ok.

22.12.2025 22:50 โ€” ๐Ÿ‘ 61    ๐Ÿ” 6    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Tried the 2nd melrode kid today and had a lot of trouble with his weird head shape and odd expression.

Each of the kids also has their own super exaggerated running animation, which only plays when they turn towards you, so I think they were probably meant to run around town.

22.12.2025 03:32 โ€” ๐Ÿ‘ 20    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Starting the Melrode kids, tried Pete today since he only seemed a little more complicated than a stationary treasure chest.

21.12.2025 02:05 โ€” ๐Ÿ‘ 20    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Fan remake project with no financial incentives, the spiritual successor pivot is reserved if there's ever a cease + desist o7

20.12.2025 04:38 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Started learning how blender's texture painting stuff works. Chest came out alright, but I probably redid the UV stuff like 4+ times.

19.12.2025 20:30 โ€” ๐Ÿ‘ 158    ๐Ÿ” 32    ๐Ÿ’ฌ 5    ๐Ÿ“Œ 1
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I am not great with art or getting a clean circular shape into a UI thing, so I tried to use a shader instead. I used a similar one for the chest + spirit interactions to give a slight glow, with the goal of not needing to match their coloring 100%.

09.12.2025 15:00 โ€” ๐Ÿ‘ 16    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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So instead of the HUD that quest 64 shipped with, I'm trying to use one from earlier footage where the compass is on the left of the bars.

09.12.2025 15:00 โ€” ๐Ÿ‘ 14    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Started playing with HUD ideas and working on the interaction popups. I'd like to keep as much color and charm as possible, without falling into the "white bars + small text remaster UI" meme, but it's hard to get the quirky shapes and fun fonts to look reasonable in higher res.

09.12.2025 15:00 โ€” ๐Ÿ‘ 143    ๐Ÿ” 28    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
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Been going through for the last week or so and getting the blocked vertical slice building and ironing out the issues, it's slowly becoming almost playable.

06.12.2025 02:33 โ€” ๐Ÿ‘ 190    ๐Ÿ” 41    ๐Ÿ’ฌ 8    ๐Ÿ“Œ 0

Oh I see, yeah. I'll play around with that.

05.12.2025 21:19 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

I haven't done much with the Rock 1/2/3 animations since adding in placeholders awhile back, and the man eater ones atm feel like molasses. I'll probably fiddle with them a bit more then return later after the NPCs teach me more about blender etc.

05.12.2025 20:26 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Animation is pretty new for me (minus very minor edits to accentuate an impact or release), so all the scaling particulars about getting from blender into unity were driving me insane lol.

The little 100x scaling between fbx and blend formats kept weaseling in and turning man eater into a planet.

05.12.2025 18:57 โ€” ๐Ÿ‘ 12    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Trying to do the Man Eater from scratch, minus some bone models and a ground texture. It's turning out alright, and this will hopefully help my confidence when starting the NPCs.

05.12.2025 18:57 โ€” ๐Ÿ‘ 30    ๐Ÿ” 5    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0
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Used some of the "between jobs" time to work on the enemy model silhouettes. The original commissions were very good imo, way better than I could've hoped for after providing low-res emulator screenshots.

27.11.2025 02:14 โ€” ๐Ÿ‘ 20    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Devtober 2025 Recap
YouTube video by Trey Hayden Devtober 2025 Recap

Recorded a recap video for the #devtober work today:

www.youtube.com/watch?v=Fw9R...

16.11.2025 01:01 โ€” ๐Ÿ‘ 6    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Oop, missed this.

The Quest 64 discord is probably the quickest route, this is a link from the speedrun page and hopefully still works? discord.gg/0Vr8Ym5bLayc...

15.11.2025 21:21 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Fan remake project! The decomp results are sometimes converted into c# and incorporated into things like cameras and movement.

To give an idea for the maps, I am starting Holy Plains right now actually and the first step is to overlay exported lua data as a sort of guide when blocking things out.

11.11.2025 21:42 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Used some of the day off to finish blocking Dondoran's interiors.

If you've been following this project for a while, this may seem like reverse progress, but I wanted to go back and redo some areas to sure the general feel and muscle memory came through.

11.11.2025 18:09 โ€” ๐Ÿ‘ 150    ๐Ÿ” 21    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0
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The goofy system I've been using to block the dondoran building heights -- moving brian until he's on the roof.

09.11.2025 21:15 โ€” ๐Ÿ‘ 115    ๐Ÿ” 22    ๐Ÿ’ฌ 5    ๐Ÿ“Œ 1
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Started blocking out Dondoran yesterday, also fiddling with the door exit animations to use root motion.

It does bring the autowalk doors much closer to the original though.

08.11.2025 23:40 โ€” ๐Ÿ‘ 196    ๐Ÿ” 20    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1

If you're still reading, then there's a good chance that you followed along through much of this month's posts and I want to say thank you.

It's been a long month in the real world, and I'm looking forward to sitting down and recapping it in something other than tweets.

All the best, gang. o7

01.11.2025 03:30 โ€” ๐Ÿ‘ 28    ๐Ÿ” 1    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 0
Blender Tutorial - Shape Key Basics
YouTube video by Eve Sculpts Blender Tutorial - Shape Key Basics

Super helpful video that broke down blendshapes into something I could understand. I'd previously commissioned this sort of thing and always felt a little underwhelmed at the results, so this has helped boost my confidence.

www.youtube.com/watch?v=7WGt...

01.11.2025 03:30 โ€” ๐Ÿ‘ 17    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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#devtober day 31 - Shannon blinking

Wanted to finish with something visual, and luckily I found a nice tutorial on how to implement blinking with blendshapes by @evepaints_ -- linked below.

The Shannon model was a commission last year from k_catz on fiverr, briefly shown to the Quest 64 discord.

01.11.2025 03:30 โ€” ๐Ÿ‘ 139    ๐Ÿ” 16    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0
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#devtober day 30 - easier ik look for npcs

There were 2 previous attempts with this with the newer Rigging system, but I learned today that there is just a built-in function for this on the default animator object. Way simpler and just takes a few seconds to set up.

31.10.2025 03:14 โ€” ๐Ÿ‘ 31    ๐Ÿ” 6    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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#devtober day 29 - more blocking and camera work

The stairwell areas are blocked with the lua data, and the stencil issue was just a typo somewhere. The last camera issue is handling collision and closeness, and figuring out why the npcs now talk to you while pouting.

30.10.2025 01:38 โ€” ๐Ÿ‘ 32    ๐Ÿ” 6    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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#devtober day 28 - blocking and door issues

Adjusted the animation / IK stuff to play nicely with doors and the new 30 fps sim stuff, but the denser layouts are inviting problems with the stencil door trick from last year.

29.10.2025 02:17 โ€” ๐Ÿ‘ 44    ๐Ÿ” 6    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

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