Recent projects

New assets: Hideaway furniture models (a whole bunch of ’em!)


A lesson was learned while documenting these models; One should not postpone it by multiple years.

While being vaguely aware about the pace new content was being produced, it was easy to think that “I’ll get around to it” and it won’t be “much of a hassle” to document them once there was a good time for it.

So, that indistinctly tall, undefined pile of assets turned out to be 145 models. I’m not even kidding. People; document your models as you go, I mean it.

These models were made for Hotel Hideaway by Sulake. The furniture displayed here are or have been available to players either via purchase or collectable crates. They were made between 2019 -2021. It’s bit challenging to recall specific dates for all of them, but some are tied to events like the Valentines Day or Halloween. The models definitely hold a lot of memories. It was even a bit overwhelming to go through all of them at once. Shoutout to Sulake for letting us 3D artists put in all those lighthearted easter eggs. -I hope the players got as many giggles out of them as we did!

Check out the new models here.

The gnome character: rigged and pose-ready

The gnome character has finally had a retopo and is fully rigged. I named the model Ilona. She is now fully set up for show in Marvelous Designer. I was trying out if importing animations works properly, which turned out to be handled rather nicely and hassle free in MD . I really liked how they keep all internal data in separate files that can be called upon, so switching the avatar mesh quickly was convenient. I couldn’t figure out yet how to import the rigify-made rig so, that it would be movable in MD (the bones are there, but the hierarchy is garbage after the export, and you cannot edit it internally there), but the animations come through beautifully, so that solution works ok for now.

After everything was set up, I couldn’t resist but to throw on some test clothes on her and do a fast render in Marmoset Toolbag 3. These clothes are just some stuff that that ships with MD, so I just quickly modded the patterns to make them fit. The character needs still some fine tuning, but I’m pretty happy about the recent progress. Next up: some groovy cloth designs and classier renders!

Update on the gnome character

Finally had some spare time to work on this model again. The anatomy was rather heavily adjusted and I made a quick hairdo for her (using Danny Mac’s wonderful tutorial series as a reference – can really recommend those .) In the long run I plan to have multiple hairdos that can be switched on the fly. She still has no rig and was again crudely posed with the Zbrush*s transpose tool. Next up: final adjustments, retopo and a real rig.



Zbrush in my life, round two

As an incredibly hot summer (that tried to murder everything on it’s path in Europe) fades to a pleasant fall in Helsinki, it’s time to pick up some creative slack. I’ve been toying around with this gnome character in Zbrush. It’s based loosely on one earlier lowpoly figure, but the further I progress, the more vague the reference gets. The original goal was to make a quick mannequin and then dress it up in Marvelous Designer, but the emphasis has shifted ever so slightly into it being Zbrush anatomy piece. The dress-up phase is still coming though.

Right now I’m somewhat happy with the main shapes. Some in-between areas still require some work and the backside could use a second look. The overall feel is bit too muscular maybe, and could be taken couple of notches more to the cartoony direction. Slowly though  things are moving along. The current pose is a very crude and fast mock-up. Joints were dislocated. Things were bent from the wrong places. The final character will have a decent rig.

This piece probably won’t be made into a PBR model, but will be a highpoly showcase instead. Anyway, stay tuned: pretty dresses are coming. 🙂


Doggone it! Hot Doggety, the single player campaing sneak peak

Here at my house, we Hot Doggety core dev. people have a saying. Translated it goes something like: “Insert dog, receive problem.” This has hit the coder harder than me, although I have definitely had a share of it.  Mr. dachshund is somewhat unique creature, whose game behavior and animations needs some careful thinking. But after putting our heads together for quite a while, I feel it’s finally time to say it aloud: Hot Doggety is getting a single player campaign! It’s still very much under works, but I feel like we have made enough process to safely say, that this is happening.

The game will have worlds with different themes, each including their own minimap. Our first world is going have a circus theme. The idea of the campaign is, that dog agility meets twister. Your mission will be to make the dog long enough, that he is doing all the agility obstacles at once. We will have different types of obstacles, like hoops, sticks, tunnels and ramps.

The assets for the first world are done, and we are now experimenting on the game logic. Below is a screenshot of the first ever playable demo. Much needs to be done, but the joy of seeing this slowly coming to life, is giving us an amazing amount of energy. By a great coincidence, it also happens to be that 2018 is the year of the dog in the chinese calendar. We take this as a good omen and press twice as hard to deliver this to our players!

Hot Doggety SP demo 1

Take this waltz: recreating a dress from the victorian era

I’m starting to be able to dig deeper into the toolbox in Marvelous Designer. Still little bit intimidated to try my hand with a personal design, I did one more rehearsal from a tutorial. In Pluralsight, they have this wonderful series about creating more complex patterns where they use this victorian inspired dress as a case study.  Especially the corset section was very thorough. Here is my final result. Maybe the dress could use a little bit more puff,as the lack of it originated from the bustle cage being slightly narrow, otherwise I’m fairly happy with this. I’m  also quite happy about how I’m progressing learning this software. The UI is quite slick and the tool set is smart. There is really only one flaw I have discovered so far: “Take this waltz” from Leonard Cohen won’t stop playing in my head when doing more formal wear like this. But I probably can’t blame Clo software about that one. 😉

victorian_front_HD victorian_back_HD

Making friends with Marvelous Designer

Black friday can be a dangerous time for us artists. Combine that with a credit card, and software can happen (!) Been thinking about it for quite a while now, when I saw Marvelous Designer heavily discounted, I decided it was time to pony up the cash and get this gem. After about a week of training, I’m starting to really understand a bit deeper how the clothes processing works. I absolutely adore this software. As a kid, I was never really into playing with dolls, but now I’m starting to understand, what the fuss was about!

The dress here is a simple practise piece made  with a tutorial found from the youtube channel of Clo software. I’m not all that familiar with tailoring and crafting patterns by default, so I thought it might be a good approach to first work through some basic types of clothing, before going for more original content. I’ve got few more of these random items stacked up, just have to get around to rendering some of them.

Medieval dress: practise

New project: The shopping mall environment scene

After telling myself enough times that concept art is nothing to be afraid of, I finally tried my own hand at it. Having made these small isolated clothing mannequins all week long, I suddenly felt the urge to go big with it. To not take the easy and fast one session exercises, but to see how far I can push it with my current skill set with no time limit.

Moving onto a complex concept scene like this was a major victory from all the old demons in my head, telling me not to grab that pen because I probably can’t handle it. I’m figuring this is a fairly common and simple scenery here, but I’m honestly really happy with it. I’ve decided to work it further; put on some color and lighting, finally topping it off by making it a full 3D pbr model using substance painter and substance designer. It’ll be cool to see how it evolves from an a lineart to a realtime piece. I’ll be posting an update from every stage!


Daily scrubbles: common clothing designs rehearsal 2


More daily scrubbles: A set of colorful dresses

A friend of mine lent me a thorough book on clothing styles yesterday. Decided to put it to good use. These designs are mostly from the book, although all the sketching and coloring is still mine. I feel like getting bit more confident with this. I hope these designs are starting to stick to my head, so that in the future I could start mix and matching them.