Decal Creator Updates

August 25, 2010

Categories: art,programming — digitalgibs @ 12:38 AM

There are a couple of updates for Decal Creator!

  1. Decal Creator now has an unlimited source license for companies that wish to build a copy for multiple workstations.  The source code has been tested up to Maya 2011 64bit.
  2. For the less rich, a fresh build is available for Maya 2011 64bit users.  The personal edition is much cheaper than the unlimited license, and works great for personal use or freelance work.
  3. As with all versions, the price has gone up, but previous owners of Decal Creator Personal Edition get a free upgrade once again.  Thanks for your support.

Developers are Cheap!

November 13, 2009

Categories: art,programming — digitalgibs @ 4:27 AM

Okay, I have a feeling that this post is going to feel a lot like a whining session since I don’t have any hard numerical data to support my bullish cries.  What I have to say certainly feels like the truth however.

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64bit Decal Creator!

Categories: art,programming — digitalgibs @ 2:17 AM

Maya 2009 was the first venture into 64bit, but it wasn’t until my recent brush with a dieing computer that I had access to a 64bit version of Windows.  I’ve been getting a lot of requests for an x64 version of the Maya 2009 plug-in and here it is.

Tileable Textures Made Easy

May 1, 2009

Categories: art,photography — digitalgibs @ 10:40 AM

I did some digging around and couldn’t find a really helpful tutorial on making textures tile easily.  There are some really complicated ways to do it that will likely produce better results than what I am about to show you but this is a nice quick fix that is sure to work 90% of the time.  This technique assumes that you’ll be using some  kind of noisy texture like dirt, tree bark, gravel, wood chips, etc.  If you are using solid colors or cartoon shading then you might be better off just hand painting the edges to tile properly.

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Zombpocalypse Postmortem

January 20, 2009

Categories: art,games,programming,zombpocalypse — digitalgibs @ 8:10 PM


I wrote this postmortem and didn’t know what to do with it. It’s not exactly the kind of story that a team of developers can take with them and say, “this is how it’s done”. In fact, it’s the complete opposite kind of success.  If anything, this article is proof that it is possible to make a game with less than 200 developers; about 199 less to be exact… Enjoy!

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