Suddenly, Ninjas

datetime August 29, 2016 10:00 PM

Being as super-smart as I am, I have lots of ideas. Too many, in fact. Even eliminating the 30% unworkable, 20% uninteresting, and 20% probably-just-not-worth-it ideas that I have for various modeling projects, I still have to face the fact that my remaining pool of good ideas has to somehow fit into my practical production schedule. At any given time, I usually have at least 3-4 potential terrain projects, 10-15 sculpting projects, and 2-3 new army projects rattling around inside my skull, all of which I’m excited to someday find time to squeeze out into reality. It’s a difficult process to decide which of those projects are going to see fruition, and which will remain only as figments of my imagination for another year.

This is the main reason I say no to almost any project suggested to me by friends and associates. People come to me fairly regularly with suggestions for a conversion they think would look good, or a terrain project that they’d love to see, or a drawing they think would be funny. My answer is usually “no” before I’ve even heard the details, and is definitely “no” if they do manage to get through a full pitch. I say no partly because I just don’t like to set a precedent of being available for commissions, but also simply because I do not need anyone else’s ideas. Lack of ideas is not a problem I have. I do not sit around in a state of unmotivated boredom, wishing someone would inspire me with just the right idea. And I’m not alone in this. If I may quickly make a public service announcement on behalf of your talented betters:

Ideas have no value. Basically no creative person ever wants your ideas. We are very smart and talented (also handsome and charming), and have plenty of our own ideas already, which we think are better than your ideas. If you want your ideas to be executed, go figure out how to do so yourself, because we’re busy with our own stuff.

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That Looks Uncomfortable

datetime July 11, 2016 8:30 PM

I have a tendency to do a lot of conversions and scratch sculpts for my various wargame armies. Sometimes I’m creating differentiation between duplicate models, sometimes I’m fixing problems with the original model, and sometimes I just feel like I have a funny idea that needs to be made flesh.

However, this will largely not be the case with my new Tohaa army. With a few exceptions, the Tohaa models simply work for me. They have great costume designs and good poses, and given the insane level of detail on them, I feel like most of my efforts to modify them would simply make them worse. The Tohaa do have a small number of models I find quite ugly, but these all happen to have game profiles that don’t interest me at all, so it’s quite easy for me to simply not buy them and focus on other models.

So in the end, not a lot of modification is being done with this army. Sure, there’s the one big custom project it all started with, and I’ll be doing some minor work to differentiate two duplicate models I bought, but the majority of my Tohaa models are just being assembled, cleaned up, and painted in their natural state.

There is, however, one model that I really wanted to include in my army, but couldn’t leave in the condition CB shipped her. I am speaking, of course, of Neema Sataar, the pole dancing bikini princess of the Tohaa Ectros Corps:


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So… videos, maybe?

datetime June 3, 2016 10:23 PM

I don’t love my format here. I like documenting my work, and I like sharing how I make things, but still photos frustrate me. I can’t take pictures while I’m working, so all I can do is put my tools down when I advance part of a model and take a photo of its current state. Work a bit more, put tools down, take photo.

It’s frustrating because the stretches BETWEEN those progress states are the only parts anyone can actually learn from. But I can’t work and take still photos at the same time, so I’m kind of stuck.

Or… maybe not?

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Extreme Tropical Splash Tohaa

datetime May 6, 2016 12:53 PM

Last month I posted the first models for my Tohaa army, but they weren’t exactly representative of the paint scheme I had planned out for my army. I owned Tohaa models for a year before I ever painted any, and in that time I went back and forth several times on a colour scheme.


As I generally do when I’m designing colour schemes, I drew a rough paper doll in Photoshop in the shape of the primary troop in my army– the bouncy Kotail Mobile Unit. The studio colour scheme is shown at left, and my first stab at a custom scheme is at right. This maroon-and-lavender scheme was something I thought up a few years earlier as a possible scheme for some Skorne models I never got around to painting, and I thought it looked quite striking on the Tohaa paper doll. However, my first Infinity army already made heavy use of dull dark purples, and while this one wouldn’t be exactly the same as what I used on my knights, I ultimately decided to go with something a bit more distinct for my aliens.

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Computers Are Hard

datetime May 4, 2016 10:36 AM

When Infinity N3 was released a year and a half ago, I immediately observed two things about the overhaul of the hacking rules: they were super fun, and they were super hard to remember. To help me keep track of my available hacking options, I wrote a relatively simple web app that could filter the available options down to only the hacking programs that were relevant to the given situation. Originally I made this just for myself and my local playgroup to use, but the local response was encouraging enough that I went ahead and made it pretty enough for general release.

The first 3rd edition expansion book, Human Sphere N3, releases from distributors… tomorrow..? Sometime this week..? I’m not totally clear on the date. In any case, the book contains a large amount of new hacking content, and I’ve spent the past six weeks adding the new options to the N3 Hacking Helper. And since I had the files open anyway, I also decided to overhaul the graphics and add some completely new features to the app.

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