Matviy
bonecleaver.bsky.social
Matviy
@bonecleaver.bsky.social
Aspiring 3D artist/game developer. 🇺🇦 Military. Maker of questionable decisions.
Have you ever considered writing an article on puzzle design in survival-horror games? I'm curious what your thoughts are on how to walk the line between frustration and fun.
December 20, 2025 at 8:37 AM
Reposted by Matviy
"but what if they can't draw" here's hideo kojima making level blockouts for metal gear solid 1 and 2 with LEGO

I am begging AI bros to use their brains for two seconds
December 18, 2025 at 5:57 PM
What's your approach/workflow when it comes to texturing these sorts of projects.
December 7, 2025 at 11:46 AM
I did last year. Don't remember the password for that partition though, and I had constant issues with it.
December 4, 2025 at 4:16 PM
It's also broken on OSX rn. Currently stuck with an M1 MacBook Air until I figure out a way to get my new workstation into Ukraine.
December 4, 2025 at 3:49 PM
That sounds about right. I'll try to pick up Aseprite in the near future and start picking at it.
December 4, 2025 at 3:31 PM
A lot of the textures in Alien: Resurrection are also clearly hand painted. I'm fairly confident that the artists for the game were working with a predefined and limited color palette. It just hasn't been shared or properly recreated.
December 4, 2025 at 3:30 PM
Yeah it could in theory go that high, but memory for *everything* was at a premium so a good chunk of games only would use like 32 colors per texture. There was also heavy use of texture atlases for the same reason.
December 4, 2025 at 3:25 PM
And also there's no way the actual color palette they used for that game was that big. I doubt it was even 256 colors. A lot of PSX titles used a lot less than that and used dithering to make it look like they had a large color palette.
December 4, 2025 at 3:12 PM
It's the curved surfaces that you you. I think a lot of cars with more "complex" panels have flatter surfaces overall which means less of a need for as many polys.
November 30, 2025 at 3:45 PM
Excellent.
November 30, 2025 at 1:33 AM
Finished sharpening up the edges on the wheel. Up next is the wheel nuts. I haven't had as much time to work on this as I'd like because my day job (army) has been fucking rough recently. That's going to continue for at least another few weeks most likely.
November 8, 2025 at 9:57 PM
I think a lot of people feel this way honestly. The modern level design workflow is absolute ass for solo devs/small teams.
November 8, 2025 at 8:43 PM
Thank you. I'd like to have something more suited than blender but more powerful than Trenchbroom for making levels for Godot projects. I'll keep an eye on this for sure.
November 8, 2025 at 8:31 PM
Probably a dumb question, but on the website you mention that the program uses the same default key bindings as Maya. Have you considered including an option to use the blender default keybinds?
November 8, 2025 at 8:21 PM
Finally got back to this and got started in the wheels. Blender 4.5 was bugged with extrusions under certain conditions, but 4.5.4 fixed it. Also real life got in the way and I took some time to (poorly) participate in a render jam.
November 2, 2025 at 7:26 PM
More progress on the car project. Non-destructive modelling makes my head hurt.
October 19, 2025 at 5:46 PM
This is incredibly clean.
October 19, 2025 at 5:45 PM