Fourteen Screws
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fourteenscrews.com
Fourteen Screws
@fourteenscrews.com
Hi there! We're Fourteen Screws. We're trying to launch a game studio, and learning about game development as we go. Come say hello!
Working on a #3d model in of a ship I sailed on a couple of years ago in #blender. Here's a WIP of the helm assembly which will show how the helm controls the rudder
May 5, 2025 at 9:03 PM
I haven't posted any #Blender pics in a while, but I've been studiously toiling away on some #3d projects, including #modelling a coat of arms and trim for a museum piece in Poland, one of my partner's childhood toys, and a random toilet roll holder I liked the look of. Getting better all the while
February 16, 2025 at 8:45 PM
Storm Éowyn didn't make it easy, but our first entry to a game jam is in. "Futures" is a boardgame of market manipulation and deception. You can download the jam entry here: fourteenscrews.itch.io/futures

#gamedev #galwayglobalgamejam #globalgamejam
January 26, 2025 at 4:24 PM
I've been working on a revamped version of the fourteenscrews.com. This version will use my own theme for Jekyll with Bootstrap 5 rather than leaning on Minimal Mistakes. I'm pretty happy with how it's looking! On a related note---new Fourteen Screws website coming soon 😄
January 17, 2025 at 10:24 AM
An excellent night testing boardgames at Treehouse Café in Sheffield tonight. Some very cool people making some very cool games
January 12, 2025 at 10:33 PM
One of the best things about getting back into writing is having fun with descriptions. I know people say things like "show don't tell" or "leave it to the reader's imagination". But sometimes explicit is fun #gamedev #ttrpg #worldbuilding
December 30, 2024 at 11:58 AM
Posting these a little late, but here are two wonderful gifts I received from my partner this Christmas. I am so incredibly lucky that I have someone who supports these little dreams of mine. I feel very seen. Belated happy Christmas folks, and a happy new year #gamedev #worldbuilding #ttrpg
December 30, 2024 at 9:51 AM
When worldbuilding I use placeholders for names of locations, people, etc. Because I typeset in LaTeX I can define a macro which lets me write with my placeholders. When I'm ready to drop the real names in I edit in one file and the whole document updates. It even maintains my index #ttrpg #gamedev
December 14, 2024 at 3:56 PM
Quick lil lunch break means I have 30 minutes to do a little Blender 😊 Wrapping up this low-poly man, and the block female figure has re-joined the game as a reference for how to convert this model into an equivalent female shape. So that's good to know! Learning loads anyway #blender #b3d #3d
December 4, 2024 at 2:05 PM
Trundling along to Section 3 of Grant Abbitt's course on low poly characters. Feels a little like going back to square one as we model a character by extruding and deforming a cube. Maybe the block people were a warm-up thing, but it feels like the course could have started here #blender #b3d #3d
December 3, 2024 at 9:15 PM
Working my way through Grant Abbitt's low poly character course on Udemy. Putting in about an hour tonight, but every little helps. And if you watch on 2x speed, you get through twice the content 😆 Currently just blocking out characters, but we'll be on to usable game characters soon #blender
November 28, 2024 at 11:16 PM
Not much time for practice tonight, but here's a little bookshelf I smashed out in 30 minutes. I guess we'll put it in the living room next to the kitchen? #blender #b3d #3d
November 27, 2024 at 9:59 PM
Et voila! We have our baked textures, and they don't look half bad (although I still feel like the metal has lost some of its shine.
November 27, 2024 at 9:40 AM
3. The metallic map needs to be baked as an emission material. For the particular paint/metal/mud material that is demonstrated in the tutorial I used, I had to connect the combined output of the three damage shaders to the output via an emission node. This was a good learning experience.
November 27, 2024 at 9:40 AM
2. When baking the normal and roughness maps, remember to set the colour space of your image texture to "Non-Colour" (duh). I was baking everything as sRGB.
November 27, 2024 at 9:40 AM
1. when creating the diffuse map, all your metallic values down to zero. I'll need to have a look into the specifics of why, but this is apparently what caused the original baked image to look so dark. As soon as the diffuse map is baked, you can turn your metallic values back on.
November 27, 2024 at 9:40 AM
Update on baking procedural textures. I've managed to get things working! This means that I can now make some super cool materials in Blender and import them into my Godot games. It was a small number of simple mistakes that caused all the heart ache. Some obvious, others not so obvious.
November 27, 2024 at 9:40 AM
Still, procedural textures are super cool, and it's a lot of fun to play around with parameters to get your model looking _just_ right. If I can figure out how to bake these things properly, this is going to be one hell of a powerful tool.
November 25, 2024 at 11:16 PM
So! I followed the tutorials I from earlier and there is some helpful stuff in there both for procedural textures and baking those textures out to an image. However, there's still a way to go. The metallic parts of the baked texture are very dull and the texture has lost its sheen #blender #3d #b3d
November 25, 2024 at 11:16 PM
I felt like my sweet little teapot deserved a table on which to sit, and a kitchen in which to live. So here's what I could assemble in the morning before moving on to other tasks. A few quick learnings from this morning's project to follow #blender #b3d #modelling #3d
November 24, 2024 at 3:45 PM
Not much time to practice any 3d modelling this weekend, so here's a teapot I bodged together in an hour based on a sweet little pot I saw at the airport #blender
November 17, 2024 at 8:32 PM
Hi folks! I'm an academic who is trying to make the leap to indie game development. I build games using Godot and generally try to have fun doing it. I'll post on progress and learnings as I go.
November 16, 2024 at 3:51 PM