RusticKey☕🍞
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rustickey.bsky.social
RusticKey☕🍞
@rustickey.bsky.social
Chaotic Stupid. Learning 3D. Will post other stuff eventually.
Runs on coffee, oats, and noodles.

Currently developing something codenamed "Tides"

Also check me out on:
YouTube : https://www.youtube.com/@RusticKey
huh making jumping animations is something else entirely

#3d #blender #gamedev #indiedev
November 14, 2025 at 7:48 AM
Some walk cycles yeah. No transitional animations yet so it is what it is, the transitions purely used blending.

#3d #b3d #blender #art #animation #gamedev #indiedev
November 13, 2025 at 4:49 AM
modular archery animations!
#3d #b3d #blender #art #animation #gamedev #indiedev
October 26, 2025 at 11:37 AM
#worldbuilding is fun! Now to actually populate the GDD with text
#writersky #writingcommunity #amwriting #indiedev #gamedev
October 24, 2025 at 2:59 AM
"Fish Head Stew" with daikon slices and greens, fish offal, ginger, and scallions. 802 tris

... maybe i need to make a better texture for the scallions

#3d #b3d #blender #art #indiedev #gamedev #lowpoly
October 14, 2025 at 3:20 AM
rice congee with dried shrimp and anchovies, scallions, and ginger. 590 tris

#3d #blender #food #art #gamedev #indiedev #lowpoly
October 13, 2025 at 5:44 AM
A bowl of fish broth, rice noodles, fish balls, boiled prawns, and scallions

980 tris total. also testing the broth shader

#3d #blender #food #art #gamedev #indiedev #lowpoly
October 12, 2025 at 12:35 PM
October 10, 2025 at 5:59 AM
can't believe i jerry-rigged a jeweller's loupe into a macro attachment (don't worry its only screwed on after the lens finished extending). it's a fun little thing

#camera #photography #cameralens
October 9, 2025 at 12:56 PM
made some fishies models, less than 300 tris each (except for the catfish i guess, 400 tris)

#3d #blender #solodev #gamedev #indiedev #3dmodelling
October 7, 2025 at 10:54 AM
vertex painting is cool! works really well with procedural noise, and can be reused multiple times, each unique. here it is implemented via a procedural brick texture and the plaster can be painted on
#blender #b3d #texturing #blender3d #3d #art #gamedev #indiedev
September 8, 2025 at 9:20 AM
tried pushing the frame-and-brace geonode prototype to its limit, looks like it works quite well
#blender #3d #geometrynodes #geonodes
September 3, 2025 at 10:55 AM
prototyping my frame-and-brace geometry nodes system in blender
#blender #b3d #3d #geometrynodes #geonodes #3dmodelling #art #gamedev
September 3, 2025 at 10:36 AM
i spent HOW LONG making parametric roofs in blender?
... 3 days? this better be worth it
at least it works well though. i can rapidly create roofs now

#3d #blender #geometrynodes #geonodes #gamedev #indiedev
September 2, 2025 at 12:59 PM
Testing making modular building segments, and i think it's going rather well. i just need to figure out a good way to make procedural roofing
#3d #gamedev #indiedev #blender #art
August 27, 2025 at 5:58 AM
okay my pc is back and alive and here's a tang dynasty era wheelbarrow. apparently they're first invented in ancient china.

#3d #gamedev #indiedev #blender #art
August 25, 2025 at 11:22 AM
collection of things i've made so far. all are game ready (technically?) with baked details and relatively low tris count

#3d #3dmodelling #blender #gamedev #art #indiedev
August 19, 2025 at 9:04 AM
Baking 32800 tris into 460 tris feels great. also the bucket feels great too I guess
#3d #blender #gamedev #art #indiedev
August 15, 2025 at 9:07 AM
Modelling some basic game assets so I don't turn mouldy while I wait for my PC's warranty claim
#blender #3d #3dmodelling #art #solodev #gamedev #indiedev
August 14, 2025 at 12:31 PM
a render of the animation cycles, testing transitions, blending, and multiple animation practise
new model for the robe, and a preview of it with physics
now to make hair...
#blender #3d #3danimation #gamedev #solodev #indiedev
June 20, 2025 at 10:30 AM
Final iteration of the IK-based bow rig with potential to scale with equipment size
two sample connectable animations
... and a proper face rig
#blender #b3d #3d #animation #gamedev #solodev #indiedev
June 12, 2025 at 4:04 AM
June 5, 2025 at 3:03 PM
The foundation for the projectile system is basically done. It can be kinematic and home towards targets, have ballistics, or be hitscan. Projectile definitions are ScriptableObjects.

The lock-on is bad but for now it'll do. Cinemachine is really obscure to me.

#indiedev #gamedev #solodev
January 10, 2025 at 4:41 AM
Making custom editor drawers in Unity is kind of nostalgic, reminds me of GUI making in Java GUI, before JavaFX.

Though I wish Unity provided a graphical tool for this. So like... a tool used to make other tools.
January 9, 2025 at 9:02 AM
I shouldn't be taking too long on technical things... I instead made an attack compendium system which allows me to procedurally generate dynamic attack colliders for every animation based on animation events on any entity, kind of like Souls games.

#gamedev #solodev #indiedev
January 7, 2025 at 12:07 PM