Finally finished modelling the last few props, took me much longer than it should have to push through. Not sure why tbh (they were extremely simple), but I can finally take a break from it to focus on something else.

Spent all of last week watching AGDQ, so now I'm finally finishing modelling the last few props. Just three more to go, then I'll be taking a break from modelling to figure out a character design. ✌

I swear, every time I think I'm almost done with modelling, I remember more props that need to be modeled. 🀠

Finished up all the desk pieces, now I need some mugs, pen holders, and a few empty snacks. Also need a light switch, a double door, and a tall server. So close.

*So* close to being done with modelling office props. All that's left on my list now is modular office desks β€” corners, short and long ends, add-on drawers, organizer shelves, monitor risers.

Also lol, adding a few extra faces here and there for the sake of making texturing as painless as possible later on. Worth it, I think.

I still have eight or ten office supply props to model. Most of them are flat and boxy! But then I've gotta move onto larger and more complex models.

Spending the new year modelling more extremely low poly and untextured office supplies, while listening to various early Ridge Racer OSTs. ✌

The way "Retro Game Mechanics Explained" visualizes technical info continues to amaze me tbh.

The way they explain technical systems in a way that can be easily understood, but also visual details like displaying audio channels, or how they reveal & display pure data.

Real solid video production, consistently interesting channel.

Texturing is going to be so nice and fast for so many of these props. I can't wait to get onto that tbh.

These things (along with 90% of the props I have to model) will only be seen up close for one or two shots, and even then they'll be in a dark environment with no way for the viewer to examine them any closer than I intend them to see. They *still* might have too much detail, lol.

Why use six sides to convey most tiny round cylinder objects, when you can use three

Anyway I need to model extremely low poly pens and staplers now.

I didn't want to change its default rendering behavior, but I guess if it was incorrect to begin with, then... it's good? It's fine??

I was under the impression that BizHawk's LuaCanvas.drawText (which draws in a separate window) was *supposed* to have smooth rendering... though it did seem odd that gui.drawText (which draws directly on top of the emulator) did not have smoothing.

Posted a feature request for lua scripting on BizHawk's github, unwittingly reported a rendering bug in the process that was fixed with a one-line edit. πŸ˜…

(Literally, the left half is functional. I gotta track down memory values and implement Lua for the right half.)

Back on my bullshit, using BizHawk's support for Lua scripts to do cutesy info-border things. (this is currently 50% functional, 50% concept)

Fully plan on texturing all this stuff, but I'm gonna wait until I've got enough props to fill out a room. Gonna take some time.

Next on my list: Literally anything I can think of that would appear in an office. Pens, folders, corkboards and clipboards, chairs and desks, books. Tons of mundane stuff. Prop life.

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