Saturday, 23 June 2012

Oasis Aerial Desert Terrain Texture Kit With Palm Tree Textures

Click to view
As mentioned in my last post, about the Greenlands Aerial Terrain textures, I was working on a desert version.

And here they are.

Now, I decided to add some "props" to mix them up a little so I added a few palm trees to just four of the ten textures mainly as a demonstration of the possible uses for them.

Then I decided; "Why not include the Palm Trees too?" So I did.
I decided people might want to customize them for flight simulation games or 2D 3D war games etc.

There are 14 terrain and 14 Palm tree textures in the kit.

So here are the links for purchasing:
For use within solely, they can be purchased for 800 Linden Dollars from the SL Marketplace
They are also available from within Second Life from the TRU Textures store (Terrain Department)

For use in other grids and virtual worlds, like, etc, they can be purchased under the "Any World License" from the TRU Textures website

For any other type of use, game development, background scenes in 2D and 3D projects and concept art, they're also available under the "Extended License" from TRU Textures, and too.

Many thanks for looking! 

Thursday, 21 June 2012

Greenlands - Aerial View Terrain Texture Collection

Beautiful Mountain & Lake Terrain Textures

 Commercially licensed and available from  And our very own TRU Textures website under various licenses.

For use in only, they can be purchased for 500 Linden Dollars (Approx $2.43) from the SL Marketplace

I absolutely love creating these, at a glance they could be photographs taken from a plane. But they're actually procedural textures.
What I didn't love was the one hour render for each image.

It literally took me 3 days to create these 11 images.

I am currently working on a Desert terrain theme at the moment, number two from that set is currently rendering as I write this.

I would imagine they might appeal to Flight Simulation game developers, Sky Boxes, or perhaps used as background scenes in 2D and 3D renders or even as a blank canvas for some concept artwork.

There may be uses I haven't thought about but either way, they were fun to create.
Click to View.

They are non tiling. I have thought about making some additional collections that do tile and adding some vegetation such as trees and rocks but I decided maybe people who buy them would prefer to do that themselves, to suit their project requirements.

Watch this space for the "Oasis" desert theme collection I am currently working on and many thanks for looking!

Saturday, 16 June 2012

I Give a Buck About Sandbox Gaming - Embers of Caerus Kickstarter

 The First Peek at the Massive World of EoC. Map art by me!  
So the KickStarter campaign for the development of the Embers of Caerus prototype is drawing to an end soon.

And we at Forsaken Studios are now trying to drum up as many $1.00 backers as possible.

At this stage, it's really about the amount of backers more than the amount of dollars.

We reached our target of $25,000 one week into the campaign. 
Which is great!

Why Don't You Give a Buck?
We are all really excited and enthusiastic to see how many people believe in what we're trying to achieve as much as we are.
And by backing us on the Kickstarter campaign, clearly demonstrates this. 

There are 50 people involved with Forsaken Studios and the development of Embers of Caerus.

That's 50 people from all walks of life and ranging from 3D modelers, riggers, concept artists, writers, music composers, coders, game designers and technical gurus who all work 100% voluntary with no outside funding.

Now, I am not going to lie. I have always been driven by cash income and even more so in this crappy economy, so working for free was an alien concept to me.

It's now been seven months now since I joined Forsaken Studios and I have donated a lot of my time, work and some might say, sanity!

Right at the start, before I grew to know much about the concept of EoC and the team I work with, I donated a fairly significant amount of my own money for some software we needed and couldn't afford and I know I am not the only one in the team that has invested financially.

But none of us are "loaded"

We're just a bunch of ordinary people who work in ordinary jobs and working in our spare time on EoC,  so there is only so much we can invest financially by ourselves, hence we launched the KickStarter Campaign.

Qadaroth - Concept Art.

What we're working towards now is a working prototype to present to potential investors and game publishers.

At the time of this post being published, we have 329 backers and
are 10K over the 25K target.

But with just a few days to go, we are fighting tooth and nail to gather as many additional backers as we can.

All of the financial support we get from this campaign goes towards the creation of the Prototype.
Any additional funding above the target will allow us to work even faster and a bit easier by using better tools and software licensing that we do not have access to at the moment.

The more "backers" we get from Kickstarter will go towards demonstrating and inspiring potential investors to get Embers of Caerus published. 

Plus there are some amazing "Money Can't Buy" incentives for our $5.00 (or more) backers.
It's worth a visit just to check them out.

KickStarter EoC Rewards Chart

Every $1.00 pledge is one more "backer" and every backer counts when you are trying to demonstrate how much faith and belief you have in something you want to make happen,  because it shows we have a following, people who want to see Embers of Caerus happen!

So, please PLEASE (A big fat please with cherries on top) go flip a dollar in the "I give a Buck" tin by clicking this link

And finally, a massive "thank you" for supporting and helping us to create something unique, original and too epic for many studios to even dare to dream about.

Valdeonia - Concept Art.

Friday, 15 June 2012

Train2Game - Art & Animation TIGA Diploma

Well, I paid for and started the TIGA Diploma in Game Art & Animation back in 2010.

At that time I was also trying as hard as I could to maintain my income which comes from the sales of digital art and textures which I make and sell both from my own website ( / ) and third party websites such as
and Second Life Marketplace. was the place I found my feet and the place that has provided me with the bulk of my income since 2005 and I was not ready to drop the that time.

But last week, I blew the dust off Train2Game study books and DVDs and got back on the horse.

I see in the T2G forums some of the students who started the course when I did,  have moved on and found success in one form or another because they seized the opportunity and ran with it.

I on the other hand, decided I couldn't abandon my baby and kept on plodding down my determined road.

Whilst I didn't reach a dead end, the road is now more of a narrow, hard to navigate, dirt track with too many forks and none of them seeming to lead to pastured lands. Lesson One learnt.

I still make my living from the creation and sale of textures but my income continues to shrink with each year that passes and it does so across the board, from all platforms both on the net and in virtual worlds like

With a new mortgage pending, I have had to re-evaluated my options and decided to try find paid work as a game texture artist on a sub contract basis working from home.

I consider myself an advanced 2D artist and very fluent with Photoshop and the creation of Normal and bump maps too.

I have textured an entire continent in the development of Embers of Caerus where I am working on a voluntary basis with Forsaken Studios.
I have completed and been paid for bits of sub contract work for small indie studios like the two here:

But it's not enough.

I have sent my resume to a few online job agencies, some that deal with the game industry exclusively but from reading some of the job descriptions, the published studios want you to be experienced in both 2D and 3D software and have some examples of published titles you have worked on but mine are still in development stages.

I know the bare bones of 3D. 
I have created custom maps for existing plant models in Poser 8.
I created some Ivy Vine meshes and then went on to create the leaf maps for the vine but other than that, I have just pushed a few vertices's around in 3DMax.

It's glaringly obvious that I need to stop clinging to my comfort zone (2D and Photoshop) and get my head into 3D now. It's the way everything and everyone is going.

Sadly I have lost two years.
Had I just stuck to the course I started in 2010,  I would be rendering 3D scenes and meshes today like I can whip up a tiling, photo-realistic game texture in Photoshop.
Lesson Two Learnt.

I completed my last TMA (Tutor Marked Assessment) last week which covered the basics of Photoshop and I am relieved to have got 100% pass.

Right now, I am in 3DMax generating and populating a pre-made house scene with my own "made from scratch" furniture.
I also have to ensure the UV map surface is even and seamless in preparation and application of the bump and diffuse texture maps. So I am learning about UVW unwrapping...ugh! lol

The problem I find is this; From a pure artistic point of view, learning 3DMax is too technical for me to enjoy the learning curve at this stage.

When I learnt Photoshop and 2D textures, I could open existing images and textures and I could see the creative flow in them.
Whilst I found the process frustrating at times, from an artistic POV I could still see the process of artist creation,  even if that meant reverse engineering PSD layers to see how the creator had reached their end product

3D software and the use of it, at this stage, seems more technical than "creative" and so to me, it's boring and annoying which puts me off wanting to learn.

BUT! I am determined not to have to learn a third lesson though.

If I am to find paid work I need to demonstrate I am at least capable of navigating the basics of Maya and other 3D applications because whilst I know I can offer quality 2D seamless texture maps, without some 3D examples, I am lacking a creative limb.