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Topic Archive: Works in Progress
One Day Sales: save up to $15.99 on shirts and hoodies, and get a free archival print when you order two, at Retropolis and The Celtic Art Works

Filed under Works in Progress

T-Shirts on sale now Today – and today only – you can save up to $15.99 on every t-shirt and hoodie at The Celtic Art Works and Retropolis. Just pile $50 worth or more in your shopping cart and use the coupon code CYBERMON11 during checkout, and you’ll see that order total fall, fall, fall.

The savings vary from one product to another: I’ve listed some of the most popular ones below in a handy reference guide.

And the best part is… no one can hit you with pepper spray!

Also for today only – my Celtic Art and Retropolis archival prints are on a buy two, get one free sale. Which is just the sort of sale that lets you feel all warm and fuzzy about getting gifts for two of your more discerning friends while accidentally getting something for your more discerning you.

Both sales run for today only. The T-Shirt sale ends at midnight, Mountain Time, while the prints sale runs through midnight on the West Coast.

Shirt or Hoodie Original Price Sale Price
Dark T-Shirt
$26.99
$18.20
Dark Long Sleeved Tee
$30.99
$20.60
Men’s Baseball Jersey
$25.99
$17.60
Women’s Baseball Jersey
$27.99
$18.80
Hooded Sweatshirt (Dark)
$44.99
$29.00

[tags]t-shirts, hoodies, sale, celtic art, retropolis transit authority, the celtic art works, retropolis[/tags]

 
 
Thrilling Tales: The Return of the Men of Retropolis

Filed under Thrilling Tales of the Downright Unusual, Works in Progress

More men of the Retro Future
More men of the Retro Future

So here are the last of my new Retropolitan men, with their unique morphing faces and slightly less unique clothing that’s made to be easily retextured and modified into a wide variety of parts.

My new system for characters is cranking along; even that minor problem I mentioned last time, with the modifiers I used to grow a character’s cowl out of his head, is working fine. I still don’t know why I had problems the first time.

The fact is I’d love to keep going with these if it weren’t for the two ominous facts that 1.) I still need to skin all my new characters to their bones; and 2.) I need to get back soon to the illustrations for The Lair of the Clockwork Book. There are lots of pages queued up in the buffer but I know that this last set is likely to be pretty challenging. I’d like to make an early start.

In the meantime I’ve been thinking about the serial that will follow The Clockwork Book. There are some things I’d like to do differently; but those things may not work well with the existing layout of the Thrilling Tales web site. Some of my thoughts may be wrong headed, but if this works out it could mean good things for the print version of that story – which, I think, wants to be a longer form story than The Clockwork Book.

Still some things to figure out there; and as always, the frighteningly unfinished Part Two of The Toaster With TWO BRAINS is moaning at me from my hard drive. It’s got a really scary moan.

Someday I really need to work on just one of these at a time. But I can’t believe that’s going to happen any time soon.

 
 
Thrilling Tales: the Morphing Men of Retropolis

Filed under Computer Graphics, Thrilling Tales of the Downright Unusual, Works in Progress

The new men of Retropolis

What began as a frenzied effort to make a bunch of characters that I can use in crowd scenes for both The Lair of the Clockwork Book and The Toaster With TWO BRAINS has unexpectedly turned into a whole new character creation process and, along the way, a whole new generation of character models. I’m excited about this even though I continue to worry about my Thrilling Tales schedule.

Because the object structure of my male heads is different this has meant repeating a lot of the setup work I’ve done for my women. But I’ve also done something new and neat that nearly works as planned – more on that below.

Morphing Character FacesIt started during the summer with tasks that I sprinkled in between my Clockwork Book illustrations. I created a series of very low resolution clothing objects and used Mudbox to sculpt them into much higher resolution models. Then I exported them in high and, um, less high versions. I completed the materials and textures on the high resolution models, then baked that texturing and the higher res normals into my medium res objects. (I did this in two different image resolutions, so I could switch between textures depending on how large a character appears in a scene).

Since then I’ve been working on new character heads that use morph targets for their expressions. More importantly, though, I’ve been working on the process for creating those heads so that it’ll be much easier to make new ones now, and the results should be much better.

A morphing character head consists of a base object – the head in a neutral state – and a bunch of other variations on it with expressions or other changes. So long as the structure of all these heads is exactly the same you can dial up one expression or another on the neutral head. In effect you have a single head that you can vary as needed.

Some of the things I’m doing involve changes to the objects. The simplest of those is lowering their resolution. Now, making changes to morphing objects is extremely tricky. You have two choices: either apply those changes to the neutral head after the morphing modifier – which is perfectly safe – or apply the exact same changes to every version of the head before the morphing modifier. Some modeling changes just can’t ever work on the raw targets. Some work most of the time. Some seem to work all of the time. As I work on my modifiers, I have to test them repeatedly. And it’s also important that these changes will work in the same way on every new head I make.

But the results are worth it: ideally, I can create any male character head and apply the exact same changes to it. After all that initial work what I have is a much more streamlined system to use over and over again.

Like I said, polygon reduction was the main thing I was interested in – but as of this morning I have a usable system for doing something completely different.

How to grow an aviator's helmet

Switching to morphing heads makes some things more difficult. In the past I designed a style of headgear that’s very common in Retropolis: a kind of form-fitting cowl, like an aviator’s helmet, that hugs the head and wraps around the chin.

When my characters were moving their heads and faces through bones, this was no problem. The cowl would be skinned to the same bones as the face and so it would move as the face moved. But the switch to morph targets meant that couldn’t work any more. The entire face would be moving in a way that the cowl couldn’t follow automatically.

So what I set out to do was to create an object modifier that would cause the cowl to grow out of the head. However the head moved, the cowl would grow out correctly because it would always be based on the current state of the head – and remember, that ought to be any head. By doing it this way I could apply the cowl to all the morph targets, if I liked – they’d still have an identical structure once this same change was applied to all of them. But along the way I thought of something much smarter.

By adding the cowl modifier after the morph takes place I could have my morphing character with headgear; if I turn off that modifier, though, I have the exact same character without the headgear. Slap some hair on the head and I’ve got my guy both ways.

And it almost works perfectly. I’ve been referring to my cowl-growing process as "a modifier", but in fact it’s two modifiers that get applied in sequence. There’s still something wrong when I apply the second one – I’m finding that I have to finish the process by hand, once, for each new character. But even if I can’t sort out that problem I have a nearly automatic process for growing a Retropolitan aviator’s cowl right out of any new male head I make.

Sometimes, I feel really smart. This is almost one of those times.

Now I just need to crank out a few more of these guys before I have to go back to work on the last of the illustrations for The Lair of the Clockwork Book. There aren’t as many to do in this batch, but I know they’re going to be difficult ones. So, you know, I worry.

 
 
Print Week in the Secret Laboratory – with David Brin, Gareth L. Powell, and me

Filed under Works in Progress

My illustrations for David Brin and Gareth L. Powell in Starship Sofa Stories

Today, my illustrations for stories by David Brin and Gareth L. Powell have appeared in Volume 3 of the Starship Sofa Stories anthology. The two illustrations are in glorious black and white and they’re my attempt to mimic the wonderful two page spreads of Virgil Finlay (and others) in the golden age of the science fiction pulp magazines.

I’m not entirely sure that’s what the authors would have wanted, mind you. I just hope they feel indulgent towards me.

The book itself weighs in at 340 pages – or 368, in the deluxe versions with bonus materials – with stories by many writers, including Jack McDevitt, Joe Haldeman, Peter Watts, Michael Swanwick, Tad Williams, the aforementioned David Brin and Gareth L. Powell, and too many others to list. It’s quite a collection, and there are many more illustrators than me, of course.

3D Art Direct magazineIt’s available in print (paper cover, or hardbound), as an E-Book, a PDF, and in pretty much any other format apart from Direct Neural Download which, in all conscience, I couldn’t recommend anyway.

Starship Sofa is (of course) the award-winning Science Fiction Podcast that I link to in my Humble Sidebar, which is on the left hand side of my blog’s main page. You probably didn’t notice, because it’s Humble.

I’m also in print and PDF this week at 3D Art Direct, a Magcloud magazine that’s likewise available in print, PDF, or in a frightening Flash format. Yes, they actually asked me to go on and on while they reproduced art from Retropolis and Thrilling Tales of the Downright Unusual, and I – because I have no shame – was happy to comply. I could teach that sidebar a thing or two, I tell you.

[tags]starship sofa stories, starship sofa, david brin, gareth l. powell, 3d art direct, science fiction, sf, anthology, magazine, illustration, bradley w. schenck[/tags]

 
 
Thrilling Tales: more ladies of Retropolis and – soon – a new Celtic art site

Filed under Thrilling Tales of the Downright Unusual, Works in Progress

More ladies of RetropolisHere we have three more of my not quite generic ladies of Retropolis; I could go on and on, and I’d like to because this is the stage of character work that I really like. I’m trying not to think about what I’ll go through when I skin them to their bones, since that’s the part that I emphatically do not like.

Still, since their faces and hands are taken care of already the worst is probably behind me.

I guess I should believe now that I have all the generic costume parts I need even though I would always like to have more. I do still need to turn out a similar number of male characters. That Clockwork Book clock just keeps ticking.

In the meantime I’m just about a home page away from launching my new site, The Celtic Art Works. That one will do for my Celtic art merchandise what the Retropolis site has done for my retro future: it gathers together all my Celtic design products from Celtic Art & Retro-Futuristic Design, Saga Shirts, and Ars Celtica so that I have a single shopping site where all that wonderful stuff is presented together.

I had meant to finish The Celtic Art Works at about this time last year – but since I didn’t start it until this summer I seem to have missed that goal. It really has been a pretty big job – but sometime this week, anyway, it ought to be done.

As a side effect of all this recent work, I may finally redo my Ladies World Domination Society T-shirt soon. It’s been asking for an update for months now, and armed with all these Retropolitan ladies, well, I probably won’t be able to hold out much longer.

 
 
Thrilling Tales: it’s all about the ladies

Filed under Computer Graphics, Thrilling Tales of the Downright Unusual, Works in Progress

Ladies of Retropolis

Well, it’s not really all about the ladies; but they’re what I had to drop into this picture.

During this round in which (theoretically) I’m working on Part Two of The Toaster With TWO BRAINS (while also catching up on a web project) and in which (actually) I’m building character assets like mad because I need so many folks in the background for upcoming scenes not only in TWO BRAINS but also in The Lair of the Clockwork Book, while still, truly, catching up on that web project, and – as I see with some dismay – constructing overlong sentences that just won’t die, I have been practically incommunicado because my nose is pressed so firmly into my monitor.

But I’ve done great, though undetectable, things: I’ve completely revamped my work flow for creating female character heads, with much greater controls over their expressions, and every one of these new heads uses the same object topology so that if I really wanted to, I could probably morph Face Morphsthem from one character to another. This involved some difficult work over five days – not counting making the actual heads you see here – but it’s the kind of thing that will continue to help me out in the future. The new system worked so well that I even rebuilt my Gwen Hopkins character’s head completely from scratch, since she has a lot of upcoming scenes in TWO BRAINS.

Male heads, on the other hand, are still ahead of me; I have to redo that preliminary work for them because their object topology will not be the same. But happily I still have the original (though incompatible) data for Nat Gonella’s head, and I’ll eventually be rebuilding that one with the new system, too.

But it’s not all about the heads. I’ve also finally done some 3D sculpting work that I actually like for clothing. I’ve turned out a bunch of different base garments and a number of texture variations on them, with more to come, so that you won’t think everyone in Retropolis shares the same clothes. This new approach involves high and low resolution versions of the garments, where I’ve built them completely in the higher resolution and then baked their textures and normals into low resolution versions of the same clothing. I’ll even have the higher resolution clothes there for use in some of my really large renderings.

So this period of a few weeks is just about all concerned with what, in a perfect world, would have been pre-production. I just don’t have the luxury of doing all that work at a more sensible time, when I’m not still under the evil eye of my schedule. Because for as long as I’m doing a serial I am always under the schedule’s evil eye.

The bothersome thing is that this work – though it will benefit TWO BRAINS – is coming out of the TWO BRAINS part of my schedule. The publication schedule for the Clockwork Book makes it a cruel master.

I just need two of me, I guess.

Anyway, it’s back to more of the same and some other stuff. I ought to get back to The Clockwork Book in a month – it would be better to do that even sooner. In the meantime, I’m an asset building machine.

 
 
Save $10 – or even $30 – on T-Shirt orders from the Retropolis Transit Authority, Saga Shirts, & Hot Wax Tees

Filed under Works in Progress


Celtic Knotwork Peace Sign Shirts Having a Swell Time in the Future T-Shirts

It’s that time again, or at any rate, it’s that time now: through November 3 you can save $10 on a $50 T-shirt order, or blow out all the stops and save $30 on a $100 T-shirt order, from my online emporia at Retropolis, Saga Shirts, and Hot Wax Tees.

For $10 off a $50 order use the coupon code NOEXCUSE.
For $30 off a $100 order, use the coupon code PFLUVSU.

Pennies from Heaven T-Shirts… and because those three shops all use the same shopping cart you’re welcome to mix and match between the shops to save cross-genre, which has nothing to do with cross-dressing, unless, you know, that’s what you’re into. Honestly, Marge, it makes no difference to me.

 
 
Thrilling Tales updates are now on Twitter, and diverse other matters

Filed under Thrilling Tales of the Downright Unusual, Works in Progress

Thrilling Tales Updates - now on Twitter

After a couple of rounds of testing this morning I’ve got page update notifications for Thrilling Tales of the Downright Unusual now up and running on Twitter; it’s a little less optimal from my end than the RSS feed, but it should work perfectly well for the rest of you.

I don’t know yet whether I’ll use that Twitter account for anything else, but if I do I promise to tweet responsibly. Meaning, no OMG THIS COFFEE IS HOT. BUT NOT TOO HOT. JUST REALLY HOT. Sort of thing.

With that extracurricular task I think I’ve finished off my current round on The Lair of the Clockwork Book. Like last time, I’ve never caught up the entire sixteen weeks I like to see in the buffer – I’m at thirteen weeks, now – and I think this is a lesson of some kind involving math, hours, Achilles, and a tortoise. I’ll figure it out.

And just as I did last time around I’m stealing the missing days from Part Two of The Toaster With TWO BRAINS, poor thing. Having a running serial really does make it difficult to keep that second story on track. Being as we’re in the time of year we’re in, I’m also going to have to spend some time doing holiday refits for my other web sites; so TWO BRAINS, with its illustrations just a third done (so far!) is about to take another hit.

I guess the good news that when I return to The Lair of the Clockwork Book there will only be about twenty-five more illustrations to go – although when I remember that I wrote crowd scenes into the finale, I question just how good that news is. In fact I somehow wrote crowd scenes into my upcoming pages for TWO BRAINS, as well. How I managed to get those matching mobs right up against each other in the schedule is a whole different question that should probably involve therapy.

 
 
How you can help me support your mobile device in the Future That Never Was

Filed under Web Development, Works in Progress

A couple of years ago, when I put together my Retropolis web site, I had no idea that there would be a problem there for users who were using touch sensitive mobile devices. Since I figured that out it has bothered me whenever I’ve had a moment to be bothered.

Mobile Devices in a retro futuristic worldThe problem is that my spiffy dropdown menus scroll down when you pass your mouse over them. This is a really neat thing, for desktops and laptops, while it’s a disaster on those devices that don’t understand the concept of a hovering pointer. Which is every touch device, I’m afraid.

The sorry truth is that I’m sure the main navigation at Retropolis just hasn’t worked for folks who came there with their iPad, their Android or Blackberry smartphone, or one of the countless numbers of other mobile devices.

I may have fixed that today; I can’t be certain (because I’ve got no actual mobile devices to test with*) but it seems sound.

I adopted the logic from a clever Python script. The deal is, you don’t want to have to selectively identify every mobile device in the universe. There are too many; there are more every day; and any bit of Javascript that tries to keep up to date will be as big as a phone book before you know it.

On the other hand, there are very few desktop operating systems. If you check for each of those, almost anything that’s left is a phone or tablet. There are some exceptions – the iPhone and iPad actually include the word "Mac OS" in their user agent strings (curse you, iDevices!) so you need to do a little additional screening to weed that out, as shown in the post above. But on the whole the logic works, so I made up my own little version in Javascript.

At the moment those menus should behave properly whether you’re on a desktop/laptop, or on a mobile device. But like I said I can’t do a lot of testing since at the moment I’m limited to Windows, plus a little user agent spoofing.

The Retropolis web siteSo if you’re using an iPad or an Android tablet, some other tablet, or a smartphone (or even an unusual operating system) you could test that for me by visiting Retropolis and trying to use the dropdown menu below the header on each page.

If you’re using a desktop computer the menus should drop down when you pass your mouse over them. If you’re using a mobile device, you should be able to bring the menu down by clicking on it. That’s all there is to it (I hope!)

You can enter your results in the comments here if you like; I’d like to know what device you used, what browser you used, and how the menus behaved.

What I hate in Safari – when I’m pretending to be an iPad – is that the menus pop down lower than on a desktop. But that’s a lot better than having them fail entirely, isn’t it?

*although I do have a fantastic 1947 Stromberg-Carlson telephone; so, you know, eat your heart out.

 
 
Thrilling Tales: the Space Patrol and I are, basically, the Keystone Cops

Filed under Thrilling Tales of the Downright Unusual, Works in Progress

the Space Patrol: not at their best, at ground level

The Space Patrol and I are each hurrying, to the best of our ability… pretty much as you see here. I might or might not be falling over myself the way they’re doing: you be the judge. To assist you in your judgement you can click the image above and see it swoop into an embiggened state.

Try as I might I can’t seem to get more than ten weeks ahead of the latest page in The Lair of the Clockwork Book. By the time I finish a new illustration you’ve all caught up with me – and there I am, exactly ten weeks ahead of you again. I can’t see myself speeding up any time soon because most of the remaining illustrations are going to be a challenge.

Still, one way or another I really do need to get about sixteen weeks ahead of what you see at the Thrilling Tales site, so I can pack the Clockwork Book away for a bit while I catch up on other things – notably, Part Two of The Toaster With TWO BRAINS. This is just about exactly what happened on my last Clockwork Book cycle. I guess it’s sort of a pattern.

I’ve been turning over some thoughts about the serial that’ll follow The Lair of the Clockwork Book. That’s still a few months away, but it makes sense to know where I’m going early. And often. So far… hmmmm.

Anyway, it’s back to the grind again, if by "grind" we mean the latest picture. With more Space Patrolpersons! And bonus hovercraft!

 
 
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