Some
History
A good while back, one of my hobbies was creating
3D models on the computer. I cut my teeth on Ray Dream Studio back in
1995 when it was still a Metacreations product. I had some vague notion
of someday doing it professionally, but never took it very seriously,
because I didn't even know where to start in finding professional
education and personnel contacts for getting a job in that particular
industry. I was also a bit of a programmer, and I was always writing
quick-and-dirty little utilities in Visual Basic to simplify computer
tasks, as well as doing game-related stuff like dice rollers and
roleplaying assistants for AOL chat rooms. These two hobbies of mine
led me to discover a really neat third hobby: homebrew video game
programming and development using tools like DarkBasic Classic, 3D RAD,
and so forth. I had to learn how to model and texture low-polycount
realtime 3D models, and I had to get acquainted with how DirectX and
OpenGL worked. Then one day, I got back into playing tabletop games
like Warhammer 40,000, which added yet another hobby to the
list.
Part of the fun I had with the tabletop gaming
hobby was
in scratchbuilding and converting things, and one of my favorite
materials for that job happened to be paper. I'd lay out basic
geometric shapes with a protractor, pen, compass, and ruler, and cut
them out with my trusty X-Acto knife. These ersatz gaming constructs
were hand painted and had actual surface relief and details. They were
pretty tedious to build, even though they looked pretty neat. The day I
discovered Tenkai (the precedessor to Pepakura Designer), it brought
all of those hobbies crashing together into something new: creating
low-polycount textured models and automatically unfolding them into
printable developments that could be cut out and glued together into a
physical object that looked very much like the original 3D model.
Shortly after getting a feel for Tenkai, I
proceeded to design my first low-polycount 3D model specifically for
unfolding into a paper model. I had this mental image of some sort of
futuristic aircraft in Flying Tigers livery, and I named it the Fei
Qiu, which was Chinese for "flying little horned dragon". I created the
3D model in 3D Canvas Pro, unfolded it with Tenkai, and then textured
the unfolded development in Paint Shop Pro 7. Tenkai's feature set was
pretty limited, and it didn't have very many of the advanced features
that Pepakura Designer has these days, so it was something of a chore.
I had to learn a lot about how printers worked, what PostScript was,
and get intimate with details like print resolution and driver settings.
Eventually, I got the process figured out, and I
printed
out the finished model on a really chintzy $50 Apollo printer. At the
highest quality settings, the printouts were horribly coarse and
grainy, but I was still excited because I'd tried something new and
succeeded after a fashion. Then the fun part came: actually putting the
thing together. The model had about 40 parts, and was basically a
single hollow volume. I managed to get it together, and actually built
around seven or eight prototypes. After all was said and done, I came
to the conclusion that the technology just wasn't quite there yet, and
that it was actually easier to just scratchbuild the models and paint
them by hand.
Oh, and my computer totally died a couple months
afterwards, taking all of the source files with it. I was pretty
discouraged, and moved on to other things for a while.
I dabbled in sculpting my own miniatures for a
while, using all kinds of materials ranging from Sculpey to Kneadatite.
It turned out that I had a basic talent for it and that with practice,
I could eventually do my own figures and sell them. I spent several
months practicing, researching, and preparing myself for dealing with
the business issues. I learned more than anyone would want to know
about all of the factors involved, and I came to the conclusion that
doing it just wasn't cost-effective in the end, and that it'd be less
work and more profitable to just wear a funny hat and ask people if
they'd like some fries with their burger.
But I knew I still wanted to do something related to
miniatures gaming in a professional capacity, and it was always
somewhere in the back of my mind.
Fast forward to 2003. Four things happened: I
found a simple and easy way to create PDF files in OpenOffice.org 1,
the first version of Pepakura Designer came out, and I found companies
like Microtactix and Worldworks selling their wares on RPGNow. RPGNow
was an amazingly novel place in these days, a site where you could buy
all kinds of things in PDF format, not just cardstock models. With
nearly all of the old hurdles gone, I decided to try my hand at
creating at least one commercial cardstock model. I decided on a robot,
and I wanted it to come in several color scheme options. After a few
months of getting re-acquainted with all the software that I hadn't
used in a while, I ended up with a model that I liked, and I called it
the MQ-3A Murphy. I learned just as much from this model as I did from
the Fei Qiu, and it went through several revisions as I stumbled
through the process of getting it right. I built several prototypes and
wrestled with several issues related to layout, presentation, and had
to learn how to photograph models. I eventually figured it out,
thankfully.
I finally sent in the vendor application to RPGNow
somewhere near the end of August 2003, and uploaded the Murphy on
September 9, 2003. It sold much better than I had anticipated, and I
started getting e-mails from a lot of really nice people who had bought
the model. I learned a lot from their feedback, and I updated the model
into an even simpler and easier-to-build development. Something also
clicked mentally, and I was able to do newer models in a faster and
more efficient fashion with each release.
Pretty soon, I had found my niche in designing
cardstock robots and mecha. I designed the first fully 3D infantry
model on the market, the PzKpfR-62 Wiking battlesuit. This model was
the smallest mecha I'd designed at the time, standing 36mm
tall, and it was the best-selling of the 2003-2004 models. The Wiking
inspired our mascot Ernst, the little chibi-style gray Wiking at the
leftmost side of the site's masthead image.
I'm still the only designer in the industry who does
fully 3D infantry models in this size, from the Wiking to the XM709
Hercules and the upcoming XM644 Achilles.
For the sake of variety, I also decided to try my
hand at scenery. I designed the first full-color, fully 3D
science-fiction scenery set on the market, Derelict Classic, in 2003.
It was 24
pages, and was designed way before the industry had settled on a
standard set of conventions, and it lacked props. I learned quite a bit
in the process, since scenery has a whole different set of design
considerations than regular models. It sold really well, even better
than the models I'd done earlier.
Shortly afterwards, I decided to try and develop my own shop rather
than
selling solely through RPGNow. I learned enough Perl in a week to
create a working secure download delivery system, figured out how to
integrate it with 2Checkout, and revamped the Ebbles Miniatures website
from its old white-on-gray theme to the white and golden yellow scheme
that exists to this day. To my surprise, I actually sold more through
my own shop monthly than I did through RPGNow, which was something of
an
eye-opener.
My second scenery set was a set of exterior
fortifications, bunkers, walls, and towers named Firebase
Maginot, released near early 2004. Again, it was a learning experience,
and despite its basic nature, it still sold well into recent years.
After designing Firebase Maginot, I started on Derelict II, intending
to apply everything I'd learned from both of the previous scenery sets.
I designed a comprehensive props pack (The Ambient Elements Collection
II), and tested new ways of packaging the sets. Derelict II was the
first scenery set to be sold as a core set containing just the
essentials, with optional add-ons for purpose-specific rooms. The
Derelict II line was the biggest seller of 2004, and was still selling
well into recent years. The rest of the industry started putting out
some fantastic
science-fiction scenery sets around this time, like Stones Edges's
Orbital and WorldWorks Games's Spaceworks: First Light.
After a one-year cost-efficiency analysis, I determined
that I
was paying RPGNow more in fees and commissions than it cost to operate
my own storefront, which offended my sense of order. I stopped selling
through RPGNow shortly afterwards, and focused all of my sales efforts
on my storefront.
In 2004 and 2005, I decided to apply my
programming knowledge to card model design. I had this idea for a model
format that would allow people to choose exactly the colors they wanted
for their model, in a point-and-click interface. It would use a
freeware viewer application for that functionality, and the idea was
that people would buy the models in this new format, and they'd get
exactly the colors they wanted, rather than settling for a handful of
predetermined color schemes. I called this format UCM, for User
Customizable Model. The format and viewer application went through
months of private testing, and several of the 2003 models were released
in UCM format.
UCM was an abject commercial failure, but is still
popular to this day for free models, such as the Chickenhawk
and UHV
2000 Walrus developed by Marcos "Topo"
Hidalgo. After
the failure of UCM, I decided to try again with the editable model
concept, using the more familiar Adobe Photoshop PSD format. That also
failed commercially, and I learned the basic truth, which is that the
number of people who like to tweak their models is always going to be
far smaller than the number of people who are happy with a predefined
selection of schemes. So I went back to PDF, and it was smooth sailing
once again.
In 2006, I finally acquired a copy of Photoshop
CS. Before that, I'd been happily splashing around in Paint Shop Pro 7,
and not understanding what all the fuss about Photoshop was. Boy, was I
ever wrong...there's a reason Photoshop costs as much as it does: it's
a VERY powerful tool. My introduction started with a copy of Photoshop
Elements that I had acquired in 2005 with my Wacom graphics tablet, and
I quickly outgrew its capabilities and decided to buy Photoshop CS.
I spent most of that year with my nose buried in a stack
of Photoshop books, and generally doing nothing but practicing my
texturing skills in a superior working environment. My model output for
that year dropped, but my texturing improved quite a bit. I was able to
get the same techniques done much more quickly, errors were easier to
fix, and it was generally just a much more enjoyable tool for texturing.
I also acquired several other work applications,
replacing my old shoestring-budget toolset almost completely. The net
effect of a slow 2006 is a huge step
up in the quality of my work, my confidence, and much less stress from
fighting inadequate tools and inefficient workflow.
Now it's 2007, and I feel like I'm just getting started.