Originally in response to a post by Anne Mini:
Character names are definitely something I agonize over, and I use everything from baby name resources, to phone books, to random name generators (often just looking for syllables I like), to census records from various locales (the census records make for particularly interesting results). I almost never use a first name I find with a last name I find with it. I search until I find one name that sticks, and then search for its companion. Of course, if the names are at all common, someone has that name, but I never start out trying to pick the same name as someone else. Even my main characters tend to change names over the course of my planning, and sometimes also over the course of my writing and even late-stage editing.
In a literal sense, the person’s name is all we can “see” of them, and so the name has a lot of connotations for how I picture a character. A Mary looks a lot different from a Tzer-Talan, even if you give them the same detailed physical description. Even a Pam looks different from a Mary in the above situation. I’d say I agonize over the major character’s names just as much as the title (even though I know the title is probably going to change, I want it to be the best it can be out of the gate). The minor characters are less troubling, but still really important and often hard. Sometimes, when I don’t have much planned for a character, I pick a name that evokes something interesting and then build the character up around that. An unusual character name can almost be as good as a writing prompt!
I apologize for not blogging more in the last few months (or posting on other people's blogs more). I've been very busy in my day job, and when I have had spare time I've been writing or making art instead of blogging. I can't show you any of the writing yet (though I will say that I started completely over on Alden Ridge), but here is the art I've done since mid-April or so:
River Vegetation One of my new favorites from my own work. Somehow everything just gelled in this one -- the water, the light, the trees and the rocks and the sky. This is a rare image where I used an secondary light source (in addition to the sun) in order to achieve a specific effect. The same shadow and light effects could have been achieved if the positioning and density of the clouds was just right, but that would have been much harder to set up and then control. Perhaps my favorite thing about this image is the sense of depth to it, and the way the river winds through the landscape. I used four separate terrains in this image to achieve that effect (rather than trying to chop a river into a single huge terrain). Not sure why I haven't ever done that more before...
Rural Ruins I was very pleased with how this image came out, not the least of which because I learned more about how to effectively use displacement mapping in Vue. I modeled both the fence and the ruined house in SketchUp, but the house was rendered almost a year ago for a Bryce rendering called Snow Crest. I was very unhappy with how the house looked in Bryce, and so stuck it way off in the distance in the original image. In this new rendering, the house is right up close and I used displacement maps to add that extra realism that makes it work (the much better lighting also helps with the realism factor).
Rolling Arch This is something of a spiritual successor to the very first rendering I ever did (though I had done some games related 3D modeling before that rendering). I love the refraction and reflections of the glass of the arch. I modeled the arch in SketchUp.
Angry Desert The sky in this one was rendered at unusually high quality, and I think the results are quite worthwhile. I recently upgraded my computer to a quad core, however, and it still took about 4 hours to render. On my old computer, based on speed comparisons I've done with other scenes, it would have taken more like 12 days to render (yes, days). The building shown here is a modified version of the office from Treetop Office. I think it quite works as some mysterious semi-camouflaged desert outbuilding.
Night Pier This rendering is based on something I saw during my weekend in Virginia. This rendering is from memory, and isn't an exact match, but it's a pretty good approximation of a very cool view I saw near the end of sunset. If you'd like to see a photo of exactly what I was looking at, that is now available here. I modeled the pier in SketchUp, but the lamp post is an object packaged with Vue.
It's only been a few days since my last art post, but right now I'm in an art-creating binge. Also, I recently upgraded my computer to a quad-core, so I'm now able to get a lot more artwork done in the same amount of time (my time just waiting for the renders to complete is drastically reduced by this). Without further ado:
Forest Fence This image is a bit darker than I would have liked, but what can I say, this is the lighting in which it looks the most realistic (I tried several sunnier variants with no luck). I'm definitely really happy with the overall look of this, though -- if you've been following my renderings for a while, you might remember that I've previously had a lot of trouble trying to get anything approaching a realistic forest scene. I feel that I've finally done it. I'm also pleased with the quality of the fence, which is something that I modeled from scratch in SketchUp. I think it turned out exceedingly realistic. My wife and I went up to Virginia this past weekend, and I saw some fences like this and knew I wanted to render them.
Loss 4 Thanks to an excellent comment by Stephen Parrish, I decided to take another stab at my Loss theme. This is the same image as Loss 3, except that I've completely redone the water (new waves, light flares, two layers of water, displacement mapping, and subsurface scattering). The result is a much more pleasing shadow for the tree (I think), softer waves, and a more vibrant solar reflection in the water.
Rural Overhead Another great suggestion by Stephen Parrish, who asked about orthogonal views in the rendering packages I use. While this rendering isn't strictly top-down, it's as close as I wanted to come (a little bit of side-perspective adds more depth). The fence is the same one I used in Forest Fence, while the houses, tower, and chapel are all free models by the fine folks at Turbo Squid.
This is hilarious. I'd never heard of Improv Everywhere until literary agent Kristin Nelson mentioned them, but this is just the sort of thing I love. It's sort of like Candid Camera, except much larger scale. Another favorite is the Slo-Mo Home Depot stunt -- the reactions of the employees are priceless.
It's only been a few months since I got Carrara, so I'm surprised to find myself already moving on. Vue is an even better program that recently came into my price range (it's still on sale, if you want to give it a look). This is one of the few rendering packages I've used that has made appearances in commercial special effects (Pirates of the Caribbean 2, most notably).
I'm sure I'll continue to use Carrara some, as I may use Bryce on occasion, but Vue is now the prime tool in my art milieu. All of the pieces from my latest gallery (still in progress) were done in Vue. Here are some of them:
Overcast Marsh This is an instant favorite for me -- and it's also one of the most realistic renderings I've ever done. I hope to be able to realize this level of fidelity in many more renderings.
City Cloudscape My 300th rendering (not counting those in The Dregs or those that have never seen the light of day at all)! That seems fitting, because this was an instant favorite for me -- its a spiritual successor to one of my earlier works, Sky Castle, which was created nearly ten years before. 300 renderings in 10 years... that's not too shabby for something that is, after all, a hobby. The building models are not by me, but rather came packaged with Vue 6.
Loss 3 This is my second remake of perhaps my most popular image ever, Loss. The original version was done in Bryce 2.0, way back in 1998 when I was first learning how to do renderings. The second version was done in Bryce 6.1 in 2007. When I was heavily into Carrara rendering, I tried to make a version of this image using that program. However, I found that the fantastical nature of the image just didn't turn out very well in such a realism-minded program. I was afraid the same thing would be true with Vue (which is equally realism-minded), but the flexibility of the atmospherics model in Vue is such that I was able to achieve my unrealistic sunset with a modicum of tweaking.
Overland Sailboat It's been a really long time (almost a decade, I think) since I last rendered a low-lying landscape from this height and perspective. I love this sort of view, but the challenge of realistically managing the horizon has always kept me sticking with more mountainous terrains (which I also love, of course). Finally, with Vue, I'm able to achieve the sort of effect I've been looking for all these years. This is one of my few renderings that someone has mistaken for a photograph at first glance. The sailboat is a stock item from Carrara 6, imported into Vue.
Distant Skyscrapers These are the first building models I've created myself in a while. Vue is able to import directly from Google SketchUp, and is able to do so in a manner that makes it easy for me to apply complex textures (which Carrara and Bryce both had trouble doing with SketchUp objects), so I imagine I'll be doing more such modeling from now on. The twiggy brush in the foreground is also of my creation, based on a different solidgrowth tree in Vue. In general, I was very pleased with how dismally industrial I was able to make this scene.
Cliff Rays "God rays" are a favorite subject of mine in landscapes, and this image marks my first foray into that territory in Vue. I was also particularly pleased with how the crags of the mountain came out, along with how the foreground grasses add realism and perspective.
Subcon Palms I love this one. In some ways it reminds me of the opening chapters of the Prince of Persia: Sands of Time game, but I designed it as a 3D re-imagining of Subcon, from Super Mario Bros 2 (one of my favorite games). I love the look of this one in any case, though, with its multi-layered ecosystems. This is also the first night scene I've done in some time, because I was having a hard time making those look right in Carrara. It's actually more complicated to make night scenes in Vue (in Carrara and Bryce there is a simple toggle), but the end result can be much better. I imagine I'll be doing more of them.
Desert Fire Fog This was my second rendering in the full version of Vue. I wanted to see just how good the lighting and cloud effects could be -- the answer is "quite good," I think you'll agree. One thing I really like here is how volumetric clouds are treated almost like meta blob objects (rather than simple bounding cubes). This allows for low-level clouds that look more organic, both by giving each component cloud a more realistic shape, but also by letting them "merge" together into larger clouds in a realistic manner. It's a little hard to explain if you aren't already familiar with this sort of thing, but let's just say that it lets artists model unusual natural phenomena more easily.
Sunset Ruin 2 This is a re-envisioning of one of my favorite early renderings.
Sky Canyon This one was unusually tricky to get right, and took me several more iterations than normal to get right. I'm pleased with the end result, except for the horizon line.
Blue Crags This is another one that took me forever to get right. In the end, the composition is completely different from what I had originally imagined, but I'm happy with it.
Autumn Mountains My first rendering in the full version of Vue. I was immediately floored by how realistic the "ecosystems" component is. These sorts of grasses and trees wouldn't be possible in any other rendering package.
Stormy Islet One of my moodiest pieces ever. I was particularly pleased with how the ocean waves turned out.
Two Tone Range Purely an experiment in lighting and atmosphere, the end result is something I really like. I enjoy the contrast of the ruddy darkness beneath the clouds with the grayish light above them. This sort of duality is the sort of thing that occurs all the time in nature, if you think about it, but it's the sort of thing we are rarely able to see from ground level.
Hairy Spaceship One of my stranger renderings of late, it's also one of my favorites. I wasn't really sure what I was going to create when I started with a blank slate in Hexagon, but the underlying structure of this model was what emerged. I thought it would make a good base for a translucent crystal of some sort, but when I started working with it in Carrara I quickly decided to go with something darker, opaque, and reflective. The hair was the stroke of inspiration that tied this all together for me -- the weather, the water, and the patchy mist clinging to the ship all serve to refine and emphasize this one aspect of the scene. Frankly, I find the end effect pretty menacing. Always a good thing.
I've never really thought about this before, but this world really is filling up with clocks. Doing a quick mental inventory of the clocks in my house, I come up with:
1 oven clock 1 microwave clock 2 wall clocks 3 alarm clocks 2 desk clocks 2 watches (at least -- probably more) 3 computer clocks 1 clock in answering machine 1 clock in VOIP phone 4 clocks in entertainment center equipment 3 clocks in miscellaneous other electronics 1 clock in wall thermostat 1 clock in bike odometer
That's 25 clocks right there, and I know I missed a good number of them. I also only counted those clocks that have some sort of visible display, whether on a monitor/screen readout or whatever. I'm sure various other electronics have some sort of internal clock of which I'm not even aware.
This is a pretty random thing to quantify, on the surface -- but on the other hand, it seems pretty descriptive of our society that we are perhaps more surrounded by timepieces than any other civilization on Earth has ever been.
I recently wrote my first article for Code Project. It's on a pretty niche programming topic, specifically controlling the actuators in game controllers via C#. This is something that should be a pretty basic topic, but a longstanding bug in some Microsoft libraries prevent their examples from working with many game pads. My article outlines the basics of how to do that sort of code, and shows how to work around their bug.

I recently discovered an online comic called xkcd, and I must say it is hilarious. A lot of the jokes are things that would only be funny to programmers, but I think anyone can appreciate this one. I enjoyed many others from that strip about turing tests, sysfaults, compiling, imaginary kilobyte denotations, and many other topics, but I doubt you'd be as interested in those if you're part of my normal readership (aka, other writers).
Island Chain Another Carrara sunset, this time I was playing with light to see how dramatic I could make the effect. The result was quite pleasing, though I did have to massage the colors and contrast a bit in Photoshop to get the final effect. The tower model was a freebie from Turbo Squid.
Whenever my family gets together, we generally play games. Xactica, Turn the Tide, Five Crowns, Phase 10, and Coloretto are long-time favorites of the Card variety (though we also enjoy others such as Descent, Settlers of Catan, Princes of Florence, among dozens of others). Anyway, the point being that we have a very wide variety of games we play.
Recently, we've added Three Dragon Ante to the mix. It's a fun, semi-strategic, card game under the Dungeons & Dragons license. I've never played D&D much, though I have played some of the computer spin offs such as Unlimited Adventures and Neverwinter Nights. I have a reasonably thorough understanding of most D&D mechanics, though I've never been wholly invested in the property.
Imagine my surprise, then, to discover the names of two particular cards in Three Dragon Ante: Bahamut and Tiamat, the two dragon gods. These were names I had given to two of my seven Elder Dragons in THE GUARDIAN (which are also the only dragons in my series -- and there are no elves, dwarves or fairies/faeries, I swear).
I hadn't realized that these two names were used together in D&D, or I never would have chosen them to use in my own work (I picked them for their mythological significance). Fortunately it was something I caught on my own, well before the work was even sold -- how much more embarrassing would it have been to stand accused of plagiarism years later? At that stage of the game, it would have been very hard to convince anyone that the choice of name was unintentional. I hear the same sort of thing happened to Katherine Paterson with Bridge to Terebithia. I've been sympathetic to her on that issue since I first heard of it, but now I can really relate.
From now on I'll be googling every name I use if it seems at all familiar. A lot of the names I use have their roots in various world mythologies or classic works, but using names from modern writers/works isn't the same thing. I've renamed Bahamut and Tiamat to Deinderak and Tiarak, which are definitely unique. The characters were already quite unlike their (unintentional) counterparts in the D&D universe, so at least their monikers were all I had to change.
Writing a novel is an interesting endeavor in that you are simultaneously inspired by others' works and setting out to do something wholly original. The more original the better, of course, but there's no way to be original unless you know what else is out there (and, come on, good writers enjoy reading for pleasure, anyway). Sometimes a little too much of some other writer's influence sneaks into our works, and we have to guard against that. Even without the issue of plagiarism, reusing characters, names, ideas, or phrases from other works isn't going to make your own writing stand out. Where would we be if writers weren't out there inventing words like "hobbit" and "muggle" and "jedi?"
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