I need to complete the terrain task for Halo: Raptor. I really do, but I also need to be able to stretch other Blender skills. So, over this week, I will find the time to do a small project.
"Eden Bomb" is a landscape scene depicting a kind of bomb crater or craters that seed life in an alien desert landscape. It's a simple dry terrain with some crater-shaped plant scatters. Easy! Well, maybe.
Blender Life
Monday, 25 May 2026
Half-term project
Friday, 22 May 2026
Friday
By all accounts, it's going to be a hot one. A tease for summer? Possibly.
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| Alien plants! |
Another week in which I was especially unfocused and distracted. It's been a fairly consistent state for a few months. There are reasons. The reason will hopefully pass in time.
Halo: Scene 002
I worked on terrain materials, but I ended up in a situation where each iteration was taking a stupid amount of time to render. The last render took nearly three hours. I need to par back the setup so that I can get faster renders. It's why I built the terrain in the above scene, as a test ground for quick terrain development.Thursday, 21 May 2026
Fix release
Blender 5.1.2 drops (out of nowhere?)
Just twelve obscure but serious bugs fixed. The next full release should be on July 14th.I spent time yesterday on the scene 002 terrain. I'll spend more time today improving the materials before introducing some scatter elements.
Sunday, 17 May 2026
Meet up
An esteemed work colleague/manager/mentor is visiting the UK with his wife. They're visiting Sheffield for a day, so I'm going to catch up with them today or tomorrow, possibly both if it means reconnecting with a few ex-colleagues.
It's going to be nice/a bit weird/possibly emotional to catch up with people after three years. Especially having spent the intervening time in a bit of a self-care bubble. We will see! I will report!
Edit: It was too short notice for other ex-WANdisco people to make the date; it was just the visitors and me.
Splashdown
Subnautica 2 has entered early access. I have purchased. I have played. About four hours, so far. It's quite smashing! So far, it seems to have everything I loved about the first game and its stand-alone expansion, only a bit better. Obviously, I will only be dipping in as a reward for completing work tasks—the Scene 002 terrain is now very late. That should be a priority!Scene 002
Firstly, I had to do some repair work. The critical lake area disappeared. Looking into the problem, I realised that the lake EXR file wasn't loading in because I'd renamed the directory it was stored in. Once that was identified, the lake was quickly returned, and I could concentrate on adding a final set of hills.The next step will be to rebuild the scene in Blender using new displacement plates and mask files. Once done, it's "dressing-up" time, with the addition of some foliage scattered in the foreground and a lot of structures, here and there; for starters, the city.
This week
I haven't fallen too far behind on the project effort, but I need to get more productive so that a small slip doesn't get any worse. I've missed my targets for Blender School - that will be a second item on the list.Gaea vs World Creator
The challenge I posed to Gabe: create a terrain in Gaea, and I will attempt to match it with World Creator, has not yet started. We'll see if Gabe delivers the challenge. I did have a bit of practice, creating a flow terrain in about forty minutes.Wednesday, 13 May 2026
Positive feedback
<sings> Positive Feedback!
Doesn't it just make the world go round?
I posted shots of the latest iteration of the Scene 002 terrain. The director loves it. I just need to add a few more hills to the last flat-looking area. This area was flat by design because ...variation is important. But directors make the big bucks for a reason. More hills!
There remain big challenges. Getting the materials right and consistent with the other scenes will take a lot of time. It's iterative, but the render times on each test are a few minutes, which is very sub-optimal. I think this is a major problem with my general 3D workflow; I get bogged down in slow renders too soon. It should be really fast. Maybe I should be working without True Sky 3 until it's all finished?
Lead Env Artist Gabe seems unhappy that I'm using World Creator instead of Gaea. He's looking at World Creator, but it isn't working for him. I really need to produce more work with Gaea to better understand where each tool's strengths lie. I've suggested to Gabe that he produce something in Gaea and I will try to replicate it using World Creator. We'll see if this is the nudge that I need to spend substantial time retraining with Gaea. On this, I rechecked my upgrade to Gaea 3.0, which doesn't appear to have worked, so I've messaged Quadspinner to take a look.
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Random render of old. A World Creator Terrain completely lost under grass and cliff assets. A lesson about how your terrain is only a part of a scene. Sometimes not as big a part as you imagined.
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Technically, this is a breach of the NDA, except the entire terrain's shader broke, leaving only a hint of what's going on.
Sunday, 10 May 2026
New Car
Halo: Infinite terrain labours.
The director asked for an update. I find myself caught in a cycle of progress, only to fall short of the necessary level, forcing a restart. Gabe, the lead environmental artist, has been called in, but he's seemingly never actually used True Terrain, so he hasn't yet provided a winning insight into how to make progress. He likes Gaea. I like Gaea too, but I also recognise that just because Gaea has superior erosion systems doesn't automatically make it the better tool for the task.Nonetheless, I really should do some more Gaea lessons, or I'm the stick-in-the-mud, here.
This week's tasks
Same as last week!Get Scene 002 finished, which means:
1. More hills in the flat areas.
Blender School
Some serious lessons, even if it's refreshing my knowledge. I found myself doing Boolean modelling without touching Hard Ops. Insane, but that's what happens if you don't practice stuff: it gets dusty, then rusty, and then you lose it.Thursday, 7 May 2026
A May week
Cthulhu chamber
Playing around with modular concrete rooms that connect together to form endless interiors... A quick and dirty animation!
Fun, but rough. I'll create rooms with a bit more detail and nuance, should I come back to this again. The most important thing I got out of this exercise is a reminder that every video I create always turns into a stuttering, artefact-laden mess. I need to investigate what steps I should be taking to not make them that way. This is annoying because I'm already rendering to stills and completing the animation in DaVinci Resolve.
Update required
Halo director wants an update on the terrain. It's still dragging because its slow work, but lets see if I can get it finished this weekend.![]() |
| Gamma 2 - random photo (National Space Centre) |
Wednesday, 6 May 2026
Time flies
I've failed to post anything this week. It's a minor failure because I have been getting some work done.
There's the development of the terrain for the Halo project. Slow progress, to be sure, but a few more foothills here and there should help make the service road area look more realistic. Can't show it. NDA!
Personal stuff
I find myself going out with a camera and actually taking photographs, which I then actually process and show off. "Looks like photography is back on the menu, boys!"PHM
I walked away from this little effort because I wasn't quite getting the engine-root. Then I noticed that the official reference was, in fact, an early concept sketch, which is inconsistent with the production version anyway. All the brilliant models I've referenced go their own way. So, I'm not going to sweat the accuracy, I'll stay true to the design but have some fun with the details.A quick play before bed
Boolean some spaces within a cube. Create some holes and doors. Spend time proving that your concrete material doesn't work here. Fall back on the brilliant Materialiq material set.The point is made! I can create a cool modular environment with blocks you place together. to match up doorways. These could be dressed up and textured differently, resulting in an endless, varied 3D environment.
Today's Lesson
Cableator or something.Thursday, 30 April 2026
Pushing through hard stuff
I'm making some progress on the terrain work. It's very slow and somewhat painstaking, as there are lots of complex parameters to tweak. Individual changes don't indicate that you're heading in the right direction; you have to spend quite a lot of time before you can reflect on whether the results are meeting your requirements.
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| Sliding displacement plates |
Tuesday, 28 April 2026
May soon
Here we are in the final days of April, the first calendrical milestone of 2026, as a most eventful first quarter comes to an end.
Sleep deprivation, thanks to waking up early, is my number one personal issue. I'm peaking at about 5 hours of sleep per night, which has been eroding my cognitive abilities without me really noticing — given that noticing is itself an act of cognition. I'm also getting back pain when I wake up, although, very thankfully, not so much during the day.
Lack of sleep affects appetite and eating habits, pushing me towards less healthy options, which in turn affects metabolic health and, potentially, sleep quality. Funily enough, all these things were an issue when I was in a career job, I just didn't have the bandwidth to really think about them. Instead, the whole team would report their insatiable need for strong coffee during morning meetings.
I should:
Consider what changes I can make to improve my condition:
- Deal with the sleep issues?
- Is the bed or my sleeping position causing problems with my back?
- Ensure that the eating gets back under control. Maybe I should stick to a food plan that makes it harder to slip back into eating the odd biscuit or three.
Blender
As this is a Blender-related blog, let's get back on track.
Yesterday
I built a quick favela-style block building in the morning, instead of getting on with the pressing work of scene 02 terrain sculpting. I will get back on with that today.
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| Modular, for building big stacks |
Superhive idea
I raised the idea of creating some planet textures a few months ago. This still seems like a good idea, as there aren't a huge number of available on the platform, and science fiction scenes are very popular. They don't take too long to complete, I can do a pretty good job, and they're easy to maintain if you sell them outside of an actual scene build.
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| A big moon with moon displacement. Room for customisation! |
Saturday, 25 April 2026
Radio Silence
I appear to have had a brief period of blogging inactivity. No particular reason. There's been some very distressing news concerning a friend, work ticks along, and home life is quite middling to good.
I've been a bit less focused on Blender than I should. I still need to update the proposed Halo Scene 002 terrain. I've continued to play with ultra-scale terrains. In my case, this is a terrain setup in True Terrain 5 that consists of four 1 GB tiles. Hefty!
Next Week
So what am I going to do next week?
1. Deliver an update to the Scene 002 terrain.
This needs to be presented from a higher point of view and incorporate a more accurate representation of the service road area.
Also, some mountain ridges to fill in the blank areas.
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| Sneaky peek at the service road sculpt. |
- HardOps revision
- Cableator
- Geo-Scatter
- Geo-nodes training
This could be the Project: Hail Mary ship or something else.
Don't rush into action. This is about making a good decision about what to make next.
Half-term project
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