All posts by Rekov

Beginnings of a City

Over the last week or so I have been making about a building a day in the beginnings of a project intended to give level designers the assets needed to make a 19th century city. I have drawn inspiration from classic Belgian and Dutch architecture, and intend to create steampunk variants of these buildings at some point in the future.


At present I have configured the models for Neverwinter Nights 2, complete with tint maps, collision boxes and walkmesh data.

Basic Solids – Quad Sphere/UV Sphere Hybrid

Recently I had the need for a sphere that had the same topology on all six “sides.” That is, in both ways along three mutually orthogonal axes. Inspired by a BB-8 design I saw on Blender Artists, I threw together a quick video tutorial.

When I was first starting out with Blender, tutorials like this helped me along enormously. I tried to be specific enough that someone with extremely limited knowledge of Blender could follow along, but not so bogged down as to be annoying to an enthusiast looking for a neat trick or two. Hopefully this will mark the beginning of a series.

I’ve got one more tutorial planned for the near future. I am open to suggestions. Feedback on my nascent editing abilities is greatly welcomed.

Ottoman Jezail

Ottoman weaponry is without question beautiful, from the intricate patterns to the precious metals and jewels set into them. I wanted to incorporate these elements into a flintlock musket, so I did!

The musket is predominantly made of walnut with a steel octagonal barrel. The stock is ebony, with ebony and ivory set into the walnut to form the decorative pattern. Lapis lazuli, emerald, ruby, opal, and amethyst are set into gold along the stock, with gold and bronze decorative studs.









(730 tris)

This model and full quality texture files are available upon request. I am more than happy to have people use my things, as long as they credit them.

A Few Fine Smokes

I recently had cause to create a set of smokes for a Neverwinter Nights 2 PW, though it wouldn’t surprise me where many to have a use for them. I had a lot of fun with this project, and I was glad for the opportunity to practice cage-baking my normal maps.


Cigarette Holder NormalĀ  (UV map overlaid for reference)


Pipe Normal (UV overlaid for reference)



Cigarette Holder – 126 tris

Leaf Wrapped Cigarillo – 48 tris

Pipe – 154 tris

Beginning with a Blimp

I was recently asked to participate in an alpha test for Engines of Ascension, an upcoming Neverwinter Nights 2 PW created by Psionic Entity. PE, whose singular scripting helped define Legacy: Dark Age of Britain as an intensely unique NWN2 experience, has once again rewritten the base game’s mechanics for Engines of Ascension to the point where they’re more reminiscent of Skyrim than anything else.EoA Banner

New players are greeted by an impressively kitbashed airship, an immediate reminder that this ain’t grandpappy’s Forgotten Realms no more. Impressive as it is, PE did ask if I could come up with something a little more fitting than a pair of covered wagons to serve as a balloon. So, a week later and without further ado, I give you: Blimp.

1004-2-1431102599(Colors on nose cone and tail fin added via tint map)


Toolset Blimp 2

Diffuse (UV map overlaid for reference)




(768 tris)

Blimp is available on the Neverwinter Nights 2 Nexus. Modifications by request.