"The forum communities were both welcoming and competitive, various clubs and contests for various themes and a hierarchy of more popular creators that I strived to be a part of. "The art-scene early on was incredible," Frewin recalled. It's a story that might resemble quite a few game communities, particularly those built around creative expression. "The Spore community has been very interesting over the years," she told me, "However I can't tell if the community has changed, I have grown up, or a combination of both." As is often the case, "interesting" may have been a diplomatic choice of words on Frewin's part. "It can be time consuming to make anything, but I always feel proud of the results, and I am extremely grateful that I have an audience willing to watch, learn, and critique."Ĭommunity is a crucial part of Frewin's work, but she's had to change where she looks for it over time. This lead to her experimenting with both Sculptris and more recently ZBrush, both pieces of highly technical software used by many professional 3D modellers. "I had a lot of encouraging support from viewers and subscribers suggesting I should try out 3D art and recommending various software," Frewin told me. It's not so surprising then that Frewin also dabbles in more traditional 3D creature modelling. There's no replacing more versatile and purpose-built tools in that regard. But even with the bevy of boundary-breaking mods available to Spore's remaining userbase, it's still built to be a game and not a flexible platform for creativity.
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