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		<title>Blog for Proto at GarageGames.com</title>
		<description>Blog feeds for Gamers and Developers in the GarageGames community.</description>
		<link>http://www.garagegames.com/</link>
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		<dc:date>2008-11-20T00:14:27+00:00</dc:date>
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	<item rdf:about="http://www.garagegames.com/blogs/69973/13349">
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		<dc:date>2007-08-02T07:29:40+00:00</dc:date>
		<dc:creator>Proto</dc:creator>
		<title>Furniture modelling</title>
		<link>http://www.garagegames.com/blogs/69973/13349</link>
		<description>I'm really getting into modelling at the moment and am continuing to develop ideas for my &lt;a href='http://www.garagegames.com/blogs/69973/13228'&gt;gothic / horror&lt;/a&gt; themed art.  I've started modelling some furniture props.  These are intended for a haunted castle.  I've aimed for around 200-500 polys per model at the highest LoD (unintentionally the mirror is up to 610 which I intend to optimise at some point).&lt;br&gt;&lt;br&gt;WIP grabs from ShowTool Pro&lt;br&gt;&lt;img src='http://i48.photobucket.com/albums/f224/gogo_racer_monkey/furniture_1.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;I've had some success using a nodal texture workflow to render dummy UV textures in Lightwave before working on them in Photoshop.  This workflow gives me a very strong starting point for a texture by enabling me to work directly in Lightwave to apply highlights and feeling.&lt;br&gt;&lt;br&gt;This following setup gives two outputs from the one scene and one object. Rendering gets me a high poly UV map render with lights and textures.  When I export to DTS I get a low poly image-mapped dts.   All from the one model and with having to model hi and low rez iterations.  Nice!&lt;br&gt;&lt;br&gt;The workflow I'm using goes something like this (requires Lightwave 9 and above):&lt;br&gt;1. Model and set up the UV maps to use a basic dummy UV image (I'm using a flat 50% grey);&lt;br&gt;2. Enable the nodal textures for each surface.  I'm connecting nodes to bump and colour channels.  Connecting nodes to channels will override the basic texture for that channel when rendered in Lightwave but keep the basic texture for the DTS export.  Lightwave will save attributes of both the basic texture as well as the nodes with the model.&lt;br&gt;3. Texture using nodal procedural textures - wood, metal etc;&lt;br&gt;4. Import into Layout and set the display subpatch to 1, render subpatch higher (3).  A subpatch of 1 will &amp;quot;triple&amp;quot; a sub-patched quad model without increasing polys for DTS export, while the render subpatch level adds additional geometry for your smooth texture renders.&lt;br&gt;5. Set up a Texture baking camera using the UV map at 512x512 render dimensions (or whatever you need);&lt;br&gt;6. Light the scene (I'm using background radiosity for nice soft shadows and a few spots for mood);&lt;br&gt;7. Render your new UV image which now has a lot of form information and basic textures and save over the basic UV you made in step 1.&lt;br&gt;8. In Photoshop mix in your other resources. I'm using symbol typefaces for relief ornaments and photographic references.&lt;br&gt;&lt;br&gt;I'll add a staircase, chest, table and chair next week time permitting.</description>
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		<dc:date>2007-07-11T11:33:23+00:00</dc:date>
		<dc:creator>Proto</dc:creator>
		<title>Goth Models - Cat (spirit familiar)</title>
		<link>http://www.garagegames.com/blogs/69973/13228</link>
		<description>I've been feeling re-energised this week.  My creative juices have been flowing and I've been working on some explosion, light and particle effects for my portfolio.  I've also found time to progress with my exploration of Torque art.  This one will be a spirit familiar for the &lt;a href='http://www.garagegames.com/blogs/69973/12819'&gt;witch player model&lt;/a&gt; (I now have the witch rigged, partially animated and playing in Torque).&lt;br&gt;&lt;br&gt;Work in progress:&lt;br&gt;&lt;img src='http://i48.photobucket.com/albums/f224/gogo_racer_monkey/GG/cat_progress.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;I've aimed for around 1000 polys.  I plan to include 2 levels of detail and 6 animations (sneak, run, jump, sleep, play, stand).  I think I'll rig this on the weekend.  I've always liked the way cats move, so I'm going to have fun making this one come to life.&lt;br&gt;&lt;br&gt;I'm loving &lt;a href='http://www.flay.com/GetDetail.cfm?ID=2309' target=_blank&gt;PLG UV Tools&lt;/a&gt; - it's making my UV maps considerably less painful to construct and I've finally figured out what was crashing the plug-in - or rather how to avoid the crash by creating UV maps per model part, rather than attempting the entire mesh at once.  As the edges get saved, I can adjust the mesh as needed without worrying about distorting the UV. Sweet!</description>
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		<dc:date>2007-05-01T03:36:46+00:00</dc:date>
		<dc:creator>Proto</dc:creator>
		<title>Player model - witchypoos</title>
		<link>http://www.garagegames.com/blogs/69973/12819</link>
		<description>Over the past week I've managed to claw back some creative time from my various distractions and so I'm getting back into it.  I'm starting another project to continue making Torque art assets.&lt;br&gt;&lt;br&gt;I plan to make an animated player model in DTS format.  I have an idea for a game, inspired by a few Tim Burton films and a really funny dream I had recently (don't ask).  I'm going for high-camp gothic.  If anyone remembers Starfox Adventures, I have in mind using a similar voice to the crone vendor (a comedy falsetto voice a la Monty Python).&lt;br&gt;&lt;br&gt;- I plan to use Lightwave as my modeller and will test adaptive subdivision (creating multiple levels of detail from the the one mesh) on an organic form.&lt;br&gt;- I plan to do a lot of work of the UV textures.&lt;br&gt;- I plan to include three levels of detail.&lt;br&gt;- I plan to include 6 animation sequences to start with (ambient, talk, jump, walk cycle, spell cast, fly, death).&lt;br&gt;- I plan to use an IK rig.&lt;br&gt;- I plan to include a few mounted objects (a designer handbag, a broom - that sort of thing).&lt;br&gt;- I'm aiming for 2.5K polys at the highest LoD.&lt;br&gt;&lt;br&gt;I expect to have a rig prototype within a week, I'll look at finishing sometime the coming month depending on how compelling my distractions become ;-)&lt;br&gt;&lt;br&gt;Work in progress:&lt;br&gt;&lt;br&gt;&lt;img src='http://i48.photobucket.com/albums/f224/gogo_racer_monkey/GG/witchRig2c_pose.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;The IK rig has posed a few challenges as I'm exploring a new way to set up my skelegons at the same time.  So far, it looks like time saver using the LoadBones and MGUpdateBone plugins.  I'm still working on getting the bone weight maps right, hence the default mannequin pose.&lt;br&gt;&lt;br&gt;If I get time I may even look at lighting this too.  I'd love to get some nice sinister under-lighting happening to offset the cutesy stylisation.</description>
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		<dc:date>2007-03-21T04:13:35+00:00</dc:date>
		<dc:creator>Proto</dc:creator>
		<title>Sports Car Model</title>
		<link>http://www.garagegames.com/blogs/69973/12582</link>
		<description>I plan to extend my research on the DTS format by applying what I've learnt from my &lt;a href='http://www.garagegames.com/blogs/69973/12422'&gt;forest models&lt;/a&gt; to a sports car.&lt;br&gt;&lt;br&gt;- I plan to use Lightwave as my modeler and will test adaptive subdivision (creating multiple levels of detail from the the one mesh) on a more complex form.&lt;br&gt;- I plan to do a lot of work of the textures to get the best &amp;quot;car finish&amp;quot; quality I can muster in TGE.&lt;br&gt;- I'm not making a copy of any particular car model or manufacturer and expect that the end product will be able to be used in a wide variety of situations without any design or trademark infringements.&lt;br&gt;- I plan to include three levels of detail and animated textures.&lt;br&gt;&lt;br&gt;I expect to have a working prototype within a few weeks.&lt;br&gt;&lt;br&gt;Work in progress:&lt;br&gt;&lt;img src='http://i48.photobucket.com/albums/f224/gogo_racer_monkey/GG/sportsCar.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;The mesh is mostly built and happy with the overall car design.  It's been a challenge to align the polygons on the source model so that the car surface doesn't look &amp;quot;dented&amp;quot; on the dts and I'm not happy with the results yet.  This undesirable effect is especially noticeable with reflections on my low poly surfaces in ShowTool Pro and may require some model reconstruction to work around.&lt;br&gt;&lt;br&gt;I've not gotten a convincing glass reflection into ShowTool Pro yet, as I'm still getting some default grey showing up in my semi-transparent and reflective glass textures.</description>
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		<dc:date>2007-02-27T02:36:22+00:00</dc:date>
		<dc:creator>Proto</dc:creator>
		<title>Seasonal Forest Models</title>
		<link>http://www.garagegames.com/blogs/69973/12422</link>
		<description>I'm working on tree and ground cover models suitable for a forest population.  My first research plan includes 4 seasonal texture variations (Spring, Summer, Autumn, Winter) for each large model.  I estimate that 3 form variations will be required for each species, and a minimum of three species will (along with mission object transformations) give a desirable population diversity.&lt;br&gt;&lt;br&gt;I'm aiming for a minimum of 100 polys to a maximum of 1,000 polys per large model.  My preferred content creation tool is Lightwave.&lt;br&gt;&lt;br&gt;I aim to have this first research unit completed by the end of March.&lt;br&gt;&lt;br&gt;After completion of this unit there is potential for extending my research to include one of two additional objectives:&lt;br&gt;- Scripted seasonal variations for the forest including particles, animations and environmental effects; or&lt;br&gt;- Design a modelling workflow to facilitate efficient management of mesh resolutions (i.e. one model master for very high and low poly).  Report on the effectiveness of batch texture down-sampling / dynamic subdivision modelling techniques on asset creation speed, flexibility and hardware dependancies.</description>
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