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	<title>Visual Arts - Articles</title>
	<link>http://www.gamedev.net/page/resources/_/creative/visual-arts/</link>
	<pubDate>Sat, 25 Feb 2012 22:51:27 +0000</pubDate>
	<ttl>43200</ttl>
	<description>Resources on the design, creation and use of art for games</description>
	<item>
		<title>Tech Artist Bootcamp and Interviews</title>
		<link>http://www.gamedev.net/page/resources/_/creative/visual-arts/tech-artist-bootcamp-and-interviews-r2818</link>
		<description><![CDATA[<span style='font-size: 18px;'> <strong class='bbc'>Introducing Tech-Artists.org</strong></span><br />
<br />
  <span style='font-size: 10px;'>We are the premiere (and only!) community focused on tech art for games and film.  Whether you're looking for tips on creating tools and pipelines, help with using a language or API, or just want to hobnob with some of the best technical artists in the industry, <a href='http://tech-artists.org/' class='bbc_url' title='External link' rel='nofollow external'>tech-artists.org</a> is for you.  Anybody who's anybody in the tech art world - and plenty of people outside of it - are a part of our great community.  </span><br />
<br />
<p class='bbc_right'><p class='bbc_right'><span style='font-size: 10px;'>-Rob Galanakis</span><span style='font-size: 10px;'><br />
Founder, tech-artists.org</span></p></p><br />
  I came to this site through good friend and tech artist evangelist Bill Crosbie and was delighted to find a community that reminded me so much of GameDev.net in its early years. This is another one of those niche sites focusing on a game development field and actively run by those actually in that field, so you know you're getting content that's beneficial to you as an aspiring or active tech artist. We look forward to working more with them in the future, but for now check out what they've done at the last GDC!<br />
  <br />
<p class='bbc_right'><p class='bbc_right'>Drew Sikora</p></p><p class='bbc_right'>Executive Producer, GameDev.net</p><br />
  <p class='bbc_right'><p class='bbc_right'> </p></p><span style='font-size: 18px;'>  <strong class='bbc'>GDC '11 Tech Artist Bootcamp</strong></span><br />
<br />
  This past GDC, Jeff Hanna from Volition organized with various other technical artists a <a href='http://www.gdconf.com/conference/tutorials.html#214' class='bbc_url' title='External link' rel='nofollow external'>"bootcamp" tutorial session</a> with the focus of educating instructors, studio management and other technical artists about the role of TAs and the skills needed to be proficient in this field of the games industry.<br />
<br />
  Tech-Artists.org has the compilation of slides and videos that came out of this session:<br />
<br />
  <a href='http://tech-artists.org/downloads/GDC2011/GDC2011_TABootcamp_All.zip' class='bbc_url' title='External link' rel='nofollow external'><strong class='bbc'>.zip with all 8 talks</strong></a> (No videos)<br />
<br />
<a href='http://tech-artists.org/downloads/GDC2011/GDC2011_KeithSelf-Ballard_Advocacy.pdf' class='bbc_url' title='External link' rel='nofollow external'>Keith Self-Ballard “In Advocacy of Tech Art”</a><br />
<a href='http://tech-artists.org/downloads/GDC2011/GDC2011_ScottGoffman_MakingGoodTools.pdf' class='bbc_url' title='External link' rel='nofollow external'>Scott Goffman “Making Tools Your Artists Will Use”</a><br />
<a href='http://tech-artists.org/downloads/GDC2011/GDC2011_RobGalanakis_EndingCultureWar.pdf' class='bbc_url' title='External link' rel='nofollow external'>Rob Galanakis “Ending The Culture War”</a><br />
<a href='http://tech-artists.org/downloads/GDC2011/GDC2011_SethGibson_TAPersonalityAssessment.pptx' class='bbc_url' title='External link' rel='nofollow external'>Seth Gibson “TA Personality Assessment”</a><br />
<a href='http://tech-artists.org/downloads/GDC2011/GDC2011_SteveTheodore_EpicFail.pdf' class='bbc_url' title='External link' rel='nofollow external'>Steve Theodore “Epic Fail”</a><br />
<a href='http://tech-artists.org/downloads/GDC2011/GDC2011_AdamPletcher_Databases.pdf' class='bbc_url' title='External link' rel='nofollow external'>Adam Pletcher “Tech Art and Databases”</a><br />
<a href='http://tech-artists.org/downloads/GDC2011/GDC2011_BryanMoss_VideoCloth.pdf' class='bbc_url' title='External link' rel='nofollow external'>Bryan Moss “Using Sim Data In Realtime With Video Textures”</a> (<a href='http://tech-artists.org/downloads/GDC2011/GDC2011_BryanMoss_VideoCloth_VIDEOS.zip' class='bbc_url' title='External link' rel='nofollow external'>Videos</a>)<br />
<a href='http://tech-artists.org/downloads/GDC2011/GDC2011_BronwenGrimes_NonstandardTextures.pdf' class='bbc_url' title='External link' rel='nofollow external'>Bronwen Grimes “Shader Techniques in Portal 2”</a><br />
<br />
  You can also visit Tech-Artists.org for <a href='http://tech-artists.org/forum/showthread.php?t=1500' class='bbc_url' title='External link' rel='nofollow external'>additional notes and discussion</a> on the session.<br />
<br />
  Recently an email was sent out by Jeff to begin discussing details for another bootcamp at GDC 2012 - so keep your eyes peeled both here and over at Tech-Artists.org for more details as they become available!<br />
   <br />
<br />
<span style='font-size: 18px;'>  <strong class='bbc'>Technical Artist Interviews</strong></span><br />
<br />
  Bill Crosbie from the IGDA Educational SIG spent some time at GDC '11 interviewing a number of technical artists, 18 in total, and has posted these interviews on <a href='http://www.youtube.com/opcode6' class='bbc_url' title='External link' rel='nofollow external'>his YouTube channel</a>. The goal was to talk to both professional tech artists and students to get a better understanding of what was needed for a more formal education in the field of technical art.<br />
<br />
  He's selected 5 of his favorite for us to feature below. Check them out for a revealing look into what it means to be a technical artist in the industry today and how people would like to see their field evolve in the years to come.<br />
<br />
<span style='font-size: 12px;'>  <strong class='bbc'>Jeff Hanna</strong></span><br />
<br />
  Jeff Hanna, Senior Technical Artist at Volition and leader of the Technical Artist boot-camp at GDC11, describes what it means to be a technical artist in the games industry.<br />
<br />
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</p><br />
<span style='font-size: 12px;'>  <strong class='bbc'>Rob Galanakis</strong></span><br />
<br />
  Rob Galanakis, TA for CCP Games, talks about the importance of programming and why a TA must learn to be 'ruthless' to help better the production environment. Don't miss this one!<br />
<br />
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</p><br />
<span style='font-size: 12px;'>  <strong class='bbc'>Craig Goodman</strong></span><br />
<br />
 	Craig Goodman, Insomniac Games, shares some laughs and really deep concepts about the need for TAs to be broadly educated, perpetually asking questions about the world and always learning. This video is a little longer, but stick with it to the end. It's worth it.<br />
<br />
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</p><br />
<span style='font-size: 12px;'>  <strong class='bbc'>Bronwen Grimes</strong></span><br />
<br />
  Bronwen Grimes, TA for Valve Software, discusses why it is important for a TA to have flexibility in both education and job structure.<br />
<br />
<p class='bbc_center'><object style="height: 390px; width: 640px"><param name="movie" value="http://youtube.com/v/OB1qF1ouBlQ?version=3" /><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><embed src="http://youtube.com/v/OB1qF1ouBlQ?version=3" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="640" height="360"></embed></object><br />
</p><br />
<span style='font-size: 12px;'>  <strong class='bbc'>Ben Cloward</strong></span><br />
<br />
  Ben Cloward, TA for Bioware Austin, talks about how a TA can solve huge problems or automate complex tasks quickly through the power of scripting, resulting in more time to engage in other creative work. Also, he gives a stern warning for students looking to enter the industry with work that is 'good enough' in school.<br />
<br />
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</p>]]></description>
		<pubDate>Mon, 12 Sep 2011 19:06:58 +0000</pubDate>
		<guid isPermaLink="false">601040bb131db3d614d140f9cd43c242</guid>
	</item>
	<item>
		<title>Concept Art with Photoshop - Characters</title>
		<link>http://www.gamedev.net/page/resources/_/creative/visual-arts/concept-art-with-photoshop-characters-r2811</link>
		<description><![CDATA[<p class='bbc_center'>  <a href="http://www.design3.com/ref/GDNET-2d37091e.html" target="_top"><img src="http://www.design3.com/affiliate/accounts/default1/banners/728x90-d3-GameDev2.png" alt="Get 50% Off design3" title="Get 50% Off design3" width="728" height="90" /></a><img style="border:0" src="http://design3.com/affiliate/scripts/imp.php?a_aid=GDNET&a_bid=2d37091e" width="1" height="1" alt="" /><span style='font-size: 8px;'><br>This is an affiliate program banner - registering for design3 will also help benefit GameDev.net!</span><br />
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</p><strong class='bbc'><span style='font-size: 18px;'>Concept Art With Photoshop – Characters</span></strong><br />
<br />
In this tutorial we'll cover the steps on how to create an orthographic character rendering in Photoshop. We'll begin with a line drawing of half the character then refine the edges as we fill it in. Next we'll continue working in grey-scale while adding shading and lighting to bring out the character's form. Then using simple Photoshop techniques we'll go on to create symmetrical front, back and side renderings. Finally, we'll add a color overlay to give our character a unique look.<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Chapter 1 - Introduction </span></strong><br />
<br />
In this introduction we'll briefly describe what will be covered in the following tutorial. <br />
<br />
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</p><br />
<span style='font-size: 12px;'><strong class='bbc'>Chapter 2 - Line Drawing </strong></span><br />
<br />
In this chapter we begin to fill in the line drawing with a solid tone. <br />
<br />
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</p><br />
<span style='font-size: 12px;'><strong class='bbc'>Chapter 3 - Shading </strong></span><br />
<br />
In this chapter we'll merge the line drawing and fill layers together then begin shading in details. <br />
<br />
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</p><br />
<strong class='bbc'><span style='font-size: 12px;'>Chapter 4 - Rendering </span></strong><br />
<br />
In this chapter we'll start to add definition and depth to the shaded outline. <br />
<br />
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</p><br />
<strong class='bbc'><span style='font-size: 12px;'>Chapter 5 - Duplicate & Flip Horizontal </span></strong><br />
<br />
In this chapter you'll duplicate the rendered half of your drawing, then flip it horizontally to create a full character. <br />
<br />
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</p><br />
<strong class='bbc'><span style='font-size: 12px;'>Chapter 6 - Backside </span></strong><br />
<br />
By duplicating our front view we'll quickly paint the back view of our character.<br />
<br />
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</p><br />
<strong class='bbc'><span style='font-size: 12px;'>Chapter 7 - Sideview </span></strong><br />
<br />
In this section we'll create the side view of our character using the front and back views as guides. <br />
<br />
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</p><br />
<strong class='bbc'><span style='font-size: 12px;'>Chapter 8 - Color Overlay </span></strong><br />
<br />
In this chapter we'll finish off our character with some color. First we'll create a new layer and fill it with color then we'll set the blending mode to overlay. <br />
<br />
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</p><br />
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<br />
</p>]]></description>
		<pubDate>Mon, 08 Aug 2011 22:44:57 +0000</pubDate>
		<guid isPermaLink="false">ec26dcdc2dd4deebfc38610ebe2ef318</guid>
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		<title>Maya Entertainment Creation Suite 2012 Review</title>
		<link>http://www.gamedev.net/page/resources/_/creative/visual-arts/maya-entertainment-creation-suite-2012-review-r2810</link>
		<description><![CDATA[<span style='font-size: 18px;'> <strong class='bbc'>Introduction (4.7/5.0 stars)</strong></span><br />
<br />
  The Maya Entertainment Creation Suite 2012 includes new versions of  Maya, Mudbox and MotionBuilder. There is also a Premium edition that adds the latest version of Softimage to the suite. All of the suite packages have been updated for 2012 and the list of new features and improvements is amazing. <br />
<br />
      Autodesk has done a great job in making the process of working between the different suite packages as seamless as possible. Included in the File menu of Maya are commands for automatically sending the current scene file to Mudbox, MotionBuilder or to the ICE interface of Softimage. Once connected, changes can be made to either application and updates can be quickly sent to the connected package. Similar commands are also found in the other packages as well. <br />
<br />
<br />
<span style='font-size: 18px;'>  <strong class='bbc'>Working with Characters and Animation in Maya</strong></span><br />
<br />
  The Maya development team has put a lot of effort into improving its character animation features and Maya 2012 continues this effort with several new features that make it easier to rig and animate characters. <br />
<br />
      Many of these new features have been borrowed directly from MotionBuilder and take advantage of Autodesk's Human IK framework. The commonality between Maya and MotionBuilder make the integration between the two products stronger than ever. <br />
<br />
<br />
  When defining a skeleton rig, Maya 2012 includes a new Characterization Tool with a pop-up panel that lets you quickly map and identify the hierarchical relationships between the various bones, as shown in Figure 1. The tool also includes a mirror matching mode that only requires a single leg or arm to be mapped and a naming template that automatically applies a defined naming scheme to the rig. It is also quick to identify any errors or problems associated with the skeleton rig. <br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[5a1fa5ae3983aea6ef5425e243b802d6]' id='ipb-attach-url-4663-0-73881200-1330210287' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=4663" title="Figure 1 - Characterization Tool.jpg - Size: 173.03K, Downloads: 593"><img src="http://public.gamedev.net/uploads/monthly_08_2011/ccs-8549-0-69669600-1312233982_thumb.jpg" id='ipb-attach-img-4663-0-73881200-1330210287' style='width:250;height:197' class='attach' width="250" height="197" alt="Attached Image: Figure 1 - Characterization Tool.jpg" /></a><br />
Figure 1: The Characterization Tool makes defining bones in Maya easy.<br />
<br />
</p>    There are also a robust new Character Controls panel that provides an easy way to quickly select any bone or IK end effector in the rig. With this panel, you always know which bone is being keyed. It also lets you pin and unpin bones for precise placement of your character's hands and feet. There are also commands to let you retarget a rig to work with another control rig and eventually bake the entire animation down to the target rig. The interface also lets you load and use motion capture data to animate your character and the software includes several test rigs and motion capture data files for you to test out new characters.<br />
<br />
    The idea of editable motion trails isn't new to Maya 2012, but they have been significantly improved. Motion trails appear as a path when enabled showing each key as a separate point. Using the standard transformation tools, you can move keys, edit their In and Out tangent points and even control the timing between keys without having to open up the function curves graph panel. <br />
<br />
    The Camera Sequencer includes a command for combining all camera shots for the current scene into a single sequence. This is great for quickly verifying all the various scene cameras without having to select and view each independently. There is also a new Shot Playlist panel that lets you access and edit different aspects of the camera shot. <br />
<br />
<br />
<span style='font-size: 18px;'>    <strong class='bbc'>Maya Modeling Improvements</strong></span><br />
<br />
  On the modeling side, Maya 2012 includes a new Interactive Split Tool. This tool lets you make precise cuts on the surface of a mesh object. The tool lets you enable and place several snap magnets to keep the cuts localized to the mesh surface, as shown in Figure 2. You can also specify colors to identify edge, face, vertex and snapped points and the split lines. There is also an option to constrain the cut points to mesh edges. There are also new commands to project a curve onto a mesh surface or to split the mesh along the projected curve, which is great for cutting holes or making precise indentations in objects. <br />
    <p class='bbc_center'><a class='resized_img' rel='lightbox[5a1fa5ae3983aea6ef5425e243b802d6]' id='ipb-attach-url-4664-0-73953700-1330210287' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=4664" title="Figure 2 - Interactive Split Tool.jpg - Size: 191.25K, Downloads: 618"><img src="http://public.gamedev.net/uploads/monthly_08_2011/ccs-8549-0-40186200-1312233983_thumb.jpg" id='ipb-attach-img-4664-0-73953700-1330210287' style='width:250;height:197' class='attach' width="250" height="197" alt="Attached Image: Figure 2 - Interactive Split Tool.jpg" /></a><br />
Figure 2: Maya 2012's new Interactive Split Tool lets you make precise cuts on the surface of a mesh object.<br />
<br />
</p>    If you regularly use the Show Manipulator tool when modeling, you'll be happy to see three new attribute sliders that pop-up next to the selected element for certain edits like extruding. These sliders let you interactively change the Thickness, Offset and number of Divisions for the edited elements. Changes to the slider values are displayed immediately in real-time and let you visually judge at the correct value. <br />
<br />
<br />
<span style='font-size: 18px;'>    <strong class='bbc'>Rendering Passes in Maya</strong></span><br />
<br />
  The big news in rendering for Maya 2012 is the ability to create render passes in the Hypershade and to pass these nodes onto the Render View to see the results. With several render passes created, you can use the Layered Texture node to composite the various render passes together and see the results in the Render View panel. This provides a simple, compositing method directly in the Hypershade for quickly verifying render elements without having to export and load all the render passes to a separate software package. There is even a lock button to prevent having to re-generate all the render passes while trying different compositing combinations.  <br />
<br />
    Once all the render passes nodes are establish, you can quickly re-render the entire scene from a different camera angle without having to redefine all the render passes again. This workflow is a huge time-saver for users that probably already have the Hypershade open. Within the Hypershade, Maya 2012 includes support for vector displacement maps generated from Mudbox. <br />
<br />
<br />
<span style='font-size: 18px;'>    <strong class='bbc'>Viewport 2.0 Improvements</strong></span><br />
<br />
  Viewport 2.0 was introduced with the last version of Maya and in Maya 2012, more features have been added to the system including the ability to view motion blur, screen-space ambient occlusion, and gamma correction directly in the viewport. All of these settings are located in the Render Settings panel when the Render Using Maya Hardware 2.0 option is enabled. <br />
<br />
    The viewports can also display a depth-of-field effect using the Camera Attribute Editor. The new viewport 2.0 system also supports X-Ray and X-Ray Joints modes, as well as, support for CgFx shaders. This lets game assets be viewed directly in the Maya viewports without having to export them to the game engine to see their results. <br />
<br />
<br />
<span style='font-size: 18px;'>    <strong class='bbc'>Improvements to Mudbox 2012</strong></span><br />
<br />
  The big news on the Mudbox front is the availability of Mudbox for Linux. Mudbox 2012 also includes editable stencils. These stencils can be drawn using the various Mudbox drawing tools or any external image editing package. The stencils can then be projected onto the model surface, as shown in Figure 3, or used to indent the mesh surface. New custom stencils can be saved in the Stencil tray.<br />
    <p class='bbc_center'><a class='resized_img' rel='lightbox[5a1fa5ae3983aea6ef5425e243b802d6]' id='ipb-attach-url-4665-0-73965600-1330210287' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=4665" title="Figure 3 - Custom Stencil.jpg - Size: 145.28K, Downloads: 511"><img src="http://public.gamedev.net/uploads/monthly_08_2011/ccs-8549-0-95830800-1312233983_thumb.jpg" id='ipb-attach-img-4665-0-73965600-1330210287' style='width:250;height:196' class='attach' width="250" height="196" alt="Attached Image: Figure 3 - Custom Stencil.jpg" /></a><br />
Figure 3: Mudbox 2012 allows you to create and use custom stencils while painting and sculpting.<br />
<br />
</p>    In addition to the Paint Selection tool, there are now Region and Lasso Selection tools. There are also two new Grab options for Grab Silhouette and Follow Path. The Follow Path option makes the mesh surface follow the stroke path. There is also a new falloff option for brushes. The Falloff Based on Facing Angle option is useful for faces around the edge of an object. <br />
<br />
    The Mudbox 2012 interface has also introduced Hot box list of commands that appears when the spacebar is pressed just like the one in Maya for quick access to the most relevant commands. Mudbox now offers multiple layer masks and the ability to use the same blend modes that are available in Photoshop to combine the various layers. <br />
<br />
    When posing characters in Mudbox, there is now a Normalize button that normalizes all the weights for all skin vertices. There are also a bunch a pose presets that you can quickly apply to a character. <br />
<br />
    When painting on a mesh, you can now paint directly on the surface even if UVs aren't applied. The completed texture can then be exported as a PTEX file including all the various paint layers. Ambient occlusion, displacement and normal maps can all also be exported as PTEX files. For models without UVs, you can use the new Create UVs menu option to quickly create a basic set of UVs. This provides a good starting point for textures.  <br />
<br />
<br />
<span style='font-size: 18px;'>    <strong class='bbc'>Improvements to MotionBuilder 2012</strong></span><br />
<br />
  The first apparent change to MotionBuilder 2012 is the darker color scheme that it uses. The interface panels have all been freed to be positioned wherever you want by simply dragging and dropping them to a new location. It also has three new layouts for Editing, Scripting and Preview. <br />
<br />
    The function curve editor has been overhauled to match the features available in Maya and 3ds Max including multi-point editing, the ability to isolate selected curves, and the new Auto tangent type. MotionBuilder 2012 also includes support for point cache data. <br />
<br />
    The new MotionBuilder release also includes the same Characterization Tool and character controls that are found in Maya 2012. Synchronization between these two packages makes it so much easier to work with characters between the two. <br />
<br />
    MotionBuilder 2012 also allows you to stream into the software any video reference files taken during a motion capture session. This provides another helpful reference that animators can use to aid them when animating. <br />
<br />
<br />
<span style='font-size: 18px;'>    <strong class='bbc'>Improvements to Softimage 2012</strong></span><br />
<br />
  Softimage 2012 includes a number of key improvements to the Schematic View, Weight Maps and UV relaxing and pinning. Another huge improvement is the ability to use 32-bit versions of Quicktime on 64-bit machines. It also supports the latest FBX version for importing and exporting data including stereo cameras, multiple UV sets, CgFx materials and neutral poses. <br />
<br />
    The Interactive Creative Environment (ICE) has been updated in 2012 to allow procedural modeling. Using the node based interface, you can programmatically create and edit polygons and apply materials. This lets you create a detailed landscape by extruding and applying materials to specific areas in a plane based on a defined set of rules. Figure 4 shows a road scene that automatically places and textures the building panels along the length of the road. <br />
    <p class='bbc_center'><a class='resized_img' rel='lightbox[5a1fa5ae3983aea6ef5425e243b802d6]' id='ipb-attach-url-4666-0-73977000-1330210287' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=4666" title="Figure 4 - ICE Tree.jpg - Size: 220.98K, Downloads: 468"><img src="http://public.gamedev.net/uploads/monthly_08_2011/ccs-8549-0-62188100-1312233984_thumb.jpg" id='ipb-attach-img-4666-0-73977000-1330210287' style='width:240;height:200' class='attach' width="240" height="200" alt="Attached Image: Figure 4 - ICE Tree.jpg" /></a><br />
Figure 4: Using Softimage's ICE interface lets you automatically create and texture polygons to fill out a scene.<br />
<br />
</p>    ICE has also been endowed with procedures that let you work with Syflex cloth. The interface can apply forces, collisions and constraints to a working cloth simulation. <br />
<br />
<br />
<span style='font-size: 18px;'>    <strong class='bbc'>Summary</strong></span><br />
<br />
  Another new feature across the entire suite is the placement of help files on the Autodesk web site. The Help menu now opens and displays the help files in a web browser. Although this allows users access to the latest updates in the help files. I found it frustrating to have to wait for specific information to load when I needed a quick answer. The search feature is especially slow. If the wait time is too much, you can download a local copy of the help file, but the local file won't have access to the latest updates. <br />
<br />
    Across the suite products, I found the single-step interoperability to be a huge time saver, but it does require a machine with lots of available RAM to have several products open at once. I was also impressed with the new Character Control and Characterization Tools found in both Maya and MotionBuilder. <br />
<br />
    Overall, each of the new versions are as strong as ever and work together as a suite better than ever before.  <br />
<br />
    Maya 2012, MotionBuilder 2012, Mudbox 2012, Softimage 2012 and the Maya Entertainment Creation Suite 2012 are all available for Windows, Linux, and Macintosh OS X. For more information on any of these products, visit the Autodesk web site located at <a href='http://www.autodesk.com' class='bbc_url' title='External link' rel='nofollow external'>www.autodesk.com</a>.]]></description>
		<pubDate>Mon, 01 Aug 2011 21:30:51 +0000</pubDate>
		<guid isPermaLink="false">5a1106fcb6c23317695f2f619988ef41</guid>
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	<item>
		<title>Adobe Releases Creative Suite 5.5</title>
		<link>http://www.gamedev.net/page/resources/_/creative/visual-arts/adobe-releases-creative-suite-55-r2808</link>
		<description><![CDATA[<span style='font-size: 18px;'><strong class='bbc'>Introduction </strong></span><br />
<br />
Usually when software has an intermediate release between major versions, it is to fix some glaring problems with the last major release, but in Adobe's case this isn't the issue at all. Most of the new features included in Creative Suite 5.5 are focused on supporting the latest round of hardware, specifically the new collection of tablets and touch sensitive devices that are becoming available including Apple's iPad, the various Android devices and Blackberry's Playbook. <br />
<br />
Less than a year ago, when Adobe released Creative Suite 5, they made a strategic decision to not wait for the tablet market, but now that tablets are becoming ubiquitous, Creative Suite 5.5 offers the support that these devices need. Another major development that is also supported in CS5.5 is the release of HTML5 and CSS3. Support for these new standards let you create web pages that use advanced design elements such as transparency and rounded corners. <br />
<br />
The CS5.5 release also allowed Adobe's development teams to include many additional features that weren't quite ready for the CS5 release, but have now had the time to be completed and integrated. Included within the latest CS5.5 release are a host of new features, especially in the video and audio production products, that push the software forward. CS5.5 also includes the latest version of Acrobat, titled Adobe Acrobat X. With all the improvements, Adobe's latest release feels like another major release and not just an intermediate one. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Photoshop Touch </span></strong><br />
<br />
In order to support the array of new touch-sensitive devices including the various Android devices, Blackberry's Playbook and Apple's latest iPad, Adobe has developed the Photoshop Touch Software Developer's Kit (SDK), which allows apps to be built for these devices that use and integrate with Photoshop CS5. To showcase the SDK, Adobe has announced plans to release 3 Touch applications including Adobe Color Lava, Adobe Eazel and Adobe Nav. These iPad apps are available for purchase through the Apple App Store.  <br />
<br />
Adobe Color Lava lets you mix and blend colors using the tablet interface. The new colors can be instantly transported to Photoshop using a network connection. Adobe Eazel lets you paint using the touch screen with your fingertips acting as brushes. The app gives you complete control over the color, brush size, opacity and other settings. If you like the navigation features on the iPad, then you'll love using Adobe Nav. It lets you preview image files and select which ones to open in Photoshop. Figure 1 shows the Adobe Color Lava interface. <br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[54656f9605d668382b0cc504123ce47e]' id='ipb-attach-url-4270-0-77038600-1330210287' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=4270" title="Figure 1 - Adobe Color Lava.jpg - Size: 30.19K, Downloads: 184"><img src="http://public.gamedev.net/uploads/monthly_07_2011/ccs-8549-0-49685600-1311277269_thumb.jpg" id='ipb-attach-img-4270-0-77038600-1330210287' style='width:250;height:188' class='attach' width="250" height="188" alt="Attached Image: Figure 1 - Adobe Color Lava.jpg" /></a><br />
Figure 1: Adobe Color Lava is a simple app that lets you mix colors on your <br />
tablet device and transmit the mixed colors back to Photoshop.<br />
</p><br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Acrobat X Pro </span></strong><br />
<br />
The one lone holdout in the Creative Suite 5 release was Acrobat. The Acrobat development team took the time it needed to get the latest version right and the newest version of Acrobat, called Acrobat X Pro, is now an integral part of the suites.<br />
<br />
Acrobat X Pro lets you quickly create a custom PDF Portfolio of work with layout templates, themes and colors. Figure 2 shows a sample portfolio created easily using the available wizard. Once created, you can use the links at the right to add new content, or change the layout, theme or properties. <br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[54656f9605d668382b0cc504123ce47e]' id='ipb-attach-url-4271-0-77052000-1330210287' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=4271" title="Figure 2 - Acrobat X Pro portfolio.jpg - Size: 140.58K, Downloads: 238"><img src="http://public.gamedev.net/uploads/monthly_07_2011/ccs-8549-0-94592100-1311277269_thumb.jpg" id='ipb-attach-img-4271-0-77052000-1330210287' style='width:250;height:180' class='attach' width="250" height="180" alt="Attached Image: Figure 2 - Acrobat X Pro portfolio.jpg" /></a><br />
Figure 2: Custom portfolios are easily created using the wizard located in Acrobat X Pro.<br />
</p><br />
The new Action Wizard in Acrobat X lets you automate multiple steps into a single action that can be run on a batch of PDF files. Common tasks can be saved as an action and distributed to coworkers to make certain tasks easy. <br />
<br />
The new Quick Tools bar holds the tools that you use the most without having to hunt around for them. Acrobat X Pro also has a new Reading Mode that maximizes the display areas by hiding most of the interface elements. Integration with Microsoft SharePoint ensures document consistency across an entire organization. Another great new feature is the Compare PDFs command that identifies and highlights changes between 2 different PDF documents. <br />
<br />
Acrobat X is available in both Standard and Pro versions and also in the new Acrobat X Suite, which includes Acrobat X Pro, Photoshop CS5, Captivate 5, Presenter 7, LiveCycle Designer ES2 and Media Encoder CS5.<br />
<br />
Acrobat.com includes a new service called Adobe SendNow that lets users send and receive large documents. Each document can be tracked and has a proof of receipt. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Dreamweaver and Flash CS5.5 </span></strong><br />
<br />
The latest version of Dreamweaver includes support for HTML 5 and CSS 3. It also includes a new Multiscreen Preview panel that is customizable letting you view your results in several different resolutions at the same time, so you can check your design for desktops, tablets and smartphones all at once. There is also a new Media Queries dialog box for creating multiple queries across a page or an entire site. Dreamweaver CS5.5 also includes jQuery support with several mobile device starter layouts to help you get up to speed quickly. <br />
<br />
Included with Flash Professional CS5.5 is Adobe AIR for iOS Support that allows ActionScript to be compiled for native iPhone apps. There is also support for touchpad input and gestures available as code snippets, so you can build Flash apps that run on various tablets and smartphones including Android 2.2 and above. You can even build Flash apps for Internet-connected televisions via Adobe AIR for Digital Home. <br />
<br />
Another new feature in Flash Professional CS5.5 is the ability to scale all design content when changing the size of the stage. You can also control which elements get scaled using locks and visible layers. This makes it easy to quickly resize a design for different devices by simply entering its resolution. The Layers panel has also been improved allowing you to copy and paste layers to a different timeline or to a completely different &#100;ocument. <br />
<br />
<br />
<span style='font-size: 18px;'><strong class='bbc'>Video and Audio Product Improvements </strong></span><br />
<br />
Premiere Pro CS5.5 includes an enhanced 64-bit Mercury Playback Engine that is accelerated using NVIDIA's latest graphic cards. The engine now runs more effects and transitions on the GPU than before. It also has included support for more graphic cards including mobile video cards for Windows enabling you to use the engine on a laptop. This combination allows real-time playback with effects on a broader set of hardware. <br />
<br />
Another cool feature in Premiere Pro CS5.5 is the new Merge Clips feature that lets you combine a video asset with up to 16 separate external audio streams into a single track. The audio and video may be synched using in or out points, markers or timecode and once merged can be moved and edited as a single easy to use track. Figure 3 shows a sample video that includes several merged clips. <br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[54656f9605d668382b0cc504123ce47e]' id='ipb-attach-url-4272-0-77063600-1330210287' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=4272" title="Figure 3 - Merged clips.jpg - Size: 412.13K, Downloads: 289"><img src="http://public.gamedev.net/uploads/monthly_07_2011/ccs-8549-0-06589700-1311277271_thumb.jpg" id='ipb-attach-img-4272-0-77063600-1330210287' style='width:250;height:157' class='attach' width="250" height="157" alt="Attached Image: Figure 3 - Merged clips.jpg" /></a><br />
Figure 3: Combining video and audio into a single track makes them much easier to work with. <br />
</p><br />
Premiere Pro CS5.5 has gives the option to switch the interface to use the same keyboard shortcuts found in Avid Media Composer or Final Cut Pro. This makes the transition from another editor to Premiere Pro easy. <br />
<br />
Within After Effects CS5.5 is a cool new feature called Warp Stabilizer. This feature lets you take the shaky effects out of a handheld camera. But, it does more than just steady the camera's default location by removing those areas that are missing. Using the Warp Stabilizer feature, you can eliminate the parallax effects, correct for camera rotation and actually replace the missing footage. You can also smooth out the results and crop or fill the in the missing areas using pixel analysis.  <br />
<br />
Along with the video product improvements, Adobe's audio offering, Audition, has also been improved. The big news here is the introduction of Adobe Audition for the Mac. The Mac version of Audition makes all the multi-track mixing and editing features available in a package that integrates seamlessly with the other Adobe video and graphics products. For example, audio files in Premiere Pro can access Audition's cleanup and processing tools for quick roundtrip editing. The new version also includes several new DSP effects including DeHummer, DeEsser, Speech Volume Leveler, and Surround Reverb.  <br />
<br />
<br />
<span style='font-size: 18px;'><strong class='bbc'>Creating eBooks and Digital Magazines</strong></span><br />
<br />
New features included in InDesign CS5.5 let you create eBooks with consistent typography and images. They can also be enhanced with audio, video and linked indexes and exported to the EPUB format. This lets you re-purpose documents designed for print to be delivered as an eBook or a digital magazine for a host of different devices including tablets. <br />
<br />
The new Overlay Creator panel lets you mark specific images as interactive elements that show up as a slideshow, pan and zoom image, 360 degree rotating objects, video, animation, or even a panoramic scene when viewed on a touchscreen device or tablet. Figure 4 shows an interactive map in InDesign that changes the image when different dots are clicked on a mobile device. Using the new Article panel, you can define the exact order that elements appear on smaller resolution devices.<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[54656f9605d668382b0cc504123ce47e]' id='ipb-attach-url-4273-0-77074800-1330210287' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=4273" title="Figure 4 - InDesign overlay.jpg - Size: 265.03K, Downloads: 259"><img src="http://public.gamedev.net/uploads/monthly_07_2011/ccs-8549-0-90984800-1311277271_thumb.jpg" id='ipb-attach-img-4273-0-77074800-1330210287' style='width:250;height:173' class='attach' width="250" height="173" alt="Attached Image: Figure 4 - InDesign overlay.jpg" /></a><br />
Figure 4: InDesign documents can be overlaid with interactive elements that are active when viewed on a mobile device. <br />
</p><br />
InDesign CS5.5 also includes a new Linked Text feature that lets you copy and paste sections of text that maintain a link to the original. The pasted text that has these links can be updated if any change is made to the original text making it easy to update repetitive text throughout the &#100;ocument. <br />
<br />
<br />
<span style='font-size: 18px;'><strong class='bbc'>Summary</strong></span><br />
<br />
If you are worried that several of the key Creative Suite products weren't mentioned including Photoshop, Fireworks and Illustrator, it is because they haven't changed from the CS5 versions.  <br />
<br />
Because changes in the industry are moving so fast, Adobe is planning on making these milestone releases regularly between major releases. This is great news. Adobe is committed to updating their packages to follow the industry changes. They have also announced a new subscription model that lets you pay for the software using a monthly pricing scheme that includes the latest updates. <br />
<br />
Overall, there is a lot happening with this intermediate release and a large number of the new features are coming directly from user's requests. Highlights for this release include the latest Acrobat, broad support for tablets and touch-sensitive devices, support for the latest Web standards and some amazing new video and audio features. All of these features make it easier to get your designs seen. It is great to see a company so committed to their users. <br />
<br />
For more information on any of the upgraded CS5.5 products, the various Creative Suites and the other CS5.5 products, visit the Adobe web site located at <a href='http://www.adobe.com' class='bbc_url' title='External link' rel='nofollow external'>www.adobe.com</a>.]]></description>
		<pubDate>Thu, 21 Jul 2011 19:50:58 +0000</pubDate>
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	<item>
		<title>Blender 2.5 - Interface Video Tutorials</title>
		<link>http://www.gamedev.net/page/resources/_/creative/visual-arts/blender-25-interface-video-tutorials-r2806</link>
		<description><![CDATA[<p class='bbc_center'>  <a href="http://www.design3.com/ref/GDNET-2d37091e.html" target="_top"><img src="http://www.design3.com/affiliate/accounts/default1/banners/728x90-d3-GameDev2.png" alt="Get 50% Off design3" title="Get 50% Off design3" width="728" height="90" /></a><img style="border:0" src="http://design3.com/affiliate/scripts/imp.php?a_aid=GDNET&a_bid=2d37091e" width="1" height="1" alt="" /><br />
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<strong class='bbc'>Hello from design3!</strong><br />
<br />
design3 is happy to feature another tutorial series here on GameDev.net – this time our focus is on <a href='http://www.design3.com/software/blender' class='bbc_url' title='External link' rel='nofollow external'>Blender</a>. Blender is a great open-source 3D graphics application. We love the tool, but know that the interface can be a bit tricky to master. That’s why we’ve selected to feature our “Blender 2.5 – Interface” tutorial series this time around.<br />
<br />
The design3 “Blender 2.5 – Interface” series covers interface fundamentals and is perfect for developers who are new to the tool. The series contains 12 tutorials, which are featured below.<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>About Blender</span></strong><br />
<br />
Blender is great for creating interactive 3D applications, including video games, animated films, or visual effects. Blender's features include advanced simulation tools such as rigid, realistic body, fluid, cloth and soft body dynamics, modifier-based modeling tools, powerful character animation tools, a node-based material and compositing system and Python for embedded scripting.<br />
<br />
Blender is useful for:<ul class='bbc'><br /><li>Modeling		<br /></li><li>UV Unwrapping<br /></li><li>Texturing<br /></li><li>Rigging<br /></li><li>Water &Smoke Simulations<br /></li><li>Skinning<br /></li><li>Animating<br /></li><li>Rendering<br /></li><li>Particle Simulations<br /></li><li>Non-Linear Editing<br /></li><li>Compositing<br /></li></ul><br />
<strong class='bbc'><span style='font-size: 18px;'>Blender 2.5 – Interface Tutorials</span></strong><br />
<br />
<span style='font-size: 14px;'><strong class='bbc'>Chapter 1 - Introduction</strong></span><br />
<br />
A brief introduction on how to locate and download the newest version of Blender.<br />
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<br />
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<br />
<span style='font-size: 14px;'><strong class='bbc'>Chapter 2 - Menu Navigation</strong></span><br />
<br />
Review the many hotkeys that make up the Blender interface and their functionalities.<br />
<br />
<br />
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<br />
<span style='font-size: 14px;'><strong class='bbc'>Chapter 3 - Camera Navigation</strong></span><br />
<br />
Learn to navigate your camera throughout 3D space in Blender.<br />
<br />
<p class='bbc_center'><br />
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<br />
<span style='font-size: 14px;'><strong class='bbc'>Chapter 4 - Camera Options</strong></span><br />
<br />
Learn to properly use the camera object in Blender.<br />
<br />
<br />
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<br />
<span style='font-size: 14px;'><strong class='bbc'>Chapter 5 - User Preferences</strong></span><br />
<br />
A quick lesson on the options that make up the User Preferences wind&#111;w.<br />
<br />
<br />
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<br />
<span style='font-size: 14px;'><strong class='bbc'>Chapter 6 - Viewport Organization</strong></span><br />
<br />
Blender has many default window layout options, in this chapter you'll learn to change your window layout and also create your own custom one.<br />
<br />
<br />
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<br />
<span style='font-size: 14px;'><strong class='bbc'>Chapter 7 - Hierarchies</strong></span><br />
<br />
Learn to control the parent child hierarchy relationship in Blender.<br />
<br />
<br />
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<br />
<span style='font-size: 14px;'><strong class='bbc'>Chapter 8 - Transformations</strong></span><br />
<br />
Learn to move, scale and rotate objects in Blender.<br />
<br />
<br />
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<br />
<span style='font-size: 14px;'><strong class='bbc'>Chapter 9 - Modes</strong></span><br />
<br />
In this chapter you'll learn about the different modes that Blender offers.<br />
<br />
<br />
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<br />
<span style='font-size: 14px;'><strong class='bbc'>Chapter 10 - Origin Manipulation</strong></span><br />
<br />
Learn several ways to manipulate the origin of an object in Blender.<br />
<br />
<br />
<p class='bbc_center'><object classid='clsid:D27CDB6E-AE6D-11cf-96B8-444553540000' width='470' height='320' id='single1' name='single1'><param name='movie' value='http://public.gamedev.net/public/jwplayer/player.swf'><param name='allowfullscreen' value='true'><param name='allowscriptaccess' value='always'><param name='wmode' value='transparent'><param name='flashvars' value='file=mp4:20200/blender-interface-10-origin-manipulation.f4v&image=http://design3.net.s3.amazonaws.com/20200/blender-interface-10-origin-manipulation.f4v.jpg&streamer=rtmp://s3s5k8jg63c0sb.cloudfront.net/cfx/st'><embedtype='application/x-shockwave-flash'id='single2'name='single2'src='http://public.gamedev.net/public/jwplayer/player.swf'width='470'height='320'bgcolor='undefined'allowscriptaccess='always'allowfullscreen='true'wmode='transparent'flashvars='file=mp4:20200/blender-interface-10-origin-manipulation.f4v&image=http://design3.net.s3.amazonaws.com/20200/blender-interface-10-origin-manipulation.f4v.jpg&streamer=rtmp://s3s5k8jg63c0sb.cloudfront.net/cfx/st'/></object></p><br />
<br />
<span style='font-size: 14px;'><strong class='bbc'>Chapter 11 - Joining & Separating Mesh Objects</strong></span><br />
<br />
Learn to join and separate a group of objects.<br />
<br />
<br />
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<br />
<span style='font-size: 14px;'><strong class='bbc'>Chapter 12 - Layers</strong></span><br />
<br />
Learn to control what objects are visible in the viewport using Blender's layer system.<br />
<br />
<br />
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<span style='font-size: 12px;'>   At <a href='http://www.design3.com/' class='bbc_url' title='External link' rel='nofollow external'>design3.com</a> you can view additional <a href='http://www.design3.com/blender' class='bbc_url' title='External link' rel='nofollow external'>Blender tutorials</a> including: “<a href='http://www.design3.com/blender/fundamentals/blender-25-modifiers' class='bbc_url' title='External link' rel='nofollow external'>Blender 2.5 – Modifiers</a>”, and “<a href='http://www.design3.com/blender/fundamentals/blender-25-modeling-introduction' class='bbc_url' title='External link' rel='nofollow external'>Blender 2.5 – Modeling Introduction</a>". “Blender 2.5 – Texturing” and “Blender 2.5 – Lighting & Rendering” tutorials are coming soon!<br />
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		<pubDate>Sat, 02 Jul 2011 17:22:09 +0000</pubDate>
		<guid isPermaLink="false">b984bddf9e7c8fb09854e208c0284764</guid>
	</item>
	<item>
		<title>Softimage 2011 Review</title>
		<link>http://www.gamedev.net/page/resources/_/creative/visual-arts/softimage-2011-review-r2802</link>
		<description><![CDATA[<strong class='bbc'><span style='font-size: 18px;'>Introduction (4.2/5.0 stars)</span></strong><br />
<br />
Autodesk has acquired several different 3d packages in recent years including SoftImage, one of the first and best-received 3d packages. But, rather than kill off a competitor's package, Autodesk has kept the package and its developers mainly intact. This is great news for existing users and good news for the rest of us, because innovation that exists only in the Softimage package doesn't go away, but can now integrate with and slowly gravitate to the other Autodesk packages. <br />
<br />
I've worked with SoftImage in the past, but its been several years since I've spent any time in the package and upon reviewing the latest release was interested to see how the package has progressed since the last time I used it. Softimage is very good at giving you access to many features under the hood via its ICE interface. It is also has great support for character animation and rigging. <br />
<br />
One of the first apparent changes to Softimage 2011 is the retiring of Softimage Advanced. Softimage is available as standalone and network versions and makes all its advanced features available to all users including hair, cloth, simulation and Face Robot, which was previously only available as an add-on system. The network version includes 5 batch licenses. <br />
<br />
Within the General Preferences is an option to Check for Announcements and Updates. Using this feature, you can quickly check for new updates and keep up to date on important news regarding the software. Softimage 2011 also lets you join and be part of the Customer Involvement Program which logs error and crash information with the development team to help them improve the software. It also lets you provide feedback directly to the development team. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Face Robot</span></strong><br />
<br />
One of the coolest features in Softimage is Face Robot, which lets you animate the emotions and speaking motions of the face to correspond with an existing audio track. Relying on speech recognition technology, Face Robot automates the animation process using defined phonemes. It includes support for both English and Japanese. Face Robot isn't turned on by default, but can easily be enabled using the default installation. <br />
<br />
Face Robot in Softimage 2011 includes a new Automatic Lip-Synching Tool. With this tool, you simply need to load a head model, import a set of visemes, load a WAV audio file and click Create. The Face Robot system automatically analyzes the audio file and matches the different visemes to the recognized phonemes contained within the audio file. The results can be refined as needed, but since Face Robot has markers for the face mesh, the jaw and the tongue, the default results are surprisingly good. <br />
<br />
Face Robot also lets you manipulate the applied face markers to blink the eyes and raise the eyebrows among other motions. Figure 1 shows the default Rock Falcon character synched to a simple audio file. <br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[fe5b8e3e2d4a94a44808f0cf00b6176e]' id='ipb-attach-url-3625-0-84747600-1330210287' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=3625" title="Figure 1 - Face Robot.jpg - Size: 219.72K, Downloads: 106"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-84955000-1309221920_thumb.jpg" id='ipb-attach-img-3625-0-84747600-1330210287' style='width:250;height:150' class='attach' width="250" height="150" alt="Attached Image: Figure 1 - Face Robot.jpg" /></a> <br />
Figure 1: The default Rock Falcon character is easily lip<br />
-synched using the new Automatic Lip-Synching Tool. <br />
</p><br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Camera Improvements and Multi-Pass Cameras</span></strong><br />
<br />
Camera viewports can now be set to XRay Display mode. There is also an Opacity property for making objects transparent in the viewport. This setting only affects objects in the viewport and not rendering, but it helps you isolate objects while modeling from the rest of the scene. <br />
<br />
By grouping several cameras together, you can render the scene from each of the cameras in the group in a single-pass. This can save a lot of time and allows multiple views to be rendered in a batch render cycle. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Viewport and Render Slates </span></strong><br />
<br />
Custom data tokens and strings can be added to a rendered image using a Render Slate. This adds data directly to the rendered image, which can be helpful in identifying and locating precise frames at a later time. Token data can include camera information, render settings and project data. I was hoping to see a token for passing the number of polygons in the current object or selection, but regrettably I didn't see one. You can also enable a Viewport Slate to display this information within the viewport. Figure 2 shows the Viewport Slate for the loaded model. <br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[fe5b8e3e2d4a94a44808f0cf00b6176e]' id='ipb-attach-url-3626-0-84760200-1330210287' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=3626" title="Figure 2 - Viewport Slate.jpg - Size: 263.09K, Downloads: 109"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-67110700-1309221921_thumb.jpg" id='ipb-attach-img-3626-0-84760200-1330210287' style='width:250;height:170' class='attach' width="250" height="170" alt="Attached Image: Figure 2 - Viewport Slate.jpg" /></a><br />
Figure 2: The Viewport and Render Slate options let you place scene<br />
data within the viewport or on the rendered frame. <br />
</p><br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>ICE Kinematics</span></strong><br />
<br />
The Interactive Creative Environment (ICE) in Softimage is a node-based relationship editor where you can link and connect different behaviors quickly and easily. These ICE trees don't reside as part of the geometry, so you don't have to worry about them going away when the geometry is deleted. ICE trees are a simple and effective way to package specific functionality and effects. You can also experiment with the ICE tree as it is being built. Figure 3 shows a rabbit that is controlled using the designated ICE tree. <br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[fe5b8e3e2d4a94a44808f0cf00b6176e]' id='ipb-attach-url-3627-0-84771300-1330210287' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=3627" title="Figure 3 - ICE Tree.jpg - Size: 206.12K, Downloads: 124"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-35436300-1309221922_thumb.jpg" id='ipb-attach-img-3627-0-84771300-1330210287' style='width:250;height:170' class='attach' width="250" height="170" alt="Attached Image: Figure 3 - ICE Tree.jpg" /></a><br />
Figure 3: ICE trees allow you to program the behavior<br />
 of scene objects without having to work in code.<br />
</p><br />
New to Softimage 2011 is the inclusion of kinematics nodes within ICE. Kinematics have been added to ICE allowing complex rigs to be created using ICE trees. Softimage 2011 also includes many new compounds taken from Phil's ICE Pack, a popular third party set of ICE trees. These new compounds include Dual Quaternion Skinning, Verlet and Hull Deformation and Strand Dynamics. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Lighting Improvements</span></strong><br />
<br />
Ambient lighting can be easily added to any scene using the new Flat Light type. Softimage 2011 also supports photometric lights using the IES profiles for accurate realistic lighting based on manufacturer specifications. Figure 4 shows a creature rendered with the new Flat Light type. <br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[fe5b8e3e2d4a94a44808f0cf00b6176e]' id='ipb-attach-url-3628-0-84782000-1330210287' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=3628" title="Figure 4 - Flat Lighting.jpg - Size: 156.3K, Downloads: 103"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-99818800-1309221922_thumb.jpg" id='ipb-attach-img-3628-0-84782000-1330210287' style='width:250;height:170' class='attach' width="250" height="170" alt="Attached Image: Figure 4 - Flat Lighting.jpg" /></a><br />
Figure 4: Flat lights add ambient lighting effects to the scene. <br />
</p><br />
Area lights can be either Object or User based allowing lighting cards to be created to illuminate the scene from a custom object. There is also an option to change the softness applied to ray-traced shadows. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Crosswalk Version 5.0 and Caching</span></strong><br />
<br />
Crosswalk is a valuable toolset that automatically detects different versions of Softimage, 3ds Max, Maya and MotionBuilder and lets you move data seamless between these different packages using the FBX format. <br />
<br />
Using the new Cache Manager, you can keep track of all the cached data for the current file. Cache data can be used to record the positional data for all points in the current model. It can even keep track of animated point data over time. The Cache Manager reads, writes and creates cache data for simulations. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Dynamic Shaders</span></strong><br />
<br />
All shaders in Softimage use a new dynamic shader definition system. This system can integrate existing CGFX and FX shaders or they can be authored directly in Softimage's interface using a new Realtime Shader Wizard. Softimage automatically builds the interface for any existing shaders that are loaded in. There is also a Shader Library with over 100 different mental ray shaders. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Latest PhysX and mental ray</span></strong><br />
<br />
Softimage 2011 includes the latest PhysX library for rigid body dynamics. Version 2.83 includes support for springs and dampers for creating jelly-like ripples and motions. The performance of the new version has been improved giving you faster results. <br />
<br />
Softimage 2011 includes mental ray 3.8. This is the same version of mental ray that is included in 3ds Max 2011 and Maya 2011. It also uses only one license per machine. This version is more stable and faster with the inclusion of BSP2. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Improved Unfolding</span></strong><br />
<br />
The Texture Editor for applying textures has been improved with greater control over symmetrical unfolding for local UV islands. There is a button to Unfold and Pack the UVs and a separate button to Update No Pack that simply updates the unfold based on new seams. You can also Ctrl+click on a set of UVs to make them non-editable. This is used to help prevent accidentally changing the UVs that are correct while editing others. <br />
<br />
When copying and pasting UVs in the Texture Editor, you now have the choice to paste using Source UVs Indices or Target UVs Indices or you can use the existing Paste UVs, which makes its best guess on which indices to use. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Craft Director Plug-In</span></strong><br />
<br />
Softimage 2011 includes a plug-in version of Craft Director Studio that can be installed along with Softimage. The Director Studio includes Craft Camera Tools, Craft Vehicle Tools, Craft Accessory Tools and Craft Freeware Tools. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Python Scripting</span></strong><br />
<br />
Python is installed by default and used within Softimage 2011 as the scripting language. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Summary</span></strong><br />
<br />
Softimage is a professional level tool with strong support for creating effects and rigs using the ICE interface. It also has a powerful set of simulation tools that make it ideal for dynamic animation needs. Add to these great modeling, texturing, lighting and rendering tools and the results are nothing short of amazing. <br />
<br />
Additions to the latest version work to strengthen the feature set even more. The inclusion of Face Robot even sweetens the deal providing the best available solution for lip-synching characters in the industry.  <br />
<br />
Softimage 2011 is available for Windows, and Linux. For more information on any of these products, visit the Autodesk web site located at <a href='http://usa.autodesk.com/' class='bbc_url' title='External link' rel='nofollow external'>www.autodesk.com</a>.]]></description>
		<pubDate>Tue, 28 Jun 2011 00:56:34 +0000</pubDate>
		<guid isPermaLink="false">93c6cea607715faa19391e37c48fac33</guid>
	</item>
	<item>
		<title>Softimage 2011 Review</title>
		<link>http://www.gamedev.net/page/resources/_/creative/visual-arts/softimage-2011-review-r2801</link>
		<description><![CDATA[<strong class='bbc'><span style='font-size: 18px;'>Introduction (4.2/5.0 stars)</span></strong><br />
<br />
Autodesk has acquired several different 3d packages in recent years including SoftImage, one of the first and best-received 3d packages. But, rather than kill off a competitor's package, Autodesk has kept the package and its developers mainly intact. This is great news for existing users and good news for the rest of us, because innovation that exists only in the Softimage package doesn't go away, but can now integrate with and slowly gravitate to the other Autodesk packages. <br />
<br />
I've worked with SoftImage in the past, but its been several years since I've spent any time in the package and upon reviewing the latest release was interested to see how the package has progressed since the last time I used it. Softimage is very good at giving you access to many features under the hood via its ICE interface. It is also has great support for character animation and rigging. <br />
<br />
One of the first apparent changes to Softimage 2011 is the retiring of Softimage Advanced. Softimage is available as standalone and network versions and makes all its advanced features available to all users including hair, cloth, simulation and Face Robot, which was previously only available as an add-on system. The network version includes 5 batch licenses. <br />
<br />
Within the General Preferences is an option to Check for Announcements and Updates. Using this feature, you can quickly check for new updates and keep up to date on important news regarding the software. Softimage 2011 also lets you join and be part of the Customer Involvement Program which logs error and crash information with the development team to help them improve the software. It also lets you provide feedback directly to the development team. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Face Robot</span></strong><br />
<br />
One of the coolest features in Softimage is Face Robot, which lets you animate the emotions and speaking motions of the face to correspond with an existing audio track. Relying on speech recognition technology, Face Robot automates the animation process using defined phonemes. It includes support for both English and Japanese. Face Robot isn't turned on by default, but can easily be enabled using the default installation. <br />
<br />
Face Robot in Softimage 2011 includes a new Automatic Lip-Synching Tool. With this tool, you simply need to load a head model, import a set of visemes, load a WAV audio file and click Create. The Face Robot system automatically analyzes the audio file and matches the different visemes to the recognized phonemes contained within the audio file. The results can be refined as needed, but since Face Robot has markers for the face mesh, the jaw and the tongue, the default results are surprisingly good. <br />
<br />
Face Robot also lets you manipulate the applied face markers to blink the eyes and raise the eyebrows among other motions. Figure 1 shows the default Rock Falcon character synched to a simple audio file. <br />
<br />
<p class='bbc_center'> <br />
Figure 1: The default Rock Falcon character is easily lip<br />
-synched using the new Automatic Lip-Synching Tool. <br />
</p><br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Camera Improvements and Multi-Pass Cameras</span></strong><br />
<br />
Camera viewports can now be set to XRay Display mode. There is also an Opacity property for making objects transparent in the viewport. This setting only affects objects in the viewport and not rendering, but it helps you isolate objects while modeling from the rest of the scene. <br />
<br />
By grouping several cameras together, you can render the scene from each of the cameras in the group in a single-pass. This can save a lot of time and allows multiple views to be rendered in a batch render cycle. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Viewport and Render Slates </span></strong><br />
<br />
Custom data tokens and strings can be added to a rendered image using a Render Slate. This adds data directly to the rendered image, which can be helpful in identifying and locating precise frames at a later time. Token data can include camera information, render settings and project data. I was hoping to see a token for passing the number of polygons in the current object or selection, but regrettably I didn't see one. You can also enable a Viewport Slate to display this information within the viewport. Figure 2 shows the Viewport Slate for the loaded model. <br />
<br />
<p class='bbc_center'><br />
Figure 2: The Viewport and Render Slate options let you place scene<br />
data within the viewport or on the rendered frame. <br />
</p><br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>ICE Kinematics</span></strong><br />
<br />
The Interactive Creative Environment (ICE) in Softimage is a node-based relationship editor where you can link and connect different behaviors quickly and easily. These ICE trees don't reside as part of the geometry, so you don't have to worry about them going away when the geometry is deleted. ICE trees are a simple and effective way to package specific functionality and effects. You can also experiment with the ICE tree as it is being built. Figure 3 shows a rabbit that is controlled using the designated ICE tree. <br />
<br />
<p class='bbc_center'><br />
Figure 3: ICE trees allow you to program the behavior<br />
 of scene objects without having to work in code.<br />
</p><br />
New to Softimage 2011 is the inclusion of kinematics nodes within ICE. Kinematics have been added to ICE allowing complex rigs to be created using ICE trees. Softimage 2011 also includes many new compounds taken from Phil's ICE Pack, a popular third party set of ICE trees. These new compounds include Dual Quaternion Skinning, Verlet and Hull Deformation and Strand Dynamics. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Lighting Improvements</span></strong><br />
<br />
Ambient lighting can be easily added to any scene using the new Flat Light type. Softimage 2011 also supports photometric lights using the IES profiles for accurate realistic lighting based on manufacturer specifications. Figure 4 shows a creature rendered with the new Flat Light type. <br />
<br />
<p class='bbc_center'><br />
Figure 4: Flat lights add ambient lighting effects to the scene. <br />
</p><br />
Area lights can be either Object or User based allowing lighting cards to be created to illuminate the scene from a custom object. There is also an option to change the softness applied to ray-traced shadows. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Crosswalk Version 5.0 and Caching</span></strong><br />
<br />
Crosswalk is a valuable toolset that automatically detects different versions of Softimage, 3ds Max, Maya and MotionBuilder and lets you move data seamless between these different packages using the FBX format. <br />
<br />
Using the new Cache Manager, you can keep track of all the cached data for the current file. Cache data can be used to record the positional data for all points in the current model. It can even keep track of animated point data over time. The Cache Manager reads, writes and creates cache data for simulations. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Dynamic Shaders</span></strong><br />
<br />
All shaders in Softimage use a new dynamic shader definition system. This system can integrate existing CGFX and FX shaders or they can be authored directly in Softimage's interface using a new Realtime Shader Wizard. Softimage automatically builds the interface for any existing shaders that are loaded in. There is also a Shader Library with over 100 different mental ray shaders. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Latest PhysX and mental ray</span></strong><br />
<br />
Softimage 2011 includes the latest PhysX library for rigid body dynamics. Version 2.83 includes support for springs and dampers for creating jelly-like ripples and motions. The performance of the new version has been improved giving you faster results. <br />
<br />
Softimage 2011 includes mental ray 3.8. This is the same version of mental ray that is included in 3ds Max 2011 and Maya 2011. It also uses only one license per machine. This version is more stable and faster with the inclusion of BSP2. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Improved Unfolding</span></strong><br />
<br />
The Texture Editor for applying textures has been improved with greater control over symmetrical unfolding for local UV islands. There is a button to Unfold and Pack the UVs and a separate button to Update No Pack that simply updates the unfold based on new seams. You can also Ctrl+click on a set of UVs to make them non-editable. This is used to help prevent accidentally changing the UVs that are correct while editing others. <br />
<br />
When copying and pasting UVs in the Texture Editor, you now have the choice to paste using Source UVs Indices or Target UVs Indices or you can use the existing Paste UVs, which makes its best guess on which indices to use. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Craft Director Plug-In</span></strong><br />
<br />
Softimage 2011 includes a plug-in version of Craft Director Studio that can be installed along with Softimage. The Director Studio includes Craft Camera Tools, Craft Vehicle Tools, Craft Accessory Tools and Craft Freeware Tools. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Python Scripting</span></strong><br />
<br />
Python is installed by default and used within Softimage 2011 as the scripting language. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Summary</span></strong><br />
<br />
Softimage is a professional level tool with strong support for creating effects and rigs using the ICE interface. It also has a powerful set of simulation tools that make it ideal for dynamic animation needs. Add to these great modeling, texturing, lighting and rendering tools and the results are nothing short of amazing. <br />
<br />
Additions to the latest version work to strengthen the feature set even more. The inclusion of Face Robot even sweetens the deal providing the best available solution for lip-synching characters in the industry.  <br />
<br />
Softimage 2011 is available for Windows, and Linux. For more information on any of these products, visit the Autodesk web site located at www.autodesk.com.]]></description>
		<pubDate>Tue, 28 Jun 2011 00:49:35 +0000</pubDate>
		<guid isPermaLink="false">bc786a7e5492c8c5c3e3d9d1b9ba3ec0</guid>
	</item>
	<item>
		<title>3ds Max 2012 Review</title>
		<link>http://www.gamedev.net/page/resources/_/creative/visual-arts/3ds-max-2012-review-r2800</link>
		<description><![CDATA[<strong class='bbc'><span style='font-size: 18px;'>Introduction  (5.0/5.0 stars)</span></strong><br />
<br />
<a href='http://usa.autodesk.com/' class='bbc_url' title='External link' rel='nofollow external'>Autodesk</a> recently released new versions of their popular 3d packages including a <a href='http://usa.autodesk.com/3ds-max/' class='bbc_url' title='External link' rel='nofollow external'>new version of 3ds Max</a>. 3ds Max is available as a stand-alone package or as part of the Entertainment Creation Suite bundled with Mudbox, MotionBuilder, and Softimage. Now that 3ds Max is available as part of suite, we are starting to see features that make it easier to work across the suite packages. Within 3ds Max 2012 are several options in the File menu that let you send the current scene to Mudbox, MotionBuilder, or to the ICE interface of Softimage. This is a huge efficiency gain for artists that use these packages.  <br />
<br />
Another big change for 2012 is that 3ds Max has adopted the darker color scheme as the default. This darker scheme provides less eye strain when using the software over an extended period of time.<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Nitrous Viewports and Non-Photorealistic Rendering</span></strong><br />
<br />
One of the biggest initiatives that the Max team has been working on lately is to increase the speed, features and ability of the viewport rendering system. If details such as textures, shadows and even ambient occlusion can be rendered in the viewports, then there is no need to do repeated test renders, thus saving time and processor cycles.<br />
<br />
The new Nitrous display drivers are optimized to take advantage of the new accelerated GPUs and multi-core processors by threading the rendering process independent of the interface, which results in much faster renders than the older DirectX drivers and they enable a host of features including unlimited lights, soft shadows, transparency and ambient occlusion.<br />
<br />
The Nitrous drivers also use a progressive refinement technique that quickly updates the viewport with a close approximation as you navigate the scene and then refines the display quality when you stop or pause. By displaying even the approximated view, the scene maintains its visual fidelity and lets you make informed decisions without having to wait for a complete render.<br />
<br />
The new Nitrous drivers also let you select and render directly in the viewport several stylized, non-photorealistic rendering options including Graphite, Colored Pencil, Ink, Color Ink, Acrylic, Pastel and Tech. Figure 1 shows a rendering using Color Ink and Colored Pencils rendering methods.<br />
 <br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[cae1a208e068412b54649f0780683a41]' id='ipb-attach-url-3288-0-90734200-1330210287' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=3288" title="Figure 1 - Stylized rendering.jpg - Size: 207.69K, Downloads: 1413"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-82333200-1308242949_thumb.jpg" id='ipb-attach-img-3288-0-90734200-1330210287' style='width:250;height:188' class='attach' width="250" height="188" alt="Attached Image: Figure 1 - Stylized rendering.jpg" /></a><br />
Figure 1: Using the Nitrous display drivers, you can switch to stylized rendering options like Colored Ink and Pencil.</p><br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>PhysX's MassFX Tools</span></strong><br />
<br />
The new MassFX rigid-body simulation system is based on NVIDIA's PhysX engine and replaces the reactor physics system found in previous versions of Max. The benefits of the MassFX system are better accuracy, improved integration with Max's existing animation features and the ability to see the results directly in the viewport.  <br />
<br />
The MassFX system supports static, dynamic and kinematic rigid bodies, which makes it easy to integrate with existing keyframed objects. It also supports a large number of constraints including Rigid, Slide, Hinge, Twist, Universal, Ball & Socket, and Gear. Each constraints is positioned and oriented using visual gizmos that make it easy to place them just right.<br />
<br />
The system also includes a Freeze mode that prevents the objects from settling when the simulation starts. This is helpful to keep rows of dominos from accidentally starting before they should and eliminates the need for exact precise placement.<br />
<br />
Figure 2 shows a brick wall in the desert created using the MassFX system. A cannonball is fired at the wall and rigid body dynamics control where the bricks fly during the simulation.<br />
<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[cae1a208e068412b54649f0780683a41]' id='ipb-attach-url-3289-0-90746700-1330210287' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=3289" title="Figure 2 - MassFX system.jpg - Size: 92K, Downloads: 3418"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-39528400-1308243022_thumb.jpg" id='ipb-attach-img-3289-0-90746700-1330210287' style='width:250;height:188' class='attach' width="250" height="188" alt="Attached Image: Figure 2 - MassFX system.jpg" /></a><br />
Figure 2: The destruction of this brick wall uses the MassFX simulation system to animate the brick's movements.</p><br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Substance Procedural Textures</span></strong><br />
<br />
For 3d graphics and models intended for the Web or for games, the Substance textures are very helpful. These procedural textures can be used to texture a scene with infinite variety without the overhead of large bitmaps. Substance textures are only a fraction of the size of normal textures, which makes them easier to download and use without sacrificing quality. And since the textures are procedurally based, you can quickly randomize any applied textures to add variety to the scene without having to create or load an entirely new bitmap.<br />
<br />
3ds Max ships with 80 custom Substance textures including asphalt, concrete, corrugated metal, grass, road, bricks, stones, wood and diamond plate. More textures can be purchased from the <a href='http://www.allegorithmic.com/' class='bbc_url' title='External link' rel='nofollow external'>Allegorithmic web site</a>, the company behind the Substance technology.<br />
<br />
Allegorithmic also makes a middleware utility, called Air, that can export Substance textures to the various game engines including Unreal Engine 3, Emergent's Gamebryo and Unity. Figure 3 shows several of the default Substance textures.<br />
<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[cae1a208e068412b54649f0780683a41]' id='ipb-attach-url-3290-0-90757900-1330210287' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=3290" title="Figure 3 - Substance textures.jpg - Size: 164.07K, Downloads: 2056"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-20648200-1308243066_thumb.jpg" id='ipb-attach-img-3290-0-90757900-1330210287' style='width:250;height:184' class='attach' width="250" height="184" alt="Attached Image: Figure 3 - Substance textures.jpg" /></a><br />
Figure 3: Substance textures are only a fraction of the size of normal bitmap textures</p><br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Redesigned UV Editor and the Peel Tools</span></strong><br />
<br />
The UV Editor in 3ds Max wasn't the easiest of panels to figure out, but the new redesigned panel is easier to grasp with buttons and icons instead of menus. It also includes the new Peel tools for unwrapping complex models quickly.<br />
<br />
The new Peel tools are based on the Least Square Conformal Maps (LSCM) unwrapping method. They work by letting you drag and stretch out areas of the mesh and all attached polygons follow and flatten out like laying a fishing net out on the ground. You can also place pins to hold certain areas while moving others.  <br />
<br />
The UV Editor also includes some new grouping tools that let you group sets of UV spaces together so they move, rotate and scale as a group.<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>iray Renderer</span></strong><br />
<br />
The mental ray renderer is a great addition to 3ds Max, but it can be a real chore to configure for good results. 3ds Max 2012 also includes the new iray renderer as an addition to mental ray. This renderer was also created by mental images, the company behind mental ray, and it takes the guesswork out of configuring the renderer.<br />
<br />
For iray, you simply tell it to start and it automatically processes the final gather and light bounces to give it the best results given the time that it has. The settings for iray are simple: tell it how long to render, how many iterations (or passes) to make or just set it to unlimited and stop it whenever it is good enough. The iray renderer continually refines the image until the designated time or passes is reached or until the user stops the process. The iray renderer is especially great for scenes including multiple lights, reflections, radiosity and bouncing light effects.  <br />
<br />
The one drawback of the iray renderer is that it can only use a specific set of materials including the Autodesk Material Library, and the Arch & Design materials. Any other materials will only show up as default gray. It can take some time to retrofit any existing scenes with the right materials, but for new scenes created with the right materials, it renders great results automatically.<br />
<br />
Figure 4 shows two snapshots of an iray render. The left image was displayed after only a few seconds, but letting the render continue for several minutes resulted in the render on the right.<br />
<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[cae1a208e068412b54649f0780683a41]' id='ipb-attach-url-3291-0-90769000-1330210287' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=3291" title="Figure 4 - iray renderer.jpg - Size: 282.78K, Downloads: 1937"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-79875700-1308243165_thumb.jpg" id='ipb-attach-img-3291-0-90769000-1330210287' style='width:250;height:117' class='attach' width="250" height="117" alt="Attached Image: Figure 4 - iray renderer.jpg" /></a><br />
Figure 4: The iray renderer progressively improves the result given the amount of time</p><br />
<br />
The iray renderer will take advantage of multi-core processors and has been optimized to be accelerated when used with an NVIDIA CUDA-enabled hardware.<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Other Improvements</span></strong><br />
<br />
Another change for 2012 is that the 3ds Max help files are now posted in HTML format on the Autodesk.com web site. This ensures that the latest information is available to users. It also reduces the install size by not requiring the help files to be included. And if you still want a local copy, you can download a version to your hard drive. Although I appreciate the updated information, I found it a pain to have to wait for each help page to be downloaded when accessed during busy times.<br />
<br />
Another key improvement is that the Slate Material Editor now includes undo and redo functions and can be navigated using the keyboard. The Viewport Canvas has been updated with a Clone tool that lets you copy textures from anywhere on the screen.<br />
<br />
The Track Editor includes a new Region Tool that makes scaling and moving a dragged over section of keys easy.<br />
<br />
On the modeling side, the Conform brushes are new to the Graphite Modeling tools. These brushes let you transform one object to conform to the surface of another and are great to adding details to objects such as a scar to a character's face. There is also a new Constrain to Spline option that deforms only areas adjacent to a selected spline. Finally, the ProOptimizer has been improved to be faster and more accurate. It also offers normal and UV interpolation.<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Summary</span></strong><br />
<br />
3ds Max 2012 is another huge leap forward for the software. Over time we are seeing that revolutionary features like the reactor simulation system and the viewport rendering are being phased out in favor of even better, more robust systems such as the MassFX simulation system and the Nitrous viewport display drivers. This evolutionary track is great news for users.<br />
<br />
In addition, 3ds Max continues to add the latest and greatest new technologies to the software such as Allegorithmic's Substance textures. In this way, the software improves using internal and external sources.<br />
<br />
3ds Max is available as a stand-alone product or as part of the Entertainment Creation Suite, bundled with Mudbox, MotionBuilder and Softimage. For more information on 3ds max 2012, visit the Max product pages on <a href='http://usa.autodesk.com' class='bbc_url' title='External link' rel='nofollow external'>Autodesk’s web site</a>.]]></description>
		<pubDate>Thu, 16 Jun 2011 16:54:02 +0000</pubDate>
		<guid isPermaLink="false">1e4dc58a5c8c8908a4d317d6ef44a4d0</guid>
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		<title>Autodesk Previews a Games Production Solution</title>
		<link>http://www.gamedev.net/page/resources/_/creative/visual-arts/autodesk-previews-a-games-production-solution-r2787</link>
		<description><![CDATA[It's GDC time again and in response to the conference Autodesk, like many other companies, is gearing up its media machine for a flurry of new announcements including new versions of its various Digital Entertainment Creation (DEC) packages. In order to grease the skids, Autodesk proactively invited an entourage of press power to their Montreal offices for an event coined as the Backstage Pass Media Event. <br />
<br />
The event featured familiar faces using the standard keywords about best of class tools and improved workflows. Included in this year's presentations were the typical introduction of the new 2012 versions of their popular packages including 3ds Max, Maya, Softimage, Mudbox, MotionBuilder and the combined suites. The new versions boast time-saving enhancements and dazzling new features that promise to make artists more efficient than ever. <br />
<br />
<h1>New Product Features</h1><br />
<br />
One of the coolest new integration features for the suites is the single-step interoperability between the suite packages. This enables a model in Maya to be transported over to Mudbox for some detail work using a single click, as shown in Figure 1. Another click in Mudbox moves the model with its changes back to Maya. You can also single click between 3ds Max or Maya to Mudbox, MotionBuilder and the ICE interface of Softimage. <br />
<br />
<p class='bbc_center'><span rel='lightbox'><img src='http://members.gamedev.net/gaiiden/autodesk/Figure%201%20-%20suites_single_step_interop.png' alt='Posted Image' class='bbc_img' /></span><br />
Figure 1: Single step interoperability allows a complex dataset to be instantly loaded into another Autodesk product with a single command. <br />
</p><br />
The Autodesk development teams have also worked to build common functionality between their different products. The new F-Curve Editor, found in 3ds Max, Maya, MotionBuilder and Softimage is a great example of this. This editor window has the best aspects of all the different products and has been updated in all these packages to be similar, so that the interface is familiar and easy to use regardless of the package. <br />
<br />
The new features and improvements in the individual packages are also very interesting. 3ds Max 2012 has a new Nitrous display mode for amazing model previews directly in the viewport using the video card's GPUs. There have also been improvements in the UV Unwrap workflow, the painting tools, and non-photorealistic rendering. Rigid body dynamics in both 3ds Max 2012 and Maya 2012 have been updated to use NVIDIA's PhysX engine (Figure 2). <br />
<br />
<p class='bbc_center'><span rel='lightbox'><img src='http://members.gamedev.net/gaiiden/autodesk/Figure%202%20-%203ds_max_2012_mrigids_rigidbody_dynamics.png' alt='Posted Image' class='bbc_img' /></span><br />
Figure 2: Physics in both 3ds Max 2012 and Maya 2012 now use NVIDIA's PhysX engine. <br />
</p><br />
Maya 2012 also has viewport enhancements that make effects such as motion blur, depth-of-field and ambient occlusion visible without having to render. There is also a new Motion Trails feature that lets you edit animation paths in the viewport without having to open the graph editor. Maya 2012 also includes a new Digital Molecular Matter plug-in for creating realistic shattering of objects. The Maya fluids module has also been updated to simulate complex motions like boiling, pouring and splashing. <br />
<br />
Softimage 2012 includes new nodes in the ICE interface that lets you work with Syflex cloth simulations. Also new is the inclusion of the Lagoa Multiphysics framework that lets you simulate the motion of liquids, cloth, foam, plastic and rubber. <br />
<br />
MotionBuilder 2012 uses a new unified HumanIK interface that works better across all the products using a more consistent workflow. It also has support for stereoscopic camera rigs that are easily transported to Maya, Flame or Smoke. <br />
<br />
Mudbox 2012 has a new UV-less painting mode that lets you paint directly on objects without having to establish UVs first. Its posing tools have also been updated to allow pose pre-sets to be created and any changes are automatically propagated to the saved poses. Mudbox 2012 also allows you to work with large textures for even more detail.  <br />
<br />
The event also included a discussion of the various middleware offerings available from Autodesk including Beast, for enabling global illumination within game engines; Kynapse, for AI solutions; HumanIK, for realistic character animation; and Scaleform, the new kid on the block, for user interface design. Autodesk announced its intent to acquire Scaleform and to integrate it into their middleware offering. <br />
<br />
<h1>Technology Preview of Project Skyline</h1><br />
<br />
These announcements and the marketing presentations were typical to what we've seen in year's past, but what made this event unique was the technology preview that was described as "ground-breaking." It is statements like this that make a journalist sit up and listen. The project has been coined Project Skyline and I believe it is something to write home about. <br />
<br />
The games industry has recently been impacted by the sluggish economy and studios are finding that they need to develop games with greater complexity on smaller budgets with less time. The answer to this dilemma is to be more efficient and that is the specific issue that Project Skyline is addressing. <br />
<br />
Project Skyline was presented by Eric Plante, Product Manager for the Games team, a face new to Autodesk, who was specifically brought in because of his extensive game experience having worked at EA for many years. Eric knows firsthand the pain of trying to build games with inefficient pipelines. <br />
<br />
Eric began the presentation by describing the current efficient workflow for adding 3d assets to a game production. This workflow takes an artists work and throws it over a wall to the programming team. The programmers then integrate the game asset into their code and test out the results in the game engine. Many bugs and problems with the art assets are only discovered after the asset has been placed and manipulated in the game engine during a test cycle. By this time, the artist is working on another piece of the game and if there are problems, he has to interrupt his current work and take time to fix the problem asset. Any fixes can only then be verified once the asset has been re-integrated into the code again. <br />
<br />
Because this is such an inefficient workflow, many companies have invested a huge amount of time in modifying the pipeline by creating art asset libraries that the code automatically pulls into the engine during integration runs. These systems are much better, but they still don't provide the immediate feedback that the artist needs while building the asset and they require many hours of programming time to implement and customize. <br />
<br />
Project Skyline addresses these inefficiencies directly using a system that gives immediate real-time feedback to the artists from within their tool. This allows the artist to try out the asset they are currently building within the game engine while building it. Problems with the assets and its animations can be immediately identified and corrected without having to wait for an integration build. <br />
<br />
Eric showed a working version of Project Skyline in action. The demonstration extended the Maya tool with live links into a working game engine that allowed the artist to move and control the character in a game environment and see the animations in real-time. Each keystroke for controlling the character was detected and processed to play a different animation, as shown in Figure 3. The artist could then use Maya to tweak the various animations as needed and see the results right away.  <br />
<br />
<p class='bbc_center'><span rel='lightbox'><img src='http://members.gamedev.net/gaiiden/autodesk/Figure%203%20-%20Project%20Skyline_game_trace_view.png' alt='Posted Image' class='bbc_img' /></span><br />
Figure 3: As the character is moved in the game engine, each animation is displayed within a timeline interface in Maya.<br />
</p><br />
Such a system allows the artist to check and double check their assets before sending them down the pipeline. It also saves the programmers time from having to check all the assets in regular integration builds. The results would be a much more efficient pipeline and less headaches all around. <br />
<br />
Included within the Project Skyline tools is a visual node-based programming interface that lets technical artists build all the links between the character and its control keys without any coding, as shown in Figure 4. This also frees up programmers to focus on their own work. <br />
<br />
<p class='bbc_center'><span rel='lightbox'><img src='http://members.gamedev.net/gaiiden/autodesk/Figure%204%20-%20Project_Skyline_newanimation.png' alt='Posted Image' class='bbc_img' /></span><br />
Figure 4: Technical artists can use a Maya tool to define the interactions of the character in the game engine. <br />
</p><br />
Project Skyline also frees programmers from writing low level animation code and data translators because it includes an animation engine that is easily integrated with the game engine. The tools allow artists to validate their character is a working game environment and it eases the burden on programmers thus making the entire pipeline more efficient. <br />
<br />
<h1>Summary</h1><br />
<br />
It was great to see the new product features and to see Autodesk's ongoing commitment to making their products meet their customer's needs. Rob Hoffman, Senior Product Marketing Manager for the 3D team, mentioned that 100 percent of the product updates are customer driven. The success of these products is directly tied to a company that cares about its customers. <br />
<br />
Project Skyline is another great example of how the teams at Autodesk are looking for ways to make their products indispensable. Seeing how Maya can be used to address one of the most common pipeline bottlenecks is truly inspiring. <br />
<br />
<em class='bbc'>Kelly L. Murdock works as a freelance consultant and author. He has written extensively on 3D graphics including Maya 7 and 8 Revealed and several other titles.  </em>]]></description>
		<pubDate>Tue, 01 Mar 2011 19:25:25 +0000</pubDate>
		<guid isPermaLink="false">a0b173044f2019316bebc411696e7d35</guid>
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	<item>
		<title>3D in Photoshop: The Ultimate Guide for Creativ...</title>
		<link>http://www.gamedev.net/page/resources/_/creative/visual-arts/3d-in-photoshop-the-ultimate-guide-for-creativ-r2786</link>
		<description><![CDATA[<p class='bbc_center'> <a href='http://www.flickr.com/photos/gamedevnet/5406648900/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5296/5406648900_425f37f76a_z.jpg' alt='Posted Image' class='bbc_img' /></a><br />
</p><br />
With the introduction of 3D capabilities starting in CS3, concept artists had the potential to introduce 3D models into their concept scene. It was best at that stage of development to texture the 3D model in its native program and allow Photoshop to simply read what was already created. Then CS4 came along which made some great improvements in how well it handled 3D geometry. Its ability to use its painting tools directly on the 3D object was a feature that artists greatly appreciated, but even then there were limitations.<br />
<br />
Now we are going to explore what are, in my humble opinion, some great improvements in CS5’s 3D texturing engine.<br />
<br />
Texturing infuses character into the 3D object to bring out the personality needed to tell a story. Without this your object is naked and lifeless. Texturing is an art within itself and some artists will specialize in just that. A great amount of time can be invested into this e days or weeks depending on the demands of the creative director.<br />
<br />
Real-life objects absorb light to some degree and what we see is the results after absorption. If you look at objects around you, whether they are fabric, water, leaves or even a mountainous landscape, it is important to break down what we are seeing into their surface types. Basically, 3D programs identify and manipulate objects as several surface types by breaking them up into materials. For more information on materials, see Chapters 1 and 4.<br />
<br />
Keep in mind that this chapter is written for the artist who has little or no knowledge of 3D creation; however there is the desire to add 3D content to their workflows, to introduce eye-catching effects as well as greater flexibility with their designs. We will accomplish this through the use of an online database that will provide quite a bit of the 3D content that we can use for our personal projects. Although we will provide a few companies for you to consider, we will focus on one online company that has created a plugin for CS5 that will import 3D objects directly into the 3D layers. The company is 3DVIA (<a href='http://www.3dvia.com/' class='bbc_url' title='External link' rel='nofollow external'>www.3dvia.com</a>).<br />
<br />
We are going to illustrate a common compositing concept in this chapter. We will import a concept car from 3DVIA to use as the main character in our scene. We will illustrate it by showing it speeding through the wet streets of a downtown area of a city block that we will also download through 3DVIA database.<br />
<br />
Note: This tutorial requires some basic knowledge of Photoshop tools such as the Clone Stamp, Transform, Various Shape Tools, Gradients and more. If you are not familiar with these tools, you should first learn these before proceeding.<br />
<br />
Ok, let's start creating!<br />
<br />
<h1>10.1. Importing 3D Using 3DVIA</h1><br />
<br />
We are now going to look at some possible online databases where you can download the 3D object that you require and import and texture it to your needs. There are a few companies for you to consider that use 3D content. Most have online databases where you would download the 3D object in your required format through their websites. Some of these include: 3D Via (<a href='http://www.3dvia.com/' class='bbc_url' title='External link' rel='nofollow external'>www.3dvia.com</a>), Artists 3D (<a href='http://artist-3d.com/' class='bbc_url' title='External link' rel='nofollow external'>http://artist-3d.com/</a>), Quality 3D Models (<a href='http://www.quality3dmodels.com/' class='bbc_url' title='External link' rel='nofollow external'>www.quality3dmodels.com/</a>), 3D Content Central (<a href='http://www.3dcontentcentral.com/' class='bbc_url' title='External link' rel='nofollow external'>www.3dcontentcentral.com/</a>) DAZ 3D (<a href='http://www.daz3d.com/' class='bbc_url' title='External link' rel='nofollow external'>www.daz3d.com</a>) and Content Paradise (<a href='http://www.contentparadise.com/' class='bbc_url' title='External link' rel='nofollow external'>www.contentparadise.com/</a>) to mention a few.<br />
<br />
The one that we will focus on for this tutorial is 3DVIA. 3DVIA is owned by Dassault Systems (<a href='http://www.3ds.com/' class='bbc_url' title='External link' rel='nofollow external'>www.3ds.com</a>) which specializes in CAD based products. Seeing the need for an extensive 3D database similar to what Corbis & Getty Images has done for photography, Dassaut Sytems created 3DVIA. We will use their 3D importer plugin for Photoshop to import the models for this tutorial. You can find their plugin on 3DVIA's website at <a href='http://www.3dvia.com/products/3dvia-for-adobe-photoshop' class='bbc_url' title='External link' rel='nofollow external'>http://www.3dvia.com...adobe-photoshop</a> or on my personal website at <a href='http://www.chromeallusion.com/tutorials.html' class='bbc_url' title='External link' rel='nofollow external'>http://www.chromeall.&#46;&#46;/tutorials.html</a>. Please download the plugin and install it. The plugins are designed to function on versions CS3 through CS5 so download and install the one that matches your version of Photoshop and let's begin the importing process.<br />
<br />
We are going to create a scene with a concept car speeding through the wet streets of a downtown city.<br />
<br />
Note: You can follow along with this tutorial by downloading the content files from <a href='http://www.chromeallusion.com/tutorials.html' class='bbc_url' title='External link' rel='nofollow external'>http://www.chromeall.&#46;&#46;/tutorials.html</a> so look for the section titled “3D IN PHOTOSHOP EXTENDED”. Download and expand the zipped files into a folder titled “downloads” and we will refer to this for any content files that you will need for this tutorial. By the way, the 3D files used in this tutorial are included in the content files as well. So, let's download a 3D city and a sporty car through 3DVIA.<br />
<br />
Step 1: Access the Import command (File > Import) and select “search 3DVIA” (Figure 10.1).<br />
<br />
<p class='bbc_center'><a href='http://www.flickr.com/photos/gamedevnet/5406649238/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5099/5406649238_dc10552839_z.jpg' alt='Posted Image' class='bbc_img' /></a><br />
</p><p class='bbc_center'><strong class='bbc'>Fig 10.1</strong><br />
</p><br />
Step 2: The “search 3DVIA” importer will open the model search dialog box that will allow you to search by model type as well as by the name of the model. You will also be given options to search through the store where you will usually find some of the better models; however, I have found that the Community models are quite detailed. In this example the UCI Concept car is chosen (Figure 10.2).<br />
<br />
Notice that the format of this model is 3D XML. This is a proprietary format by Dassault System's designed for a seamless transfer from their web based system (3DVIA) into Photoshop's 3D layers. After you have imported the concept car, browse through the database to acquire your city titled “City Block.” We have provided both files for you in a PSD format so, if you like, access your downloads folder and open “skyscaper. psd” and “UCI Concept car Materials_AllCATPart 3D XML File.psd” (Figures 10.3 and 10.4).<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406649278/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5139/5406649278_8682b7bd9a_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
</p><p class='bbc_center'><strong class='bbc'>Fig 10.2</strong><br />
<br />
<strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406043431/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5131/5406043431_0fa9bfe115_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.3</strong><br />
<br />
<strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406043461/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5299/5406043461_1fd41b1e25_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.4 Open “skyscraper.psd.”</strong><br />
</p><br />
<h1>10.2. Creating the Layout</h1><br />
<br />
Now we are going to position the 3D models to be in line with the concept of the car speeding through wet streets.<br />
<br />
Step 1: Create a new document with the dimensions of 8” x6” with 150 ppi resolution. This resolution is just for tutorial purposes so that we can work quickly together.<br />
<br />
Step 2: Place both the car and the skyscraper objects in the new &#100;ocument. Each 3D object will occupy its own layer as shown in Figure 10.5 .<br />
<br />
Step 3: Access the 3D Mesh panel (Window > 3D) (Figure 10.6). Along the top of the panel click the first icon on the left to display the 3D Mesh options. On the bottom right of the panel click and hold on the icon on the far left to see the visibility options for the varied 3D components. Select “Show All” and instantly you can see outlines that represent 3D Axis, 3D Ground Plane, 3D lights and 3D Selection. This will help you to keep track of where things are as we navigate our scene to compose and texture it.<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406043009/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5218/5406043009_5c40b26c61_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
</p><p class='bbc_center'><br />
<strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406043033/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5258/5406043033_278524e304_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.7</strong><br />
</p><br />
Zoom out of the document just to observe the changes to how we view our 3D space. CS5 will keep all 3D elements visual even beyond the borders of the document (Figure 10.7).<br />
<br />
Now zoom in a little closer to get a better view of the streets. We will set up the scene for the car to be placed on one of the roads surrounded by the buildings (Figure 10.8).<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406043075/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5137/5406043075_d62daf2bdc_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.8</strong><br />
</p><br />
Note: CS5 has the ability to merge both objects into a single layer using the Merge 3D Layers command so that both can be lit with the same light source, with the shadows and reflections affecting one another. However, third party models created by a community of artists are not always reliable. This could be due to how well the mesh of a 3D object was constructed, so to keep matters simple let's keep each object on its own 3D layer.<br />
<br />
Make sure that the skyscraper layer is selected and navigate the Camera (N) so that it is close to street level with the front of the buildings in the background, as shown in Figure 10.9 . Select the Camera Zoom option on the options bar. This is where we will set the focal length of the camera. To consolidate the field of view for both you will need to adjust the focal length of the camera toward a unified focal length so set the Focal Length to 100 for both objects. Now select the car layer and access the 3D navigation tools (K) and navigate the 3D object itself to be positioned over the street. Try to get something close to what you see in Figure 10.9 .<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406043111/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5098/5406043111_b08bd65d5a_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.9</strong><br />
</p><br />
Note: As with many Photoshop tools, the Shift key can be used to limit interaction to one axis at a time. This will help you better control the interaction when getting used to the 3D tools.<br />
<br />
Step 4: CS5 generally allows for the shadow of the 3D object to appear on the ground plane of the 3D model. But keep in mind that this is not always the case with third party 3D objects like the ones that we have just downloaded from 3DVIA. These models have been created by individuals and submitted to the website so, depending on the settings as well as the 3D application that created the objects, CS5 may or may not recognize the ground plane as in this particular case. So, to give our concept car a sense of placement on the ground plane, add a shadow on a separate layer beneath the car as shown in Figure 10.10 . Change the layer's blend mode to Multiply and reduce the opacity a bit and let's continue on.<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406649036/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5219/5406649036_f4dd141977_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.10</strong><br />
</p><br />
Step 5: Now let's add the sky to the background. This is done with gradients situated on their own layers; and initial light to darker blue is established on one layer. On top of that create a reddish gradient that falls off to 0% Opacity toward the top of the composition. Create another layer on top of the red gradient and create a dark blue to 0% Transparency toward the lower 3/4 portion of the image. Use Figure 10.11 as a guide.<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406043215/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5016/5406043215_ee288e60c1_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.11</strong><br />
</p><br />
Step 6: Next, let's add some clouds to add some interest in the sky. Access the downloads folder and open the clouds.jpg and place it above the blue gradient. Resize and place them into the sky behind the skyscrapers and reduce the opacity to allow some of the sky colors to come through. In this example a duplicate is also applied and resized larger to imply depth (Figure 10.12).<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406649196/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5095/5406649196_3fbb982078_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.12</strong><br />
</p><br />
Step 7: Now, focus on the layer titled “City Block” and take notice of the textures associated with it. If you place your cursor over the second one down, with “road straight” in the title, you will get a thumbnail view of the texture (Figure 10.13). Double-click this texture to edit it.<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406649354/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5251/5406649354_8718398121_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.13</strong><br />
</p><br />
Step 8: By default, many of these textures will have a resolution of 72 ppi. To get more details we should redefine the texture to be a higher resolution. Change the Resolution in the Image Size properties (Image > Image Size) to 200 ppi instead and save the document (File > Save) (Figure 10.14).<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406649422/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5014/5406649422_557ef6b525_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.14</strong><br />
</p><br />
Step 9: When we resized the texture in Step 8, we have essentially interpolated the image giving it a low resolution look. This is okay because we are now going to customize this texture at the higher resolution, starting with vector shapes.<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406043573/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5215/5406043573_f1466ec147_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.15 Place “concrete.jpg” into a new layer.</strong><br />
</p><br />
Recreate the orange and yellow paint guides using the rectangular vector tools (U) (Figure 10.16). Simply match the original lines colors. In this example, each vector shape is on its own layer. Select File > Save to see the 3D model update.<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406043573/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5215/5406043573_f1466ec147_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.16</strong><br />
<br />
<strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406649524/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5054/5406649524_ca9ed806f4_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.17</strong><br />
</p><br />
Step 11: Use the Stamp Tool and the Patch Tool to get an even consistent texture (Figure 10.17). Select File > Save to see the 3D model update.<br />
<br />
Step 12: The goal is to use the new texture to match the size of the texture information in the base image. So, use Free Transform (Ctrl-T/Cmd-T) and resize it, and then select it and create a new pattern as shown in Figure 10.18 . Select File > Save to see the 3D model update.<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406649552/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5060/5406649552_742dbd3444_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.18</strong><br />
<br />
<strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406043713/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5098/5406043713_92008e9d71_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.19</strong><br />
</p><br />
Step 13: Fill the layer with the newly defined pattern and add some noise (Figure 10.19). Select File > Save to see the 3D model update.<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406043747/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5136/5406043747_ef66ff7c5a_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.20 Change the blend modes of the vector shapes to Overlay.</strong><br />
<br />
<strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406649618/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5211/5406649618_40c817b2ae_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.21 Apply dirt to the road.</strong><br />
</p><br />
Step 16: We are going to use another texture to add more detail to the street. Open “wall texture 002.jpg” (Figure 10.22).<br />
<br />
Use the Patch Tool to make a seamless texture similar to what was done in Figure 10.17 (Figure 10.23). Select File > Save to see the 3D model update.<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406043791/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5175/5406043791_7e7d006fa2_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<br />
<strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406649662/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5136/5406649662_19a218247b_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.24</strong><br />
</p><br />
Change the blend mode to Overlay to increase the contrast so that the texture integrates with the road harmoniously underneath it (Figure 10.24). Place the texture to one side of the composition and duplicate it to cover the other side. Use layer masks to seamlessly blend the two. Select File > Save to see the 3D model update.<br />
<br />
Step 17: The car will be driving along a rundown part of town and the roads will be in need of repair so let's further illustrate this. Select a portion of the “wall texture 002.jpg” that represents the long crack and place it in a new layer of the street texture. Change its blend mode to Hard Light and place it along the double yellow line (Figure 10.25). Select File > Save to see the 3D model update.<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406043845/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5051/5406043845_db12c7d4d4_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.25</strong><br />
</p><br />
Use the layer mask to soften the edges to blend into the scene (Figure 10.26).<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406649720/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5171/5406649720_80b2b3bf2b_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.26</strong><br />
<br />
<strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406043907/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5252/5406043907_1c6289b78b_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.27 Apply additional texture to road.</strong><br />
</p><br />
Now, click Ctrl-S/Cmd-S to save the texture (Figure 10.28) and take a look at the 3D object to see the result.<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406649764/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5220/5406649764_71cacfbc37_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.28</strong><br />
</p><br />
<h1>10.3. Texturing the Walls of the Buildings</h1><br />
<br />
In this exercise we will add a little more character to the building.<br />
<br />
Step 1: Select the City Block layer and access the sixth texture from the bottom that has the title of “texture 21” in it. You will see what is displayed in Figure 10.29 .<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406649782/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5052/5406649782_423cc27de2.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.29</strong><br />
</p><br />
Note: You can also use the Material Select Tool<br />
<br />
and click on the canvas where this texture is. You will see the bounding box drawn around this material if you have the overlay turned on and the material should now be selected in your 3D Scene panel.<br />
<br />
Step 2: Open the “wall texture 001.jpg” and place it above the background layer of the building. Use a layer mask to show through the windows from the base layer. To enhance the shadow details on the window sills use another layer with a Multiply blend mode and paint with black into the shaded areas (Figure 10.30). Select File > Save to see the 3D model update.<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406043979/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5058/5406043979_286324782a_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.30</strong><br />
<br />
<strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406043979/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5058/5406043979_286324782a_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.31 Add “wall texture 004. jpg” to enhance image.</strong><br />
</p><br />
Step 4: Let's add two more texture details to bring the wall to life. First, we will add some grunge detail to the wall. Open “wall texture 005.jpg” and set its blend mode to Darken. This dirties up the wall a bit giving a sense of age and neglect (Figure 10.32). Next, open and add the “wall texture 004.jpg” again as another layer and increase its contract using Curves. Change the blend mode to Overlay (Figure 10.33). Save the texture and let's go make changes to the lighting.<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406649862/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5133/5406649862_13e6bf5a44_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.32</strong><br />
<br />
<strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406649898/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5298/5406649898_66375ba697_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.33</strong><br />
</p><br />
<h1>10.4. Lighting the 3D model</h1><br />
<br />
One of the significant additions to the CS5 3D engine is the ability to use IBL (image based lighting). That means that you can take any photographic image and utilize its Color and Luminance properties to light the scene so that your models will actually look as if they were photographed within the same environment. For more information on image based lights, see Chapters 1 and 5. Let's start with lighting the car.<br />
<br />
Step 1: Click on the “add new light” icon and select “New Image Based Lights”. Now that the light has been added to the scene, all we need to do is select the image that it will use to light the model. If you select any light tool, take note that a 3D navigational sphere for the IBL light will be displayed for you to facilitate navigating the light.<br />
<br />
Note: Although it is customary to add 360 degree panoramic HDR images, it is important to know that you can use any bitmap image; that is what we will do in this situation.<br />
<br />
Inside the 3D Lighting panel click on the add image icon that is next to the “Image” title located below the color swatch. Navigate to your downloads folder and select “ibl lightsource.jpg.” This is the merged imagery of the background scene as shown in (Figure 10.34).<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406044115/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5134/5406044115_0d6e960dae_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.34</strong><br />
</p><br />
Step 2: It is a good idea to match the ambient light in the scene. If you like, select any color so that you can see how this feature will affect the car; however the reddish bluish horizon was chosen in this example (Figure 10.35).<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406044147/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5260/5406044147_ef3190d658_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.35</strong><br />
</p><br />
Step 3: Let's take a look at the actual surface properties on the concept car. The 3D Materials panel will display all of the separate 3D surfaces that are attached to this model. As you can see there are quite a few (Figure 10.36). Through the 3D Materials panel you can select each 3D mesh and view its surface. In this example “mesh643-geometry” is chosen and below is its surface titled “Gris_argent_Rendering.”<br />
<br />
Note: These titles were the originals given when the car was created in its native 3D program. However, you can change them by double-clicking on their titles and typing in the new name.<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406650000/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5052/5406650000_44c2c1f875_b.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.36</strong><br />
</p><br />
Step 4: Now we are going to add some ambient lighting to the City Block so select that layer and this time choose a more bluish color within the clouds (Figure 10.37). Since this portion of the buildings is mostly in shadow we will allow it to be dominated by the bluish temperature that often dominates shadow regions of a photographic image.<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406044215/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5251/5406044215_c91443121b_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.37</strong><br />
</p><br />
Next we will add a wet looking surface to the street.<br />
<br />
<h1>10.5. Adding the Wet Look to the Street</h1><br />
<br />
The car will kick up water as it is speeding through the streets. But first let's give the road a wet look. Essentially we are going to affect the Reflection properties of the street. Let's get started.<br />
<br />
Step 1: Make sure that the City Block layer is chosen. With the 3D Materials panel open select the material for the street which is “GraphicMaterial-32.”<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406044241/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5011/5406044241_305c9b14aa_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.38</strong><br />
</p><br />
Note: Materials can also be selected using the Select Material Tool found in the Material Tools slot on the 3D panel . From the Reflection texture popup menu, choose Load In A New Texture as shown in Figure 10.38 .<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406650130/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5175/5406650130_c33041db4f_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.39</strong><br />
</p><br />
Next, navigate to your downloads folder and select “ground reflection. jpg.” We are using a B&W image to define the reflective characteristics of the model. The brighter the tones the more reflective the object will be and the darker the tones the less reflective it will be (Figure 10.39).<br />
<br />
Adjust the Reflection intensity to 80% so that you can get a feel to what this texture is doing to the surface of the street (Figure 10.40).<br />
<br />
Next, adjust the Reflection intensity to 30%. This is more of what we are looking for (Figure 10.41).<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406650208/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5013/5406650208_d26ed3937b_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.40</strong><br />
<br />
<strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406650256/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5096/5406650256_38a6678023_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.41</strong><br />
</p><br />
<h1>10.6. Adding Localized Bump and Reflective Characteristics</h1><br />
<br />
Now we are going to finish up a few details to the cityscape behind the car. We will add localized bump and reflective details to the buildings as well as the setting between the buildings.<br />
<br />
Step 1: Turn off the visual aspect of the car temporarily to have less distraction on the city (Figure 10.42).<br />
<br />
Step 2: Just as you did in Figure 10.38 you are going to find the surface in the 3D Materials panel for the tallest building in the rear (GraphicMaterial_10). Again, you can use the Select Material Tool to select it directly on canvas; once selected, load the file “build reflective map.jpg” into its Reflection map (Figure 10.43).<br />
<br />
This image is the B&W version of the original color image. The window regions were selected with the Polygonal Selections Tool and filled with white on a separate layer. The background layer was then filled with black. This ensures that only the windows will have reflective properties.<br />
<br />
<p class='bbc_center'><a href='http://www.flickr.com/photos/gamedevnet/5406650288/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5100/5406650288_fe4c7d7853_z.jpg' alt='Posted Image' class='bbc_img' /></a><br />
</p><br />
Step 3: We will create the bump map in a similar way. Figure 10.44 is a B&W version of the color map. Just like the reflective map, the white areas will rise to display peaks and the black areas have no effect. Now, load “building 2 bump map.jpg” into the Bump map of GraphicMaterial_10.<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406650328/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5133/5406650328_24eae3fddc_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.44</strong><br />
</p><br />
In our 3D Scene panel (Window > 3D) access the Quality drop-down menu and select Ray Traced Final to see the results. You will initially see a square grid pattern moving across our image. This is simply making several passes to improve the render by minimizing noise. You should now see the reflections from the surfaces of the neighboring building only within the glass windows as a result of the reflection map. Also, the white colored supports appear to rise forward, which is the white colors in that region of the bump map (Figure 10.45).<br />
<br />
Step 4: Now do the exactly same thing to the building in the foreground for “GraphicMaterial_8” and use “building_reflect 1.jpg” for the reflection map and “building 1 bump map.jpg” for the bump. Adjust the intensity sliders to your liking. You should have something similar to Figure 10.46. Finally, to add some last minute feature that will hold our interest between the foreground and the background, place the “sunset.jpg” below the City layer and position it so that the sun is positioned between the buildings (Figure 10.46).<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406044547/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5295/5406044547_25b5f1b310_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.45</strong><br />
<br />
<strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406044569/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5020/5406044569_ef1e8d78f5_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.46</strong><br />
</p><br />
<h1>10.7. Adding Depth of Field and the Splash</h1><br />
<br />
We are about to do something really fun and add the splash that is caused by the speeding car. In addition we will use the new DOF (Depth Of Field) features in the Camera Zoom Tool to limit the focus on the main character, which is the concept car.<br />
<br />
Step 1: Let's start with the Car Layer to apply the new DOF feature. Select the 3D Zoom Camera Tool. On the options bar there are two variables that we are interested in. One is the “DOF Blur,” which establishes the strength of the blur and the other is “Distance,” which will set the plane of focus. In this example the Distance is set so that the rear of the car begins to blur into the distance (Figure 10.47). With the 3D Zoom Camera Tool you can Opt/Alt click on the rear of the car to set that as the focal plane (distance parameter in the options bar).<br />
<br />
Step 2: Do the same thing for the City Layer but set the Distance so that the rear of the image is blurred and the foreground is more in focus (Figure 10.48). Also apply some Gaussian Blur (Filter > Blur > Gaussian Blur) to the sunset to honor our chosen depth of focus.<br />
<br />
Step 3: A brush is created to start the initial stage of the splash. Figures 10.49 e 10.51 show the brush properties that were used to create the brush for the splash.<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406650442/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5257/5406650442_daf0b6aac1_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.47</strong><br />
<br />
<strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406650466/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5260/5406650466_4160832db8_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.48</strong><br />
<br />
<strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406650490/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5216/5406650490_f78dfe2692_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<br />
<strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406650514/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5095/5406650514_bd74f23cc1_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
</p><br />
Step 4: Apply a purplish color for the foreground color and a dark blue for the background color. These two colors reflect the two extreme ambient light colors in the scene. Now apply the paint effect to a separate layer above the car. Use Figure 10.52 as a guide.<br />
<br />
Step 5: To get the splash started give the paint some Motion Blur (Fillers > Blur > Motion Blur). A distance of 34 is used and leave the angle at “0” (Figure 10.53).<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406044687/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5256/5406044687_2d2bb9f1f7_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.53</strong><br />
<br />
<strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406650584/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5018/5406650584_65eed807c9_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.54</strong><br />
</p><br />
Step 6: We will now give this paint stroke the glossy properties of water to apply the Plastic Wrap filter (Filters > Artisic > Plastic Wrap) as shown in Figure 10.54 . Experiment with the settings till you find something to your liking.<br />
<br />
Step 7: Now apply Motion Blur (Filters > Blur > Motion Blur), again with a greater distance (Figure 10.55). Now we have our initial splash.<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406650616/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5296/5406650616_9e4403306b_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.55</strong><br />
</p><br />
Step 8: Duplicate the splash to add a stronger effect. Then give it a drop shadow underneath to show depth from the ground. Also, to further harmonize the colors in the overall scene use a Radial gradient to add yellow to the sunset and a bluish hue to the foreground (Figure 10.56). Now it's time to render the car with ray tracing. In the 3D Scene panel (Window > 3D) select the scene slot on the scene graph area, and under the Quality drop-down menu select “Ray Traced Final.” You should see that the reflections in the windows are now rendered.<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406650680/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5259/5406650680_fa9c7503b6_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.56</strong><br />
</p><br />
Step 9: Duplicate the car layer and change it to a Smart Object (right-click on layer > Convert to Smart Object). Add a Motion Blur with the Angle set to 70 degrees. Here the Distance is set to 41 but you can experiment with this to get a look you like. This gives the car a sense of motion and up and down movement (Figure 10.57).<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406044927/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5260/5406044927_b92e231af4_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.57</strong><br />
</p><br />
Step 10: Edit the mask of the Smart Filter so that the Motion Blur is mostly applied to the rear of the car instead of the front end. In addition, create an additional layer above the car and fill it with 50% gray. Add to this gray layer a Lens Blur (Filter Render > Lens Flair) and then change the blend mode to Hard Light to make the gray pixels transparent e leaving only the lens flair. Place the flare over the headlights to accentuate the glare (Figure 10.58).<br />
<br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406650882/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5139/5406650882_9ab4224931_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.58</strong><br />
</p><br />
<p class='bbc_left'>With a little more enhancements to the headlights as well as a light spill onto the street (separate layer set to Overlay with white added to the street), Figure 10.59 shows the final render.<br />
<br />
I really do hope that you enjoyed this chapter. For more information on myself and my art please go to <a href='http://www.chromeallusion.com/' class='bbc_url' title='External link' rel='nofollow external'>www.chromeallusion.com</a><br />
</p><br />
<p class='bbc_center'><strong class='bbc'><a href='http://www.flickr.com/photos/gamedevnet/5406044969/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5217/5406044969_bd2eb62d9d_z.jpg' alt='Posted Image' class='bbc_img' /></a></strong><br />
<strong class='bbc'>Fig 10.59</strong></p>]]></description>
		<pubDate>Tue, 01 Feb 2011 04:11:35 +0000</pubDate>
		<guid isPermaLink="false">5dacab03c06f42f75c3f21a2c9f98997</guid>
	</item>
	<item>
		<title>Building Brawl-Handling Interacting Characters...</title>
		<link>http://www.gamedev.net/page/resources/_/creative/visual-arts/building-brawl-handling-interacting-characters-r2757</link>
		<description><![CDATA[With the power of the nex-gen consoles, game artists have gotten really good at creating realistic characters. This works great for the box cover art, but within the game, the characters need to interact with their environment and with other characters. Picking up a weapon, for example, does little to deform or impact the character's structure, but displaying the effect of having one character planting a roundhouse kick into another character's face; that is a complex problem and one that the gurus at EA's Tiburon Studio have been working on for many years.<br />
<br />
The EA Tiburon Studio, based in Orlando, is no stranger to player vs. player interaction. As the studio behind the Madden juggernaut, the Fight Night series and several more sports-related titles, they essentially wrote the book on interactions between game characters. Their latest release has pushed the authenticity of character interactions and deformations closer to real life than ever before.<br />
<br />
Mixed Martial Arts (MMA) is a brutal, bloody sport that requires close contact between fighters with muscles and sinew only hidden by an occasional tattoo. Capturing the full effects of the body's deformation to a hit or a kick is essential to the realism of the sport and the studio has revealed some interesting facts about their knowledge in creating such realism.<br />
<br />
<a href='http://www.flickr.com/photos/gamedevnet/5221052142/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5209/5221052142_ef116a71d9.jpg' alt='Posted Image' class='bbc_img' /></a><br />
Figure 1: EA Sports MMA, the most realistic fighting game ever<br />
<br />
<br />
<h2><strong class='bbc'>The Development Dream Team</strong></h2><br />
The EA Tiburon team responsible for the MMA title was refreshingly open about their processes and techniques and the interview questions shed some light on this tricky endeavor. The responsible party includes Rob Hyder, the Lead Producer; Simon Sherr, Animation Director; Volga Aksoy, Graphics Engineer; Rob Williams, Gameplay Engineer; and Jerry Phaneuf, Art Director.<br />
<br />
Game development for the MMA title started back in 2007 with a team of five or six putting together basic game functionality, designs and an animation prototype. From here the team grew steadily and the entire project was completed in just over two and half years.<br />
<br />
The key to completing this game in a relatively short timeframe was that the team had access to a lot of technology that was created for the other EA Tiburon released games. This allowed them to focus on making a great game without having to build everything from scratch. The team harvested animation, rendering, sound, AI, speech, load/save and online pieces, which put them ahead of schedule.<br />
<br />
A good example of this was the animation system. Rob Hyder mentioned, "Our animation system allows animators and designers to create base gameplay without the need of an engineer. Adding new punches, adding ground positions, changing timing windows, changing damage or reaction severity; all of this can be done independent of any coding. This gives us much faster iteration times, and it allows our engineers to focus on other more difficult problems like physics/animation interaction or putting in online features like Live Broadcast."<br />
<br />
<br />
<h2><strong class='bbc'>Capturing the Fighter's Nuance</strong></h2><br />
Each MMA fighter has a unique look and style and capturing these is paramount to the game experience. The polygon budget for a single fighter (including shorts and gloves) was roughly 40,000 triangles with the head having 8500 and the body around 11,000.<br />
<br />
The various texture channels also added to the realism of the fighters. Each fighter had 1024x1024 textures for the albedo (diffuse), regular normal, flexed normal, specular mask (with specular cosine power as a separate channel), sweat breakup normal, damage and blood zones, reflection cube map and ambient occlusion texture channels. They also included several runtime-generated textures like SSAO (Screen Space Ambient Occlusion), SSS (Sub-Surface Scattering) and shadow maps, which contributed to the final look of the fighter.<br />
<br />
A good example of how textures were used to create realism was in creating the sweat trails. These sweat trails (Figure 2) were created using a specular mask that is ramped up over the duration of the fight. It is combined with a sweat normal texture that starts to blend in over the regular normal map when sampling the reflection cube map. There were also sweat particles that spawn from predetermined points to fall to the ground.<br />
<br />
<a href='http://www.flickr.com/photos/gamedevnet/5221052244/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5206/5221052244_929a8a8cf3.jpg' alt='Posted Image' class='bbc_img' /></a><br />
Figure 2: The "sweat trails" develop over the course of the fight.<br />
<br />
Tattoos (Figure 3) and scars are another common defining element of many fighters. Volga describes how these were baked into the diffuse texture, "When a fighter is being loaded into memory, the necessary tattoo images are also pulled into memory as well and baked into the albedo (diffuse) texture of the fighter using a ’UV translation’ mesh, so that the tattoo image can be warped properly to match the UV layout of the required zone on the fighter body or face. Once the tattoo is baked into the texture and DXT compressed at runtime, the pre-loaded tattoo image is unloaded from memory as it won’t be used anymore."<br />
<br />
<a href='http://www.flickr.com/photos/gamedevnet/5221052318/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm5.static.flickr.com/4091/5221052318_bd054bebfc.jpg' alt='Posted Image' class='bbc_img' /></a><br />
Figure 3: Tattoos are baked into the diffuse channel and then unloaded from memory.<br />
<br />
Clothes, unlike tattoos, are standalone meshes with their own textures and shaders. They are skinned to the same joints as the fighter they are fit to. As part of the Create-A-Fighter feature, any logos that are added to a fighter's shorts are baked into the texture at load time. This prevents having to load the logo textures while rendering. To make sure that the body does show through the clothes, a z-bias was added to the shader that renders the clothes.<br />
<br />
The hair was modeled using a "hair cap" to define the base color and scalp volume; "hair cards," which contained the alpha to coverage polygons, were used to create the semi-transparent hair. The team was fortunate that there weren't any really long hair models, so physics wasn't an issue.<br />
<br />
To capture the fighter's motions, each fighter was recorded performing a base set of motions along with any fighter-specific strikes using a portable XSens MVN motion capture suit. These recording sessions took place at the studio in Vancouver and also at Orlando's Florida Interactive Entertainment Academy (FIEA) facility.<br />
<br />
The motion capture data was used as a starting point. The data was loaded into MotionBuilder and heavily keyframed to match the gameplay requirements and visuals. All fighters share the same source animations, but the procedural animation system lets the team tune the visuals in real-time giving each fighter a unique look and feel.<br />
<br />
During the motion capture sessions and as the game development progressed, the team had the chance to interact with the various MMA fighters. Rob Hyder describes this, "One of the best parts of this project was the time we got to spend with the fighters. These are great folks, very humble, very real, and often times funny, insightful, and wise. There were some worries about whether these guys were going to be cool to work with. My team actually used this concern that I had about one of the fighters, Jason’Mayhem’ Miller, to <a href='http://www.youtube.com/watch?v=QfpkLpz30Ac' class='bbc_url' title='External link' rel='nofollow external'>play a prank on me</a>. Jokes aside though, Mayhem is a really cool guy and our team loves working with him and the rest of the fighters in our game." <br />
<br />
<br />
<br />
<br />
<h2><strong class='bbc'>Setting the Ambiance</strong></h2><br />
The fight audience was pulled from the Fight Night crowd and retrofitted for this game. It consists of 10 basic animations that are offset and spaced apart. Simon says, "The key is avoiding large repetitive motions that would pull the eye away from the fighters and/or animations."<br />
<br />
The venue lighting is supplied using light maps that are stored as 8-bit RGBE textures and all specular surfaces had environment maps applied with normal maps to break up the highlights.<br />
<br />
Lighting the fighters was accomplished using a relatively dim directional light coupled with the surrounding ambient light that is emulated through the environment maps. For subtle lighting across the fighter's face, Volga said, "we also used a novel SSAO (Screen Space Ambient Occlusion) technique as well as SSS (Sub-Surface Scattering in UV space) that is specifically tuned to work for all of the different skin tones we have in the game. As for specular highlights, we used the Kelemen-Szirmay-Kalos model for the directional light as well as using reflection cube maps to capture the subtle breakup of the reflections over the skin during the sweat buildup."<br />
<br />
<a href='http://www.flickr.com/photos/gamedevnet/5220454703/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm6.static.flickr.com/5008/5220454703_1e50d2d853.jpg' alt='Posted Image' class='bbc_img' /></a><br />
Figure 4: Several lighting techniques were used to light the venue and the fighters.<br />
<br />
To animate the ring ropes, collision discs are placed along the length of the ropes whose extents are compared to the skinned limits of the fighter mesh and the results are fed to the ring ropes vertex shader.<br />
<br />
The sound effects were created by an Academy award-winning sound designer. Rob Hyder describes how some of the Foley sounds were obtained, "I believe that one of the most successful was a large beef roast that he purchased and then proceeded to punch and hit with various implements until he got the sounds he wanted."<br />
<br />
<br />
<h2><strong class='bbc'>Landing a Punch--Creating Fighter Interactions</strong></h2><br />
Regardless of how realistic the fighters look, it is the interaction between the fighters that has a greater impact on the realism of the fight. The team made heavy use of motion blends for procedural animation tuning to create the fighter interactions. Simon describes this system, "We have a system that allows us to layer, override, and subtract or add animation to any part of the body at any time (similar to Photoshop layers). We also have several tools for controlling the visuals of blending animations and make heavy use of those tools on MMA."<br />
<br />
Contact between the fighters was created using a non-uniform player scaling system, a relative IK system and a series of what the team called "touch tags." These touch tags used the HumanIK feature included in MotionBuilder to adjust the animation in and out of a specified target.<br />
<br />
The HumanIK feature in MotionBuilder was also used to define foot positions and prevented the foot from slipping as the body moved. It was also used to retarget animations to various skeletons and to maintain contact with opponents. Finally, the feature was used to track the fighter's head, which the team referred to as "head tracking with attitude."<br />
<br />
<a href='http://www.flickr.com/photos/gamedevnet/5221052432/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm5.static.flickr.com/4141/5221052432_1c055966cd.jpg' alt='Posted Image' class='bbc_img' /></a><br />
Figure 5: Autodesk's HumanIK feature was used to maintain contact between fighters.<br />
<br />
The MMA team tried to avoid the use of any physics-based system when animating the interactions between the fighters. Simon mentioned, "we felt that it was important to maintain that visual ideal of “intention” in our actors on screen, so we use Fight Night physics to clean up interpenetrations, but we use other procedural animations systems, which are very often "informed" and driven but not posed by physics simulation. The idea was to give the artists control over the characters’ posing while allowing physical simulation to often drive the animation decision tree."<br />
<br />
To create the effect of an impact on a fighter's face during the slow-motion replays, a cloth simulation was used. This worked by having the artists paint a mask over the face vertices that indicates which vertices to include in the cloth simulation. During the simulation, the direction and force of the punch was fed into the simulation as an extra force.<br />
<br />
Particle systems were used to trigger blood spray, sweat cloud spray, spit spray, dripping blood from gaping wounds, and ambient sweat dripping. The blood, sweat and spit used a high perparticle cohesion value to create a "stringy" effect as they travel through the air.<br />
<br />
The MMA team spent a lot of time researching skin rendering. This is apparent in the damage model that was developed for MMA including how cuts break and develop further by bleeding and running. The face also becomes deformed to accommodate swelling.<br />
<br />
Another trick that added to the realism of the fight was to allow the blood to transfer to the opponent's body and to the canvas. To get blood on the mat, the team simply renders a special pass of the particle system into a texture that is only sampled at runtime. After a few seconds, the blood particle starts to fade out, but its position is rendered onto the mat's blood texture where it persists throughout the match.<br />
<br />
Concerning the game's AI system, Rob Williams describes the team's four AI goals, "First, don’t be a sap. The computer does not take any action taken by the opponent as a cue to do a negatively predictable behavior. Second, be yourself. A certain level of predictable behavior must be built-in, at least enough so a fighter performs in a way that agrees with their real-life counterparts. One fighter may prefer or be more skilled at stand-up striking, while another may prefer or be more skilled in the ground game. Third, mix it up. Within the constraints of behaving as the real-life fighter, unpredictability can be done by collecting the preferred actions of the fighter and choosing one at random, with actions more greatly preferred by the particular fighter given greater likelihood of being selected. Finally, live and learn. In all situations the computer observes which fight tactics yield positive results for the computer, and which behaviors yield negative results, just as a human fighter does in a real match."<br />
<br />
<br />
<h2><strong class='bbc'>Conclusion</strong></h2><br />
EA Sports new MMA game has been called "the most-realistic fighting game ever." With advanced tools and skilled artists, the results are dramatic. The effort put forth by this team has added realism not only to the character's look, but also to how they interact with other fighters and with the environment. Certainly the team has pushed the envelope. For MMA fans and gamers that enjoy realistic fighting games, this is definitely one to check out.<br />
<br />
<br class="Apple-interchange-newline">]]></description>
		<pubDate>Fri, 07 Jan 2011 17:04:58 +0000</pubDate>
		<guid isPermaLink="false">5b61616b138596dfa7c219db523f73a6</guid>
	</item>
	<item>
		<title>Building Brawl-Handling Interacting Characters...</title>
		<link>http://www.gamedev.net/page/resources/_/creative/visual-arts/building-brawl-handling-interacting-characters-r2777</link>
		<description><![CDATA[

<p>With the power of the nex-gen consoles, game artists have gotten really good at creating realistic characters. This works great for the box cover art, but within the game, the characters need to
interact with their environment and with other characters. Picking up a weapon, for example, does little to deform or impact the character's structure, but displaying the effect of having one
character planting a roundhouse kick into another character's face; that is a complex problem and one that the gurus at EA's Tiburon Studio have been working on for many years.</p>
<p>The EA Tiburon Studio, based in Orlando, is no stranger to player vs. player interaction. As the studio behind the Madden juggernaut, the Fight Night series and several more sports-related titles,
they essentially wrote the book on interactions between game characters. Their latest release has pushed the authenticity of character interactions and deformations closer to real life than ever
before.</p>
<p>Mixed Martial Arts (MMA) is a brutal, bloody sport that requires close contact between fighters with muscles and sinew only hidden by an occasional tattoo. Capturing the full effects of the body's
deformation to a hit or a kick is essential to the realism of the sport and the studio has revealed some interesting facts about their knowledge in creating such realism.</p>
<div class="c1">
<p><a href="http://www.flickr.com/photos/gamedevnet/5221052142/" title="mma-logos-final-photoshop-8_ by GameDev.net, on Flickr"><img src=
"http://farm6.static.flickr.com/5209/5221052142_ef116a71d9.jpg" width="499" height="500" alt="mma-logos-final-photoshop-8_"></a><br>
<small>Figure 1: EA Sports MMA, the most realistic fighting game ever</small></p>
</div>
<h1>The Development Dream Team</h1>
<p>The EA Tiburon team responsible for the MMA title was refreshingly open about their processes and techniques and the interview questions shed some light on this tricky endeavor. The responsible
party includes Rob Hyder, the Lead Producer; Simon Sherr, Animation Director; Volga Aksoy, Graphics Engineer; Rob Williams, Gameplay Engineer; and Jerry Phaneuf, Art Director.</p>
<p>Game development for the MMA title started back in 2007 with a team of five or six putting together basic game functionality, designs and an animation prototype. From here the team grew steadily
and the entire project was completed in just over two and half years.</p>
<p>The key to completing this game in a relatively short timeframe was that the team had access to a lot of technology that was created for the other EA Tiburon released games. This allowed them to
focus on making a great game without having to build everything from scratch. The team harvested animation, rendering, sound, AI, speech, load/save and online pieces, which put them ahead of
schedule.</p>
<p>A good example of this was the animation system. Rob Hyder mentioned, "Our animation system allows animators and designers to create base gameplay without the need of an engineer. Adding new
punches, adding ground positions, changing timing windows, changing damage or reaction severity; all of this can be done independent of any coding. This gives us much faster iteration times, and it
allows our engineers to focus on other more difficult problems like physics/animation interaction or putting in online features like Live Broadcast."</p>
<h1>Capturing the Fighter's Nuance</h1>
<p>Each MMA fighter has a unique look and style and capturing these is paramount to the game experience. The polygon budget for a single fighter (including shorts and gloves) was roughly 40,000
triangles with the head having 8500 and the body around 11,000.</p>
<p>The various texture channels also added to the realism of the fighters. Each fighter had 1024x1024 textures for the albedo (diffuse), regular normal, flexed normal, specular mask (with specular
cosine power as a separate channel), sweat breakup normal, damage and blood zones, reflection cube map and ambient occlusion texture channels. They also included several runtime-generated textures
like SSAO (Screen Space Ambient Occlusion), SSS (Sub-Surface Scattering) and shadow maps, which contributed to the final look of the fighter.</p>
<p>A good example of how textures were used to create realism was in creating the sweat trails. These sweat trails (Figure 2) were created using a specular mask that is ramped up over the duration of
the fight. It is combined with a sweat normal texture that starts to blend in over the regular normal map when sampling the reflection cube map. There were also sweat particles that spawn from
predetermined points to fall to the ground.</p>
<div class="c1">
<p><a href="http://www.flickr.com/photos/gamedevnet/5221052244/" title="ea_sports_mma_ng_scrn_bobb-sapp-2 by GameDev.net, on Flickr"><img src=
"http://farm6.static.flickr.com/5206/5221052244_929a8a8cf3.jpg" width="500" height="281" alt="ea_sports_mma_ng_scrn_bobb-sapp-2"></a><br>
<small>Figure 2: The "sweat trails" develop over the course of the fight.</small></p>
</div>
<p>Tattoos (Figure 3) and scars are another common defining element of many fighters. Volga describes how these were baked into the diffuse texture, "When a fighter is being loaded into memory, the
necessary tattoo images are also pulled into memory as well and baked into the albedo (diffuse) texture of the fighter using a &#8217;UV translation&#8217; mesh, so that the tattoo image can be
warped properly to match the UV layout of the required zone on the fighter body or face. Once the tattoo is baked into the texture and DXT compressed at runtime, the pre-loaded tattoo image is
unloaded from memory as it won&#8217;t be used anymore."</p>
<div class="c1">
<p><a href="http://www.flickr.com/photos/gamedevnet/5221052318/" title="ea_sports_mma_ng_scrn_hayato-vs-jh003 by GameDev.net, on Flickr"><img src=
"http://farm5.static.flickr.com/4091/5221052318_bd054bebfc.jpg" width="500" height="281" alt="ea_sports_mma_ng_scrn_hayato-vs-jh003"></a><br>
<small>Figure 3: Tattoos are baked into the diffuse channel and then unloaded from memory.</small></p>
</div>
<p>Clothes, unlike tattoos, are standalone meshes with their own textures and shaders. They are skinned to the same joints as the fighter they are fit to. As part of the Create-A-Fighter feature, any
logos that are added to a fighter's shorts are baked into the texture at load time. This prevents having to load the logo textures while rendering. To make sure that the body does show through the
clothes, a z-bias was added to the shader that renders the clothes.</p>
<p>The hair was modeled using a "hair cap" to define the base color and scalp volume; "hair cards," which contained the alpha to coverage polygons, were used to create the semi-transparent hair. The
team was fortunate that there weren't any really long hair models, so physics wasn't an issue.</p>
<p>To capture the fighter's motions, each fighter was recorded performing a base set of motions along with any fighter-specific strikes using a portable XSens MVN motion capture suit. These recording
sessions took place at the studio in Vancouver and also at Orlando's Florida Interactive Entertainment Academy (FIEA) facility.</p>
<p>The motion capture data was used as a starting point. The data was loaded into MotionBuilder and heavily keyframed to match the gameplay requirements and visuals. All fighters share the same
source animations, but the procedural animation system lets the team tune the visuals in real-time giving each fighter a unique look and feel.</p>
<p>During the motion capture sessions and as the game development progressed, the team had the chance to interact with the various MMA fighters. Rob Hyder describes this, "One of the best parts of
this project was the time we got to spend with the fighters. These are great folks, very humble, very real, and often times funny, insightful, and wise. There were some worries about whether these
guys were going to be cool to work with. My team actually used this concern that I had about one of the fighters, Jason&#8217;Mayhem&#8217; Miller, to <a href=
"http://www.youtube.com/watch?v=QfpkLpz30Ac">play a prank on me</a>. Jokes aside though, Mayhem is a really cool guy and our team loves working with him and the rest of the fighters in our game."</p>
<h1>Setting the Ambiance</h1>
<p>The fight audience was pulled from the Fight Night crowd and retrofitted for this game. It consists of 10 basic animations that are offset and spaced apart. Simon says, "The key is avoiding large
repetitive motions that would pull the eye away from the fighters and/or animations."</p>
<p>The venue lighting is supplied using light maps that are stored as 8-bit RGBE textures and all specular surfaces had environment maps applied with normal maps to break up the highlights.</p>
<p>Lighting the fighters was accomplished using a relatively dim directional light coupled with the surrounding ambient light that is emulated through the environment maps. For subtle lighting across
the fighter's face, Volga said, "we also used a novel SSAO (Screen Space Ambient Occlusion) technique as well as SSS (Sub-Surface Scattering in UV space) that is specifically tuned to work for all of
the different skin tones we have in the game. As for specular highlights, we used the Kelemen-Szirmay-Kalos model for the directional light as well as using reflection cube maps to capture the subtle
breakup of the reflections over the skin during the sweat buildup."</p>
<div class="c1">
<p><a href="http://www.flickr.com/photos/gamedevnet/5220454703/" title="ea_sports_mma_ng_scrn_bobb-sapp by GameDev.net, on Flickr"><img src=
"http://farm6.static.flickr.com/5008/5220454703_1e50d2d853.jpg" width="500" height="281" alt="ea_sports_mma_ng_scrn_bobb-sapp"></a><br>
<small>Figure 4: Several lighting techniques were used to light the venue and the fighters.</small></p>
</div>
<p>To animate the ring ropes, collision discs are placed along the length of the ropes whose extents are compared to the skinned limits of the fighter mesh and the results are fed to the ring ropes
vertex shader.</p>
<p>The sound effects were created by an Academy award-winning sound designer. Rob Hyder describes how some of the Foley sounds were obtained, "I believe that one of the most successful was a large
beef roast that he purchased and then proceeded to punch and hit with various implements until he got the sounds he wanted."</p>
<h1>Landing a Punch--Creating Fighter Interactions</h1>
<p>Regardless of how realistic the fighters look, it is the interaction between the fighters that has a greater impact on the realism of the fight. The team made heavy use of motion blends for
procedural animation tuning to create the fighter interactions. Simon describes this system, "We have a system that allows us to layer, override, and subtract or add animation to any part of the body
at any time (similar to Photoshop layers). We also have several tools for controlling the visuals of blending animations and make heavy use of those tools on MMA."</p>
<p>Contact between the fighters was created using a non-uniform player scaling system, a relative IK system and a series of what the team called "touch tags." These touch tags used the HumanIK
feature included in MotionBuilder to adjust the animation in and out of a specified target.</p>
<p>The HumanIK feature in MotionBuilder was also used to define foot positions and prevented the foot from slipping as the body moved. It was also used to retarget animations to various skeletons and
to maintain contact with opponents. Finally, the feature was used to track the fighter's head, which the team referred to as "head tracking with attitude."</p>
<div class="c1">
<p><a href="http://www.flickr.com/photos/gamedevnet/5221052432/" title="ea_sports_mma_ng_scrn_fedor-vs-kr001 by GameDev.net, on Flickr"><img src=
"http://farm5.static.flickr.com/4141/5221052432_1c055966cd.jpg" width="500" height="281" alt="ea_sports_mma_ng_scrn_fedor-vs-kr001"></a><br>
<small>Figure 5: Autodesk's HumanIK feature was used to maintain contact between fighters.</small></p>
</div>
<p>The MMA team tried to avoid the use of any physics-based system when animating the interactions between the fighters. Simon mentioned, "we felt that it was important to maintain that visual ideal
of &#8220;intention&#8221; in our actors on screen, so we use Fight Night physics to clean up interpenetrations, but we use other procedural animations systems, which are very often "informed" and
driven but not posed by physics simulation. The idea was to give the artists control over the characters&#8217; posing while allowing physical simulation to often drive the animation decision
tree."</p>
<p>To create the effect of an impact on a fighter's face during the slow-motion replays, a cloth simulation was used. This worked by having the artists paint a mask over the face vertices that
indicates which vertices to include in the cloth simulation. During the simulation, the direction and force of the punch was fed into the simulation as an extra force.</p>
<p>Particle systems were used to trigger blood spray, sweat cloud spray, spit spray, dripping blood from gaping wounds, and ambient sweat dripping. The blood, sweat and spit used a high perparticle
cohesion value to create a "stringy" effect as they travel through the air.</p>
<p>The MMA team spent a lot of time researching skin rendering. This is apparent in the damage model that was developed for MMA including how cuts break and develop further by bleeding and running.
The face also becomes deformed to accommodate swelling.</p>
<p>Another trick that added to the realism of the fight was to allow the blood to transfer to the opponent's body and to the canvas. To get blood on the mat, the team simply renders a special pass of
the particle system into a texture that is only sampled at runtime. After a few seconds, the blood particle starts to fade out, but its position is rendered onto the mat's blood texture where it
persists throughout the match.</p>
<p>Concerning the game's AI system, Rob Williams describes the team's four AI goals, "First, don&#8217;t be a sap. The computer does not take any action taken by the opponent as a cue to do a
negatively predictable behavior. Second, be yourself. A certain level of predictable behavior must be built-in, at least enough so a fighter performs in a way that agrees with their real-life
counterparts. One fighter may prefer or be more skilled at stand-up striking, while another may prefer or be more skilled in the ground game. Third, mix it up. Within the constraints of behaving as
the real-life fighter, unpredictability can be done by collecting the preferred actions of the fighter and choosing one at random, with actions more greatly preferred by the particular fighter given
greater likelihood of being selected. Finally, live and learn. In all situations the computer observes which fight tactics yield positive results for the computer, and which behaviors yield negative
results, just as a human fighter does in a real match."</p>
<h1>Conclusion</h1>
<p>EA Sports new MMA game has been called "the most-realistic fighting game ever." With advanced tools and skilled artists, the results are dramatic. The effort put forth by this team has added
realism not only to the character's look, but also to how they interact with other fighters and with the environment. Certainly the team has pushed the envelope. For MMA fans and gamers that enjoy
realistic fighting games, this is definitely one to check out.</p>
<p class="c2">Kelly L. Murdock works as a freelance consultant and author. He has written extensively on 3D graphics including the 3ds Max Bible and many other titles.</p>

]]></description>
		<pubDate>Tue, 30 Nov 2010 08:35:47 +0000</pubDate>
		<guid isPermaLink="false">553c3741e8d893fe9789a3eb8a162821</guid>
	</item>
	<item>
		<title>Using Game Engine Art Tools to Improve Run-Time...</title>
		<link>http://www.gamedev.net/page/resources/_/creative/visual-arts/using-game-engine-art-tools-to-improve-run-time-r2726</link>
		<description><![CDATA[

<small>This article is a version of a <a href="https://www.cmpevents.com/GDAU09/a.asp?option=G&V=3&id=662167">technical presentation</a> that was given by Danie Conradie, the CEO of Trinigy's
North American office, at the Austin Game Developer's Conference. To be clear, this was not a sponsored session, but a technical talk.</small>
<p>Online and MMO games have very specific requirements when it comes to world design. Because multiple players need to interact in the same environment, this requires large environments instead of
designing distinct game "levels". Supporting such large environments introduces many new technical and design challenges for run-time technology in game engines.</p>
<div class="c1"><a href="http://images.gamedev.net/features/art/MMOStreamArtTools/trinigy1.png"><img src="http://images.gamedev.net/features/art/MMOStreamArtTools/trinigy1_t.png"></a><br>
Screenshot of Arcania using the Vision Engine</div>
<p>A standard method for handling this challenge is loading all of the assets at start-up. But this does not scale to larger game worlds because of issues like loading times, memory footprint and the
need for cooperative editing.</p>
<p>This article will cover ways to get around this challenge by using the art tools in your game engine.</p>
<h1>Improving Streaming with Art Tools</h1>
The first place to look for improvements in run-time streaming is your game engine&#8217;s art tool. Here are five requirements that can vastly improve how art tools stream data for large world
environments:
<p><b>Cooperative Editing</b> &#8211; Art tools should allow for cooperative editing so that multiple people can work on the same world at the same time. To avoid conflicts, your team can store each
scene as multi-layered files. These layers can be locked and edited independently, allowing different people to work on the same scene at the same time and synchronize the files with network shares
or revision control tools.</p>
<p><b>Get Rid of Monolithic Files</b> &#8211; The second art tool requirement is to make the world data stream-able. This means no monolithic files. Large files should be broken up into separate
files for easier editing and streaming. This will also make it possible to load or unload specific parts of the world faster.</p>
<p><b>Recycle Meshes</b> - The art tools must also support the re-use of mesh instances. Re-using meshes between object instances reduces your memory overhead and the amount of data you need to
stream. Game engines such as the Vision Engine have modified its exporters to export large scenes as separate meshes and detect shared instances.</p>
<div class="c1"><a href="http://images.gamedev.net/features/art/MMOStreamArtTools/trinigy2.png"><img src="http://images.gamedev.net/features/art/MMOStreamArtTools/trinigy2_t.png"></a><br>
vForge - the Vision Engine&#8217;s terrain editor</div>
<p><b>Resource Management</b> &#8211; Tools need to be able to determine all of the resources needed by a scene. In this example below, the scene depends on a mesh. This mesh in turn depends on
shaders and textures.</p>
<div class="c1"><a href="http://images.gamedev.net/features/art/MMOStreamArtTools/trinigy3.png"><img src="http://images.gamedev.net/features/art/MMOStreamArtTools/trinigy3_t.png"></a><br>
Resource management in the Vision Engine</div>
<p>Some game engines have a built-in resource management system that can see and report on dependencies. With these resource management tools, it&#8217;s possible to calculate and store all the
resource dependencies of the world when baking the data so that you know exactly which resources need to be loaded and which order to load them in. Without this information, there is no way of
knowing that a mesh needs a specific shader texture before the mesh is loaded.</p>
<p><b>Data Grouping</b> - The fifth tool requirement is grouping data so that it is suitable for editing, baking and streaming. Some game engines (e.g. the HeroEngine, BigWorld and the Vision Engine)
automatically split the terrain into a 2D grid of sectors. Each terrain sector is a data group that&#8217;s more manageable to edit, bake and stream.</p>
<p>The whole terrain can require a few 100MB of memory. To improve streaming, you should only keep the relevant sectors in memory and use lower detail approximation geometry for distant sectors. In
addition, your game engine editor should support real-time terrain editing and painting. It should have cooperative editing with automatically locking of sectors. And, it should ensure continuities
when editing the border between sectors.</p>
<p>Object instances (like meshes and entities) can be grouped spatially into zones and layers by level designers. A good example of a zone is a village or a building. In the example below, each zone
generates a separate scene file that can be streamed in as the player approaches.</p>
<div class="c1"><img src="http://images.gamedev.net/features/art/MMOStreamArtTools/trinigy4_t.png"><br>
Example of zone organization</div>
<p>This allows you to spawn or destroy groups of related objects. If the player is within the Loaded Distance then the game engine will force all resources to be loaded. The Cache In area is where
the zone starts loading its resources in the background. If the player leaves the Cache Out, the zone will be unloaded by the game.</p>
<div class="c1"><a href="http://images.gamedev.net/features/art/MMOStreamArtTools/trinigy5.png"><img src="http://images.gamedev.net/features/art/MMOStreamArtTools/trinigy5_t.png"></a><br>
Example of zone loading at run-time</div>
<p>These five requirements will greatly improve the speed at which data is streamed as players venture through your immense online world.</p>
<p><a href="http://www.trinigy-support.de/videos/Streaming-Terrain.avi">Video Demonstration</a></p>

]]></description>
		<pubDate>Tue, 05 Jan 2010 06:42:19 +0000</pubDate>
		<guid isPermaLink="false">de4e9322b5e7792a8e72e8ed41d483a5</guid>
	</item>
	<item>
		<title>How To Render Light Maps in XNA </title>
		<link>http://www.gamedev.net/page/resources/_/creative/visual-arts/how-to-render-light-maps-in-xna-r2721</link>
		<description><![CDATA[

Light mapping is a method for handling the lighting of a surface, including shadows, for static geometry. There are two mainstream techniques, (shadow mapping and shadow volumes) that can render
dynamic models and static models in real-time, but they cost some performance. Ray-tracing is the highly-realistic method for calculating the lighting properties of objects, but the cost in time is
very high and it is hard to render a complex scene in real-time. For static models, light mapping is a better method, because it requires just a light map texture and a second set of texture
coordinates in the model file (such as a .X file, exported by Panda 3ds Max plug-in. Light mapping can be used with multiple light sources at no additional cost. For example, shadow mapping will add
some extra rendering passes to the scene with multiple light sources).
<p>How can we generate a light map? We can use the "render to texture" function of 3ds Max to generate a light map and save the texture coordinates in UV Channel 2. The light map is storing the
intensities of light on the object&rsquo;s surface. It can be an RGB color texture. When we render a model with light map, each pixel from the usual color map is modulated by the color stored in the
light map (access via the second texture coordinate stored in the FVFData block of a .X file).</p>
<div class="c1">
<p><img src="http://images.gamedev.net/features/art/MaxPandaXNA/fig01.jpg"></p>
<p><img src="http://images.gamedev.net/features/art/MaxPandaXNA/fig02.jpg"></p>
</div>
<p>You can find the complete source code (for XNA Game Studio 3.0) for this article and 3ds Max files <a href="http://downloads.gamedev.net/features/art/MaxPandaXNA/LightMapWindows.zip">here</a></p>
<p>W,S,A,D to move the camera, click and drag mouse middle button to rotate the camera</p>
<h1>Part 1: Create 3D models and their light maps</h1>
<h2>Step1: (file: Content\step1, original material.max)</h2>
Add Box and Cylinder - Assign textures to their Diffuse Maps
<div class="c1">
<p><img src="http://images.gamedev.net/features/art/MaxPandaXNA/fig03.jpg"></p>
</div>
<p>Add Target Directional Light</p>
<p>Shadows:</p>
<ul>
<li>Lenable Shadows [V] on</li>
<li>select "Ray Traced Shadows" or "Shadow Map"</li>
</ul>
Directional Parameters - use proper Hotspot/Beam
<div class="c1">
<p><img src="http://images.gamedev.net/features/art/MaxPandaXNA/fig04.jpg"></p>
</div>
<h2>Step 2: (file: Content\step2,render t texture.max)</h2>
<p>Selected Box and Cylinder</p>
<p>Rendering -> Render to Texture</p>
<p>Output Page:</p>
<ul>
<li>push &ldquo;Add&rdquo; button and select &rdquo;LightingMap&rdquo; in Add Texture Elements
<p><img src="http://images.gamedev.net/features/art/MaxPandaXNA/fig05.jpg"></p>
</li>
<li>set Target Map Slot as &ldquo;Self-Illumination&rdquo;
<p><img src="http://images.gamedev.net/features/art/MaxPandaXNA/fig06.jpg"></p>
</li>
</ul>
Baked Material Page:
<ul>
<li>click the radio of &ldquo;Output Into Source&ldquo;
<p><img src="http://images.gamedev.net/features/art/MaxPandaXNA/fig07.jpg"></p>
</li>
</ul>
Objects to Bake Page -> Mapping Coordinates Option:
<ul>
<li>Object==>set &ldquo;Use Automatic Unwrap&ldquo;</li>
<li>set Channel as2</li>
</ul>
Click &ldquo;Render&rdquo; button
<p>Delete the &rdquo;Target Directional Light&rdquo;</p>
<p>The light map will be generated and assigned automatically in the &ldquo;Self-Illumination&rdquo; map</p>
<div class="c1">
<p><img src="http://images.gamedev.net/features/art/MaxPandaXNA/fig08.jpg"></p>
</div>
<p>Push F9 or click &ldquo;Quick Render&rdquo;, the shadow will appear on Box01 and Cylinder01</p>
<div class="c1">
<p><img src="http://images.gamedev.net/features/art/MaxPandaXNA/fig09.jpg"></p>
</div>
<h2>Step3: (file: Content\step3,use shader.max)</h2>
Select Box1 and Change Material to be Direct Shader and "Keep old material as sub-material"
<div class="c1">
<p><img src="http://images.gamedev.net/features/art/MaxPandaXNA/fig10.jpg"></p>
<p><img src="http://images.gamedev.net/features/art/MaxPandaXNA/fig11.jpg"></p>
</div>
<p>Select the Shader of "Content\LightMapEffect.fx"</p>
<p>Assign the Diffuse Map and its Light Map and Select the Technique as "Technique1"</p>
<p>Push F3 to show the Box01</p>
<div class="c1">
<p><img src="http://images.gamedev.net/features/art/MaxPandaXNA/fig12.jpg"></p>
</div>
<p>Push F9 or click &ldquo;Quick Render&rdquo;, the shadow will appear on Box01 and Cylinder01(the scene without light object)</p>
<div class="c1">
<p><img src="http://images.gamedev.net/features/art/MaxPandaXNA/fig13.jpg"></p>
</div>
<h2>Step4: Export 3D Models with Panda plug-in</h2>
<p>At last, you can export the model using the <a href="http://www.andytather.co.uk/Panda/directxmax.aspx">Panda plug-in</a>; the second texture coordinate will be written into the FVFData block in
the .X file. Remember to enable the "Include .fx file" and "Include .fx parameters" options.</p>
<div class="c1">
<p><img src="http://images.gamedev.net/features/art/MaxPandaXNA/fig14.jpg"></p>
</div>
<h2>Step5: Show the light map result</h2>
Use the max file of Step2
<p>If you want to see the light map in 3ds max with sharp shadow, you must re-assign the new materials (with DirectX Shader &ndash; LightMap) to Box01 and Cyliner01.</p>
<p>Open Material Editor and click the new material slot</p>
<p>DirectX Manager page:</p>
<ul>
<li>Select LightMap and enable &ldquo;Enable Plugin Material&rdquo;</li>
</ul>
DirectX Shader-LightMap:
<ul>
<li>BaseTexture: RedB.jpg [V]</li>
<li>Mapping channel=1</li>
<li>light map: Box01LightMap.tga [V]</li>
<li>Mapping channel=2</li>
</ul>
Remember keep to select Box01
<div class="c1">
<p><img src="http://images.gamedev.net/features/art/MaxPandaXNA/fig15.jpg"></p>
</div>
<div class="c2">Repeat the same two processes as Cylinder01</div>
<div class="c1">
<p><img src="http://images.gamedev.net/features/art/MaxPandaXNA/fig16.jpg"></p>
</div>
<h1>Part 2: XNA Project (LightMapWindows)</h1>
<h2>Step 1</h2>
<ul>
<li>Load model and measure its size</li>
<li>Add camera (reference Book: Learning XNA 3.0 chapter11 Flying Camera)</li>
</ul>
<pre class="code">
namespace LightMapWindows
{
 /// 
 /// This is the main type for your game
 /// 
 public class LightMap : Microsoft.Xna.Framework.Game
 {
  GraphicsDeviceManager graphics;
  SpriteBatch spriteBatch;
  
  //add
  ContentManager content;
  BasicModel basicModel;
  Camera camera;
  
  public LightMap()
  {
   graphics = new GraphicsDeviceManager(this);
   Content.RootDirectory = "Content";
  
   //
   content = new ContentManager(Services);
   content.RootDirectory = "Content";
  
   IsMouseVisible = true;
  }
  
  protected override void LoadContent()
  {
   // Create a new SpriteBatch, which can be used to draw textures.
   spriteBatch = new SpriteBatch(GraphicsDevice);
  
   // TODO: use this.Content to load your game content here
   camera = new Camera(this);
   Components.Add(camera);
   
   basicModel = new BasicModel();
   basicModel.LoadModel(content, @"pillar");
   basicModel.MeasureModel();
   
   camera.SetSpeed(basicModel.GetModelRadius() / 100.0f);
   
   float modelRadius = basicModel.GetModelRadius();
   Vector3 modelCenter = basicModel.GetModelCenter();
   Vector3 eyePosition = modelCenter;
   
   eyePosition.Z += modelRadius * 2;
   eyePosition.Y += modelRadius;
   
   float aspectRatio = (float)wind&#111;w.ClientBounds.Width / (float)wind&#111;w.ClientBounds.Height;
   
   float nearClip = modelRadius / 100;
   float farClip = modelRadius * 100;
   
   camera.SetCamera(eyePosition, modelCenter, Vector3.Up);
   camera.SetFOV(MathHelper.PiOver4, aspectRatio, nearClip, farClip);   
  }
</pre>
<h2>Step 2</h2>
<ul>
<li>Render model with its effect instance</li>
</ul>
<pre class="code">
  protected override void Draw(GameTime gameTime)
  {
   GraphicsDevice.Clear(Color.CornflowerBlue);
   
   // TODO: Add your drawing code here
   
   basicModel.DrawLightMap(camera);
   //basicModel.Draw(camera);//basic effect
   
   base.Draw(gameTime);
  }
 
namespace AkBasicModel
{
    class BasicModel
    {

......

  public void DrawLightMap(Camera camera)
  {
   //Set transfroms
   Matrix[] transforms = new Matrix[m_model.Bones.Count];
   m_model.CopyAbsoluteBoneTransformsTo(transforms);

   //Loop through meshes and their effects 
   foreach (ModelMesh mesh in m_model.Meshes)
   {
    foreach (Effect effect in mesh.Effects)
    {
     //Set Effect parameters
     effect.CurrentTechnique = effect.Techniques["Technique1"];
     effect.Begin();
     effect.Parameters["World"].SetValue(GetWorld() * transforms[mesh.ParentBone.Index]);
     effect.Parameters["View"].SetValue(camera.view);
     effect.Parameters["Projection"].SetValue(camera.projection);
     effect.End();
    }
    //Draw
    mesh.Draw();
   }
  }
</pre>
<h1>Further Reference</h1>
"Calculating Light Map Coordinates" and "Calculate Lumels of a Light Map" in the page 411 of Game Graphics Programming(by Allen Sherrod, ISBN : 1584505168)

]]></description>
		<pubDate>Mon, 14 Dec 2009 12:52:24 +0000</pubDate>
		<guid isPermaLink="false">b26be92d375bc16823077bd874693e9c</guid>
	</item>
	<item>
		<title>Make a Particle Explosion Effect</title>
		<link>http://www.gamedev.net/page/resources/_/creative/visual-arts/make-a-particle-explosion-effect-r2701</link>
		<description><![CDATA[

<div class="c1"><img src="http://images.gamedev.net/features/art/howtoPartFx/fig1.png"></div>
<p>What is a particle explosion effect? When most people see a particle explosion effect in a video game, often times they believe that what they&#8217;re seeing is a simulation - some sort of
next-generation fluid mechanics, calculated in real-time by a high-powered video card. However, what they&#8217;re actually seeing in an explosion effect could be compared to throwing a bunch of
photos of flames, sparks and clouds at a movie camera.</p>
<p>Whether you&#8217;re an experienced video game developer or an avid player interested in game mechanics, we've broken down the process of developing an in-game particle effect into the following
bite sized steps.</p>
<p><b>NOTE:</b> Many images link to videos.</p>
<h1>Intro to Sprites and Emitters</h1>
The beginning of the design for any in-game effect starts with sprites. Sprites are flat, two-dimensional images or movies that are integrated into a larger effect. We can better illustrate the idea
of sprites by demonstrating how to make a simple mist particle effect using only one type of sprite.
<h2>How to Create Sprites</h2>
<b>Step 1:</b><br>
Create an image of mist in Adobe Photoshop or other photo editing software program. You can also scan a photograph of mist or use footage from a short movie, just as long as the image has
transparency on the edges.
<p><b>Step 2:</b><br>
Using your game engine software, create a sprite emitter, which will generate sprites, or particles. These particles will appear as plain squares until the image texture is applied. Figure 2 shows
the beginning of a mist particle effect before the actual image has been applied to the sprites. This may not look much like mist at first, but these squares are what the Effects Artist is usually
working with behind the scenes. In this case, the sprites all line up to face the camera so you can never see them edge on.</p>
<div class="c1">
<p><img src="http://images.gamedev.net/features/art/howtoPartFx/fig2.png"></p>
</div>
<p><b>Step 3:</b><br>
Apply the mist image, or texture, to the individual particle sprites. In figure 3, you can see how one texture or a series of textures is applied to the sprites.</p>
<div class="c1">
<p><img src="http://images.gamedev.net/features/art/howtoPartFx/fig3.png"></p>
</div>
<p>Figure 4 shows the sprites with the mist texture applied and the image transparency turned on. The transparency is added to the mist texture in Adobe Photoshop using the image&#8217;s Alpha
Channel. The yellow wireframe box and arrows in the middle represent the emitter, which is the point of origin and the control mechanism for a single set of sprites. All sprites generated by a single
emitter use the same texture and move in roughly the same way.</p>
<div class="c1">
<p><a href="http://www.youtube.com/watch?v=WcaMqWzU0Mg"><img src="http://images.gamedev.net/features/art/howtoPartFx/fig4.png"></a></p>
</div>
<p><b>Step 4:</b><br>
To create movement in the sprites, go into the sprite emitter settings and determine the timing, motion, scale, and orientation of the sprites. A sprite emitter can be set to send sprites in a wide
range of directions from 0-360 degrees, much like a lawn sprinkler. In most effects, the Effects Artist uses the motion of overlapping sprites to try to hide the fact that they are using individual
sprites. As you can see in Figure 4, this gives the overall effect a more natural feel. Note that color and transparency can also be controlled.</p>
<p>Figure 5 shows how some of these settings can be adjusted. Motion controls that were used to make the sprites move like mist can be adjusted to make them behave like a fountain. Sprites can also
have a constant downward acceleration based on in-game &#8220;gravity.&#8221; The sprites in Figure 5 are moving in only one direction, while being pulled by gravity. They also increase in size over
their lifetime.</p>
<div class="c1">
<p><a href="http://www.youtube.com/watch?v=60oOYZe1qSk"><img src="http://images.gamedev.net/features/art/howtoPartFx/fig5.png"></a></p>
</div>
<h2>Putting the Sprites in Motion</h2>
Now that you&#8217;ve learned how to create sprite emitters, it&#8217;s time to create the Particle Explosion Effect.
<p>In the previous section, we created a mist effect using a single emitter. But effects are often made with several emitters that play on top of each other, each with different textures, motions and
timing. To make the Explosion Effect we&#8217;ll first need to make each emitter and then put all of the emitters together into one effect.</p>
<div class="c1">
<p><a href="http://www.youtube.com/watch?v=BIf_Hj3BjBE"><img src="http://images.gamedev.net/features/art/howtoPartFx/fig6.png"></a></p>
</div>
<p>Figure 6 shows a collection of sprite emitters without their textures, each generating sprites of different sizes and moving at different angles and speeds. All the emitters combine to make a
single explosion effect. Each type of sprite is sent from its own emitter, flying out from the center of the explosion effect, and in most cases growing larger and fading out over time.</p>
<div class="c1">
<p><img src="http://images.gamedev.net/features/art/howtoPartFx/fig7.png"><br>
Figure 7 shows the textures used for each emitter in the explosion.</p>
</div>
<div class="c1">
<p><a href="http://www.youtube.com/watch?v=Alnpx6cGIMg"><img src="http://images.gamedev.net/features/art/howtoPartFx/fig8.png"></a><br>
Figure 8 shows all the individual sprite emitters before combining them into a single Explosion Effect.</p>
</div>
<h2>How to Create the Explosion Effect</h2>
<i>(Note that the numbers given below correspond to Vicious Engine 2 and to this particular effect&#8212;different engines and effects have different relative values.)</i>
<div class="c1">
<p><a href="http://www.youtube.com/watch?v=a-Zrkw-EY_k"><img src="http://images.gamedev.net/features/art/howtoPartFx/fig9.png"></a></p>
</div>
<p><b>Step 1:</b><br>
<b>Create the Flame/Smoke Emitter.</b> This emitter should generate sprites that grow almost instantly at first, then drift apart with a slow rotation. The gravity setting on this emitter should be a
negative value, but close to zero, so the smoke will slowly rise over time, instead of falling. The color should start out bright yellow/orange and change to black quickly as the flame turns to
smoke. Apply the smoke textures shown in the upper left of Figure 7. The overall lifespan of the sprites should be roughly .5 seconds.</p>
<div class="c1">
<p><a href="http://www.youtube.com/watch?v=CTrCFI1ZyBs"><img src="http://images.gamedev.net/features/art/howtoPartFx/fig10.png"></a></p>
</div>
<p><b>Step 2:</b><br>
<b>Create the Flash Emitter.</b> This emitter uses the star-shaped textures shown in the upper right corner of Figure 7 and should grow almost instantly and fade just as quickly. It should be bright
yellow- almost white and should last about .2 seconds. It&#8217;s possible to get by with just the Flash and Flame/Smoke Emitters, if you want to keep the overall effect simple.</p>
<div class="c1">
<p><a href="http://www.youtube.com/watch?v=6TEq_M7Hk2g"><img src="http://images.gamedev.net/features/art/howtoPartFx/fig11.png"></a></p>
</div>
<p><b>Step 3:</b><br>
<b>Create the Flying Sparks Emitter.</b> This emitter should be long and thin. Instead of facing the camera, the sprites should be oriented along the direction of travel, to look like lines radiating
from a central point. Use the texture at the bottom right corner of Figure 7 and adjust the color, like most of the other emitters, so it looks gold. The speed should be around 10 meters per second.
The lifetime can vary from .5 seconds to 1.5 seconds, depending on how far you want the sparks to travel from the explosion.</p>
<div class="c1">
<p><a href="http://www.youtube.com/watch?v=gnYh8ksbVBM"><img src="http://images.gamedev.net/features/art/howtoPartFx/fig12.png"></a></p>
</div>
<p><b>Step 4:</b><br>
<b>Create the Smoke Trails Emitter.</b> Like the Flying Sparks emitter, the Smoke Trails Emitter should be long and thin and be oriented along a path radiating from the center. But unlike the Flying
Sparks, which move away from the middle at a fast speed, the Smoke Trails sprites should move slowly, and grow quickly from the center of the overall effect by changing the scale over time. The
lifetime should be about .4 seconds. Use the textures from the bottom left of Figure 7.</p>
<div class="c1">
<p><a href="http://www.youtube.com/watch?v=jRhDpRP2bJc"><img src="http://images.gamedev.net/features/art/howtoPartFx/fig13.png"></a></p>
</div>
<p><b>Step 5:</b><br>
<b>Create the Round Sparks Emitter.</b> This emitter is similar to the Flame/Smoke Emitter and once again, the sprites fall up instead of down by using a negative number in the gravity setting
(-0.2). The sprites from this emitter should drift apart slightly as they rise. Use the snow-like texture shown in the bottom middle of Figure 7.</p>
<div class="c1">
<p><a href="http://www.youtube.com/watch?v=FM565MEXrRg"><img src="http://images.gamedev.net/features/art/howtoPartFx/fig14.png"></a></p>
</div>
<p><b>Step 6:</b><br>
<b>Create the Debris Emitter.</b> These fast moving sprites should fly out from the center of the overall emitter. If possible, aim for the camera for dramatic impact. The color should start out
bright orange, to look like reflected light from the explosion, then fade to a neutral gray as the explosion dims. The sprites from this emitter should hang around longer than the others, with a
lifetime of about 1.5 seconds. The speed should be around 10 meters per second. Set the emitter&#8217;s gravity to about .7 so the sprites look like they&#8217;re falling slower than normal, and use
the chunky textures shown in the middle of Figure 7.</p>
<div class="c1">
<p><a href="http://www.youtube.com/watch?v=et9iP8f9-7w"><img src="http://images.gamedev.net/features/art/howtoPartFx/fig15.png"></a></p>
</div>
<p><b>Step 7:</b><br>
<b>Create the Shockwave Emitter.</b> This emitter consists of only one sprite that lies parallel to the ground. The sprite should grow quickly from the center and fade out just as quickly. It&#8217;s
best when this sprite is kept very subtle and transparent. Use the ring-like texture from Figure 7.</p>
<div class="c1">
<p><a href="http://www.youtube.com/watch?v=a9xDBLSUsCE"><img src="http://images.gamedev.net/features/art/howtoPartFx/fig16.png"></a></p>
</div>
<p><b>Step 8:</b><br>
<b>Put all the Individual Emitters Together to Make the Particle Explosion Effect.</b></p>
<h1>Watch a Demo Video</h1>
By using the same textures and changing some of the color, timing and motion values, you can create many variations on the same effect. These are samples created with Vicious Engine 2:
<div class="c1">
<p><a href="http://www.youtube.com/watch?v=WpcGjA_UQw0"><img src="http://images.gamedev.net/features/art/howtoPartFx/fig17.png"></a></p>
</div>
<h1>What Comes Next</h1>
At this point, the Effects Artist usually hands off the effect to a Sound Designer for audio, and a Gameplay Programmer for implementation into the game itself. There are usually some final revisions
depending on where and how the effect is used within the game, but essentially the Effects Artist&#8217;s work is complete.
<p class="c2">Please note: All effects and images shown in this article were created using <a href="http://www.viciousengine.com/">Vicious Engine 2</a>, developed by Vicious Cycle Software. You can
use other game engines on the market to create the same effect.</p>

]]></description>
		<pubDate>Tue, 13 Oct 2009 08:08:42 +0000</pubDate>
		<guid isPermaLink="false">8fc81fd7630f52aca6381ff6df0f6cec</guid>
	</item>
	<item>
		<title>Game Art Creation and Reviewing Requirements</title>
		<link>http://www.gamedev.net/page/resources/_/creative/visual-arts/game-art-creation-and-reviewing-requirements-r2648</link>
		<description><![CDATA[

<p>While there is most likely nothing new or revolutionary in this article, it is intended to be useful to those new to game graphics working as a freelance artist or as an outsourced resource. The
tips below will help you in avoiding typical mistakes that arise from the misunderstanding of requirements, badly thought-out pipelines and other common issues. You&rsquo;ll also find some rules for
proper presentation of your work here.</p>
<h1>General Recommendations for Game Art Creation</h1>
<ul>
<li>Once you have the specifications from the game studio, read them attentively and carefully thinking over all points. Ask questions if something is not clear, because even the smallest
misunderstanding may lead to problems later on. If problems are addressed until later in the project, the fixes become more difficult. When working on your model, check it against the specification
periodically so as not to miss some important stage or requirement. Think over the way you are going to create your asset before starting the work so you don&rsquo;t end up having to redo a
significant volume of work due to using the wrong approach.</li>
<li>If you are provided with a certain pipeline for the asset&rsquo;s creation, don't ignore it, especially when completing the first set of models. As you continue, it's possible that you'll invent
a better way to get the same result, but trying to find a better way when working on the first models usually leads to a significant volume of fixes and extra work.</li>
<li>When working on models and textures remember that there&rsquo;s a good chance you will not get your work approved the first time. It's also likely that you or somebody else will need to change or
fix your model or texture. Therefore it is important that you create both model and texture so they can be easily modified. In terms of modeling, this means using proper geometry, a minimal amount of
UV seams (and in the least noticeable places), the absence of UV stretches, and a uniform scale on UVs. For textures, it means creating a properly structured PSD file.</li>
<li>Check the model twice after you are done. First, check it against the client's technical requirements, and then check for typical technical mistakes (such as unwelded vertices, wrong units,
incorrect object names, pivot placements, etc.). If your client provided you examples of the desired quality, then check your model against the example provided. Even if the asset looks very nice, if
it doesn&rsquo;t fit the style, then it could be rejected.</li>
<li>Learn from your mistakes. Make proper conclusions from client's feedback and apply it to future models as well so you don't make the same mistakes again.</li>
</ul>
<h1>Modeling Requirements</h1>
Keep the following in mind regarding modeling to requirements:
<ul>
<li><b>References:</b> This is one to watch! Clients do not always provide high quality references. If you are worried about your model being rejected because you don&rsquo;t have enough good
references, spend some time looking for extra references. Look for additional hi-res blueprints, more detailed images or photos, descriptions of how this object is utilized in real life. You can also
request that the client provide additional references.</li>
<li><b>Polycount and level of details:</b> Spend your polycount budget thoroughly. Allocate more polys for large details and fewer polys for those areas that are small and less noticeable. Don't
model those details that can be done better with texture and normal maps, such as small bolts. If you see that the provided polycount budget is so small that you can&rsquo;t manage to dedicate enough
polys to large details then model using the needed polygons and then you can always optimize your model later. Use 5-6 sided cylinders for thin details, 8-sided cylinders for medium details, and more
than 8 for large details. If you are supposed to make LODs for the asset use multiples of 4 (8, 12, 16, 20, etc) - this lets you remove each 2nd edge at least twice.</li>
<li><b>Smoothing:</b> It's imperative to adjust the smoothing on your models. In most cases you can use auto smoothing and fix it where needed. Always review your model after you use auto smooth
because you may get undesired effects in some places. Also, check that you don't use more smoothing groups than are needed. Try to get by with 3 unique smoothing groups, but don't use 5 or more.</li>
<li><b>File:</b> Check to ensure you don't have any extra objects in the file.</li>
<li><b>Units:</b> Check to ensure units in the scene correspond correctly to the provided requirements. If you are not provided with any specific requirements on units - use meters and make all
assets match a natural scale, i.e. a normal human is 1.8 meters high, etc.</li>
<li><b>Object scale:</b> If the requirements don&rsquo;t include a blueprint with dimensions of the asset provided, use real world objects as a guide. Check to ensure your model is proportional.</li>
<li><b>Proportions:</b> Both during and after modeling check proportions of separate parts with the references. It happens sometimes that the geometry is right, but the proportions are wrong.</li>
<li><b>Pivots:</b> If there are no requirements for the asset concerning pivots, set them as shown in Figure 1, for buildings and characters:
<div class="c1"><img src="http://images.gamedev.net/features/art/artOSReqs/fig1.png"><br>
<small><i>Figure 1: An example of default pivot placement in 3DS Max</i></small></div>
<p>If your asset contains rotating parts (wheels, doors, etc) &ndash; ensure that pivot points are set properly at the rotation center or the hinge center on the model.</p>
</li>
<li><b>Object location:</b> Unless otherwise specified, the asset should be located in the center of the scene. If it is symmetrical, it should be absolutely symmetrical related to the axis of
symmetry. If there are no reasons to make different mappings for symmetric parts then UVs for symmetric parts should also be identical.</li>
<li><b>Geometry:</b> Check to ensure all vertices are welded and that there are no double edges or polys.</li>
<li><b>Naming:</b> Objects should be named as specified in the requirements. If this is not specified, create convenient names and follow some consistent logic when naming the meshes. Do not name
your assets generically like "building", "house", etc. as it's very easy to get duplicate names this way. If you have a reference, you can name your assets the same as the reference provided. For
instance, if you are going to model the King Tiger tank, the main mesh could be named kingtiger and objects such as wheels and turrets could be kingtiger_wheel and kingtiger_turret. To mark left and
right use &ldquo;_l&rdquo; (left) and &ldquo;_r&rdquo; (right), as shown in Figure 2.
<div class="c1"><img src="http://images.gamedev.net/features/art/artOSReqs/fig2.png"><br>
<small><i>Figure 2: Naming conventions should be consistent</i></small></div>
</li>
<li><b>Hierarchy:</b> If nothing is specified, create a hierarchy based on the most probable supposed usage and animation of parts of your mesh. For instance, if is the requirements specify to
separate the tank into a main body, wheels, turret and gun, then it's obvious that wheels and turret will be parented to the main body and the gun will be parented to the turret.</li>
<li><b>Topology:</b> Check to ensure meshes with complex shapes have correct topology. To ensure this, shapes should be represented correctly, and there should be no smoothing issues. When working on
characters, be attentive to joints and the face.</li>
<li><b>File Format:</b> Deliver your model exactly in the format that is specified in the requirements. This means that if you are asked to deliver your models in Maya7, you should deliver an .mb
file that can be opened in Maya7.</li>
<li><b>Materials (shaders):</b> Unless otherwise specified, name materials the same as the file such as kingtiger. If you have several textures use a multi-sub-object material, not many different
standard materials. Remove any extra materials that you've got after modeling, and exporting.</li>
</ul>
When modeling the assets that are going to use to make normal maps, take into account the following things:
<ul>
<li>Normal maps allow you to make beveled edges, but it's still better to make edge bevels by geometry if polycount allows. <b>Note:</b> <i>To avoid bugs when making edge bevels with a normal map you
should separate the UVs on the edge and move them to get some space between them, otherwise you'll get a very thin but noticeable artifact on the edge. This happens because a normal map has different
colors for different polys at the same edge that are blended when being mipmapped.</i></li>
<li>Normal maps plus darkened textures represent concavities.</li>
<li>Normal maps are good for small surface details such as bolts and rivets.</li>
<li>Normal maps are good for representing narrow and deep seams between the details. These seams look almost perfect, but they are not as good for convex details.</li>
<li>e. Normal maps don&rsquo;t work as well for large, prominent details. The problem is that if you make large prominent details with normal maps, they will be more or less okay when viewed in front
or at some angle, but will become absolutely flat when viewed from the side.</li>
<li>Normal maps are not very good for smoothing the geometry.</li>
</ul>
The general rule is that you should make big, prominent details using mesh geometry and check to see if these large details are smooth enough. Then use normal maps to model small details or
concavities.
<h1>UV Mapping Recommendations</h1>
Some game engines don&rsquo;t allow you to mirror UVs, but most game engines support correct rendering of normal maps and mirrored UVs. For the following tips, we&rsquo;re assuming that you are using
a game engine that allows you to mirror UVs.
<p>When mapping the game models, the most important thing is to thoroughly use UV space:</p>
<ul>
<li>Most mapping details should have the same scale, though you can scale up small parts that need a lot of details (for instance, small wheels on a cart), and scale down large details that are
hardly visible or have a smooth surface, such as bottom and back polys, thin wires, etc. It's not desirable to scale the UVs more than twice as this will cause the differences in resolutions will
become too obvious. Moreover, if you scale something more than twice, then the UVs are packed badly and there is too much free space on the UVs and you should consider rearranging the UVs.</li>
<li>Remember that most textures will be mipmapped and you should leave at least 4 pixels between your UV parts, or, if possible, 6-8 pixels. You can easily check the distance between your UV parts by
making the UV snapshot and viewing it in ACDSEE or Photoshop.</li>
<li>Position map parts that will have the same or similar color close to each other. This also relates to the parts of the same detail. It's causes trouble when the top of a small bolt, for instance,
is mapped to one corner of the UV quad and to the side to the opposite corner.</li>
<li>If you are using an alpha channel for transparency, leave at least 10 pixels around the parts that will use the alpha channel to avoid issues with mipmapping.</li>
<li>Place the UV seams in the least noticeable places.</li>
<li>Minimize stretching. Avoid stretching UVs where details with the regular form (bolts, for instance) or text is located.</li>
<li>Mirror the UVs only in such places where it is not going to look too obvious. Fold all cylindrical and symmetric details.</li>
<li>Map to the same UV space those details that use the same texture and don't have any specific details such as wires, pipes, etc.</li>
<li>Avoid hidden "wasted space" on UVs. Wasted space appears when some detail is located on top of another one on a mesh, but is mapped to separate space on UVs, as shown in Figure 3 below.
<div class="c1"><img src="http://images.gamedev.net/features/art/artOSReqs/fig3.png"><br>
<i><small>Figure 3: To avoid issues with texturing, scale down a bit the UVs for the part located on top of another one.</small></i></div>
</li>
<li>When mapping the cylindrical details, keep in mind which texture is going to be used for this part of the model. If the texture includes some concentric circles or some ornamental design, then
<b>never map it using planar mapping</b>, as this will cause the concentric circles to look pixelated. You can minimize this effect, but you'll be never able to remove it. It'll also be hard to paint
the ornament or locate the small details properly. See Figure 4 below for the correct option.
<div class="c1"><img src="http://images.gamedev.net/features/art/artOSReqs/fig4.png"><br>
<i><small>Figure 4: Correct cylindrical mapping.</small></i></div>
</li>
<li>Don&rsquo;t try to fill the UV quad. If optimized, UVs fit into the rectangle (half of UV quad) instead of the quad.</li>
<li>When working on UV mapping, check the references periodically to see which details are going to be painted on the surface. By checking you can be certain to not map the same surfaces to different
UV space and vice versa. Be careful to not map unique textures to the same place.</li>
<li>Tile long details, such as wires, pipes, etc.</li>
</ul>
<h1>Recommendations on Texturing</h1>
Keep the following in mind regarding texturing:
<ul>
<li>Be attentive to the style. Check if your work is looking similar to the samples provided by the client.</li>
<li>Check UVs before you start texturing so that you don't have to remap the model after you've completed a significant amount of texturing work. If you don't like anything about the model or UVs,
inform your client or ask if you can fix it yourself.</li>
<li>Realize that in some cases it is not possible to change the UVs (for instance, if you are given a model that has already got several texture sets and you are working on variations).</li>
<li>Remember again that clients do not always provide high quality references. To avoid your model looking poor due to lack of details caused by bad quality references spend some time looking for
extra references or ask your client to provide additional ones.</li>
<li>Think over the best way to texture your model. Sometimes it's better to start with a normal map, sometimes with color, and sometimes with an ambient occlusion map.</li>
<li>Structure your PSD file so that anybody can easily understand it. Do this by using layer sets, clipping masks and smart objects. Name each layer so that it's clear what they contain. Use the
English language.</li>
<li>Name textures properly. If a texture name is not specified in the requirements, then name it the same as the object. If you need to specify separate color, normal and specular textures (and you
don't have any specs) add _clr (for color), _nm (for normal map), _spec (for specular).</li>
<li>Save your textures to 24 bits TGA if there should be no alpha channel and to 32 bits if there is an alpha channel.</li>
<li>Be careful with the scale of small parts and surface detail maps. If the surface texture is too big, it won't look natural. The same relates to small details, such as bolts and seams, if they are
too big the object looks cartoony.</li>
<li>Dirty objects and dirty textures are not the same. Paint dirt thoroughly. Don't think that the more dirt there is in your texture, the better it is.</li>
<li>Check to ensure your texture is neither blurry, nor too sharp.</li>
<li>Use good photos for your textures. I recommend using textures from <a href="http://cgtextures.com/">http://cgtextures.com/</a>.</li>
<li>Check to ensure you don't use compressed JPEGs. Compressed JPEGs will cause your texture to look badly whatever you do. Figure 5 shows how a compressed JPEG appears (look at that "quads" - good
quality textures do not have such):
<div class="c1"><img src="http://images.gamedev.net/features/art/artOSReqs/fig5.png"><br>
<i><small>Figure 5: Avoid low quality JPEGs.</small></i></div>
</li>
<li>If your texture should have plenty of details, but the resolution is low and it's hard for you to paint all the details, try painting a higher res texture. Then, after working at a higher
resolution, scale it down and check to see if the target resolution looks correct.</li>
<li>Don't leave visible seams on a texture, and check to ensure everything tiles properly.</li>
</ul>
<h1>Conclusion</h1>
Always work on improving your skills. Study shape, light and shadow, materials and textures of the surface, color, and perspective. Learn traditional painting, photography, sculpture, lighting and
anatomy, color theory and design. View portfolios of other artists and companies; analyze what is good and how you can get the same or better results. For more, I'd recommend <a href=
"http://www.amazon.com/Game-Textures-Second-Professional-Photoshop/dp/0240811488/ref=sr_1_1?ie=UTF8&s=books&qid=1246968048&sr=8-1">3D Game Textures, Second Edition: Create Professional
Game Art Using Photoshop</a>. You can of course find plenty of other resources, tutorials and videos on texturing elsewhere online.

]]></description>
		<pubDate>Tue, 07 Jul 2009 07:01:07 +0000</pubDate>
		<guid isPermaLink="false">1bff3f64f354e35b89422273e74cab8f</guid>
	</item>
	<item>
		<title>Creating Fire in a Particle Editor</title>
		<link>http://www.gamedev.net/page/resources/_/creative/visual-arts/creating-fire-in-a-particle-editor-r2609</link>
		<description><![CDATA[

<div class="c1"><img src="http://images.gamedev.net/features/art/fireParticles/title.png"></div>
<h1>Introduction</h1>
<p>Hi, my name is Bulatov Evgeni, I'm an artist at the game development studio <a href="http://xdevs.ru/">Extreme Developers</a>. In this lesson I'll show you my way of creating fire in the particles
editor <a href="http://www.astralax.com/">Magic Particles</a>. Particles are an integral part of computer graphics. Cinema, TV, and video games are using them to create impressive effects. Magic
Particles is a powerful and handy tool for creating special effects that we've chosen over several other editors. I'll try to give you some basic ideas concerning fire creation (backed by definite
directions), so that you could go further in this area by yourself. The particles are not limited to the fire only, there is a whole world of wonderful effects. In the <a href=
"http://downloads.gamedev.net/features/art/fireParticles/lesson_data.zip">included lesson data</a> there is a Magic Particles emitter file, particles textures and an avi video file with a fire
animation.</p>
<h1>Part 1: Texture Creation</h1>
<p>Particle textures are very important for creating nice looking fire. Experimenting with them you would get a different fire effect every time.</p>
<p>Magic Particles can read the PSD file format and even its alpha-channel (for transparency), but for creating fire we will use a special blend mode (it's called <b>Screen</b> in Photoshop), so
alpha-channel is not needed.</p>
<p>With this blend mode the black color is completely transparent while other colors lighten the picture under them. To create fire particles I painted textures 256x256 on a black background. Later
you could resize them smaller, but it's easier to draw them when they are big. Here is what I got:</p>
<div class="c1"><img src="http://images.gamedev.net/features/art/fireParticles/fig1.png"></div>
<p>I used a thin brush with soft edges and then used the Smudge Tool, duplicating layers when necessary and using <b>Gaussian Blur</b>.</p>
<div class="c1"><img src="http://images.gamedev.net/features/art/fireParticles/fig2.png"></div>
Make some textures, about three to six. After creating the effect I experimented with the textures, deleting the ones that did not fit into the overall picture and making new ones instead. As I see
it, the final result is mostly determined with the form of the tongues of flame you have drawn.
<h1>Part 2: Particles Editor</h1>
<p>After the textures are ready it's time to use the particles editor.</p>
<p>Run Magic Particles. At the top you can see the button panel, hit the "create emitter" button and after that "create particle type inside Emitter".</p>
<div class="c1"><img src="http://images.gamedev.net/features/art/fireParticles/fig3.png"></div>
<p>In the preview window you'll see something gray and odd looking. In its center there is an emitter's icon in a square frame. Drag the emitter to the bottom edge of the screen and deselect the
"show emitter" and "show clip area" check boxes on the bottom panel.</p>
<p>To load the textures drag the files onto the texture preview window (or use the <b>load texture</b> button, you can select multiple files in an open file dialog window).</p>
<div class="c1"><img src="http://images.gamedev.net/features/art/fireParticles/fig4.png"></div>
<p>Now go to the Color tab and check the <b>Intense</b> box (it's a special blend mode for luminous particles, corresponding the Photoshop screen blend mode). Now click the gray rectangle at the
bottom, you'll put a marker there. This way you'll specify the particles color during their lifespan.</p>
<p>Adjust the color as following:</p>
<div class="c1"><img src="http://images.gamedev.net/features/art/fireParticles/fig5.png"></div>
<p>The final marker must be black, so that the particles are faded in the end (this is why we are using the Intense blend features). This is the color of the flame.</p>
<p>Now each particle's texture is changing in consecutive order. But we didn't make an animation, so we do not need this. Go to the <b>Texture</b> tab and enter zero in the <b>Change frame texture
speed</b>. Also check the <b>Random texture starting frame</b>. Now each particle has a random texture not changing during its lifespan.</p>
<p>Now all we have to do is to adjust the particles motion and you'll get a real fire! But first change the <b>Visibility range</b> (at the bottom panel) to 9% start and 95% end range visibility.
This way the program doesn't show the start and the end of the effect if you don't need them.</p>
<p>Fire always goes up with a constant speed, emitting tongues of flames of different length. As it goes up it gets thinner and finally fades. Now step by step we'll set the particles motion
according to this model.</p>
<p>Let's start with the emitter. Click on the emitter in the <b>Emitter tree</b> (on the left) and in the top diagram change the point emitter type to the line type.</p>
<p>The particles will emit from this line. It has two parameters, the blue graph - the incline degree, the green one is the line length. The default parameters of 0 degrees and 100 length suit the
fire nicely.</p>
<p>Now let's change the angle of emitting the particles. Next diagram is the <b>Emission direction, degrees</b>. Set the values 36&ordm; and 144&ordm; so that the particles go up.</p>
<p>Now it doesn't resemble fire very much. Switch to the Particles and hit the Diagram Settings button.</p>
<div class="c1"><img src="http://images.gamedev.net/features/art/fireParticles/fig6.png"></div>
<p>Here are various parameters of particles. As all the parameters are in one place it is very convenient to adjust them in this wind&#111;w. Such parameters as <b>Life, Number, Size, Velocity</b> are
interdependent. For instance the high value of <b>Velocity</b> will increase the motion speed of particles and at the same time will make flame longer. But decreasing the <b>Life</b> parameter could
shorten the fire size.</p>
<p>Adjust the parameters as you like or take mine:</p>
<div class="c1"><img src="http://images.gamedev.net/features/art/fireParticles/fig7.png"></div>
<p>Looks like a good flame thrower, not too bad, but we'd really like a nice small campfire. Actually, as I was tuning the particles I adjusted both the graphs and the Minimums and Maximums in this
window, until I got the result I needed.</p>
<p>Let's adjust the diagrams. Now the fire looks too dense, the flame is too bright. Find the diagram <b>Visibility over life (factor)</b> and decrease it to 35.</p>
<p>Now we are going to set the particles motion. The flame must go up but now it's thrown sideways. It happens because of the wide angle of emitter direction. When making fire I wanted the flames
first to go sideways and then go upward. Like this:</p>
<div class="c1"><img src="http://images.gamedev.net/features/art/fireParticles/fig8.png"></div>
<p>Now the flame goes sideways and we want to direct it upward. We can do this using the Weight parameter, setting its value to a negative number. The particles will "float" upward.</p>
<p>In Magic Particles there are two types of graphs. The ordinary (gray icons) and the <b>Factors</b> (red icons). The usual graphs adjust the particles properties during the effect's lifespan (X
axis is the effect's lifespan). But <b>factors</b> change the particles during the lifespan of the particle (X axis is the particle's lifespan).</p>
<p>With the help of the factor graphs I made it so that the particle motion is determined by the <b>Velocity</b> in the beginning and by the <b>Weight</b> later on. It looks like this:</p>
<div class="c1"><img src="http://images.gamedev.net/features/art/fireParticles/fig9.png"><br>
<img src="http://images.gamedev.net/features/art/fireParticles/fig10.png"></div>
<p>This way I've got the desired fire motion.</p>
<p>As the real flame is first wider and then gets thinner in the upper position I adjusted the diagram <b>Size over life (factor)</b> like this:</p>
<div class="c1"><img src="http://images.gamedev.net/features/art/fireParticles/fig11.png"></div>
<p>You can watch the movement of only one particle if you check Single particle in the <b>Number of emitted particles</b> diagram. It is helpful when there are too many particles making it difficult
to understand their motion.</p>
<p>Now the flame is still rather intense and high. Decrease its height and imitate its fluctuations. This is what I've got after adjusting <b>Life of particle</b> and <b>Number of emitted
particles</b> diagrams:</p>
<div class="c1"><img src="http://images.gamedev.net/features/art/fireParticles/fig12.png"></div>
<p>The interesting thing about the diagrams with two lines is that they allow you to get the random values in the interval between the green and the blue lines. This means that each created particle
will get the different parameter's value.</p>
<p>Not a bad result, but to make the fire more vivid I made the particles spin. The diagram <b>Spin of particle</b> is set from 0 to 100, and the diagram <b>pin over life (factor)</b> is made fading
to eliminate the unnatural spin at the top.</p>
<div class="c1"><img src="http://images.gamedev.net/features/art/fireParticles/fig13.png"></div>
<p>This is my result: (gif animation)</p>
<div class="c1"><img src="http://images.gamedev.net/features/art/fireParticles/fig14.gif"></div>
<p>You can add some sparkles to the fire by creating a new particle type inside the emitter, and also some smoke.</p>
<p>For sparkles, paint a white dot or a stroke on a black background and use the <b>Intense</b> parameter. For smoke you'll have to experiment with textures. As smoke doesn't shine, turn the
<b>Intense</b> off and set a blue tint in the color settings.</p>
<p>This is my simple way of creating fire in particle editors. If you download the file with the example and the textures you'll be able to see my fire version in Magic Particles.</p>
<h1>Part 3: Export and integration into a game</h1>
<p>After the fire has been created it has to be integrated into a game. The simplest way in this case is to render the fire to a frame-by-frame animation and looping it after that. Then you'll be
able to play this animation as sprites in any place within the game.</p>
<p>Unfortunately the nature of such editors doesn't allow you to make an infinite loop process. We'll have to cheat :) But first we have to get the sequence of frames. There is nothing difficult
about it, have a look at the export window of Magic Particles:</p>
<div class="c1"><img src="http://images.gamedev.net/features/art/fireParticles/fig15.png"></div>
<p>Choose the frame size, usually multiple of power of 2 (for example 128, 256, 512), file type (any graphic format except lossy compression, alpha-channel not needed) and hit <b>Export</b>.</p>
<p>You'll get too many frames, so you'll need to select a small section, 1-3 seconds long. It'll be quite enough.</p>
<p>To create a smooth transition I used Adobe After Effects. Not going into detail I'll just show you a couple of snapshots:</p>
<div class="c1"><img src="http://images.gamedev.net/features/art/fireParticles/fig16.png"></div>
<p>I imported the frame sequence into After Effects and copied the animation as a second layer. After that I "cut" the tracks in the middle and moved them so that one track ended in the place of the
cut and the other began. I shortened the composition time to make the tracks overlap. And then I adjusted the opacity of the upper layer so that it changed from 0% to 100% from A to B.</p>
<p>After this operation the transition becomes almost unnoticeable. We only have to render the composition into a frame sequence and see how it works in the game.</p>
<p>Another way to export fire into a game is to use a developer version of the program Magic Particles (Dev). This version has an API to export the special effects into the game engine at a level of
processing particles. The example API use you can <a href="http://www.astralax.com/programm/demo_api.zip">download here</a>.</p>
<h1>Conclusion</h1>
<p>Experimenting with your results you can make the fire as fierce as a forest fire or calm as a gas stove fire. You can make it brighter, dimmer, quicker or slower. Real fire is sometimes very
different and having toyed with the parameters you can make it the way you wish.</p>
<p>In conclusion I would like to thank Yasha a.k.a Snork, Alexei a.k.a. Odin_KG and Masha Zaitseva for the help in the lesson creation.</p>
<p>Ask your questions and put you comments.<br>
With best wishes Evgeni Vendigo Bulatov.</p>
<p>The translation from Russian by Grigori Bulatov, with additional clean-up by Drew Sikora. Please put any comments concerning the quality of translation.</p>

]]></description>
		<pubDate>Thu, 19 Feb 2009 08:43:07 +0000</pubDate>
		<guid isPermaLink="false">112a8e92dcedcda4237de18e9126b2d2</guid>
	</item>
	<item>
		<title>Better Programmer Art</title>
		<link>http://www.gamedev.net/page/resources/_/creative/visual-arts/better-programmer-art-r2594</link>
		<description><![CDATA[

<h1>Introduction</h1>
I've worked building tools and engines for artists making games and visual effects for more than ten years, and I've always been baffled by the distinction that people make between "programmer art"
and "real game art". Also, I've noticed that the only people who will give you a free pass for bad programmer art are other programmers. Regardless of how fun your game is, or how technically awesome
your tech demo is, the non-programmers you show it to are going to think: Is that a jetpack or a tumor?
<p>Often, you can find a way to generate good art without having to create it from scratch. Mason McCuskey offers some excellent suggestions for sources of game art in his article <a href=
"http://www.gamedev.net/reference/articles/article1069.asp">"Creating Good Game Art When You're Not An Artist"</a>.</p>
<p>But sometimes, you just have to create your art from scratch. Budgetary restrictions or game contest rules, or simply a tight deadline for a prototype might require you to set down the figurative
slide-rule and pick up a paintbrush.</p>
<h2>But I can't draw...really.. I mean, look at this:</h2>
<img src="http://images.gamedev.net/features/art/CoderGameArt/bad_spaceguy.png" alt="">
<p>If that's what your programmer art looks like, this article is for you.</p>
<p>I thought I'd share a set of tips for making better programmer art. These tips are intended to be useful to anyone, regardless of artistic ability or experience. While tips like "practice
sketching everyday" or "visit an art museum" might be useful for the aspiring game artist, this document is meant for the non-artist, how to trick people into thinking that you--the left-brained,
code-writing, math-loving programmer--have some artistic ability. In addition, none (mostly) of these tips require "practice", because, while practice is useful and even essential to being a true
artist, it always seems like the your deadline is coming up with the sunrise and you just need some damn sprites.</p>
<p>Some of this is aimed at Photoshop users, because that's what I know, but the same concepts apply to any paint program, and there are equivalent operations to everything I mention here in the
Gimp, and probably in whatever package you use.</p>
<p><a href="http://www.ludumdare.com"><img src="http://images.gamedev.net/features/art/CoderGameArt/ld_header.png" alt="" border="0"></a></p>
<p>This is also aimed at participants in LudumDare or similar contests where you try to create a game from scratch in 48-hours. My compo games tend to fare well in the graphics category (alas, killer
gameplay continues to elude me), even though I don't consider myself a particularly good game artist. Many of these example come from my LD entries, and much of this experience is stuff I learned by
doing these contests and being forced to generate art with an insane deadline. Moreover, they should be valuable to anyone trying to produce quality art (or some approximation thereof) with a short
schedule or limited budget.</p>
<h1>Tip #1: Start with a Color Palette</h1>
<p>The is the most common mistake I see, and the easiest to avoid. The default palette for most paint programs hearkens back to the DOS days (can you find the connection between the colors in this
palette and the four-bit binary numbers from 00 to 15? Of course you can. If you couldn't figure that out, you'd be a real artist.)</p>
<img src="http://images.gamedev.net/features/art/CoderGameArt/col_txt.jpg" alt="">
<p>By palette, I don't mean a 16 or 256 color palette from the VGA days. I simply mean a coordinated color scheme for your game. If you start with a well chosen palette first thing, your scribbles
will appear aesthetically pleasing and even intentionally "graphic designy" rather than "crap".</p>
<h2>But where do I find a palette? I can't even coordinate colors when I dress myself in the morning!</h2>
<p>Well, a little color theory goes a long way, and if you spend fifteen minutes googling "color theory" or "colour theory", which is the inferior British version of the theory, you'll be ahead of
the game. But if you don't have time for that, here's a few things that work wonders:</p>
<ol>
<li>Use a photographic image. Think about the theme or setting of your game, and find an image that reminds you of it. If you're making an abstract game, consider theming it, but you can just find
any image you like. Then, when making your game art, NEVER use the color chooser, instead ONLY sample colors from your palette image with the eyedropper tool. With a little luck, your game will pick
up the "mood" of this image.<br>
<a href="http://www.flickr.com/photos/93246169@N00/300417735"><img src="http://images.gamedev.net/features/art/CoderGameArt/studio.jpg" alt="" border="0"></a></li>
<li>Use a palette from a real artist. There are sites listed below that have great pre-built palettes to start with. Start with one of these, and use the colors in your game. With this approach,
you'll often need more than the 5 or so colors you get in the palette.<br>
<img src="http://images.gamedev.net/features/art/CoderGameArt/pumpkin-attack.png" alt=""></li>
<li>Resist the urge to free-pick from the color chooser, instead, make new colors by combining ones from your palette. For example, draw atop the palette with a semi-transparent brush.<br>
<img src="http://images.gamedev.net/features/art/CoderGameArt/overpaint.png" alt=""></li>
</ol>
For a larger game, you may want to use a different palette per level or world area. If your interface elements and main character are neutral colors, or if these palettes share a common accent color,
you can share them between levels or area.
<div class="c1"><img src="http://images.gamedev.net/features/art/CoderGameArt/pally-fix.png" alt=""></div>
<p>This example uses a "monochromatic" palette, all the colors are different shades of a very similar hue, other color schemes have more variety but what's important is that the colors all work
together well.</p>
<h2>Resources:</h2>
<ul>
<li><a href="http://kuler.adobe.com/">Adobe's Kuler Site</a></li>
<li><a href="http://www.colourlovers.com/">ColourLovers</a></li>
<li><a href="http://labs.ideeinc.com/multicolr/">MultiColr from idee labs</a><br>
This awesome site is the best of both worlds: make a palette and get a bunch of photos that go with it. Just pick a few colors you like, then pick an image that looks good, then color-pick from it.
Done!</li>
</ul>
<h1>Tip #2: Hide your shame with a clever theme</h1>
<h2>I can't draw!</h2>
<p>Maybe, you're just too cool to draw. Maybe it's intentional. That's it. Instead of making good art, choose a theme that requires bad art. It worked for <a href=
"http://www.ambrosiasw.com/games/sketchfighter/">"SketchFighter"</a> and <a href="http://www.crayonphysics.com/">"Crayon Physics"</a></p>
<div class="c1"><a href="http://images.gamedev.net/features/art/CoderGameArt/sk1.jpg"><img src="http://images.gamedev.net/features/art/CoderGameArt/sk1.jpg" alt="" width="200" border="0" height=
"150"></a> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="http://images.gamedev.net/features/art/CoderGameArt/crayon_shot_02.jpg"><img src=
"http://images.gamedev.net/features/art/CoderGameArt/crayon_shot_02.jpg" alt="" width="200" border="0" height="150"></a></div>
<p>Or use what you've got available. Just got some crap on your desk? You could have made one of the most popular games of all time, <a href="http://www.handdrawngames.com/DesktopTD/Game.asp">Desktop
Tower Defense.</a></p>
<div class="c1"><a href="http://images.gamedev.net/features/art/CoderGameArt/dtd.jpg"><img src="http://images.gamedev.net/features/art/CoderGameArt/dtd.jpg" alt="" width="320" border="0" height=
"220"></a></div>
<p>People are starting to catch on to this trick, but it's got a few years of life left in it. Be creative... maybe your characters are all gingerbread cookies, and you can literally bake them up. Or
some kind of zombie bacon attacking your kitchen. Or even a <a href="http://www.imitationpickles.org/ld487/">furry chest in need of a shave</a>.</p>
<h1>Tip #3: Simple Shapes and Silhouettes</h1>
<table border="0" bgcolor="black">
<tr>
<td><img src="http://images.gamedev.net/features/art/CoderGameArt/Trapezoid_1000.gif"></td>
</tr>
</table>
<p>Circle, Square, Triangle, Rhombus, Trapezoid, Parallelogram, etc.. You know how to compute their area exactly, but do you know how to draw them badly? Sketch a couple of shapes freehand, and then
add eyes (for a character) or wheels (for a vehicle) or whatever. They'll probably come out wobbly and goofy, not very precise at all.</p>
<div class="c1">
<p><img src="http://images.gamedev.net/features/art/CoderGameArt/shapes.png" alt=""></p>
</div>
<p>Depending on how much coffee you've had already, they might be a completely different shape. That's ok! That's good, in fact, as the imperfections and variations create "personality" and make them
come alive. Don't use the "shape tools" in your drawing program, it is the destroyer of sprite's souls. By making their forms distinct, you make it easy for the player to differentiate between them
visually.</p>
<p><a href="http://www.smiles-game.com/">"Smiles"</a> from Sykhronics is a great example of this. Distinct shape and color help you immediately recognise the shapes. You could probably still play the
game on a two-color iPhone.</p>
<div class="c1">
<p><a href="http://www.smiles-game.com"><img src="http://images.gamedev.net/features/art/CoderGameArt/smiles.png" alt="" border="0"></a></p>
</div>
<p>Look at the silhouettes of the shapes. You can use "threshold" or select the outside, invert it, and fill on a new layer, to see this directly. Can you tell what they are just by their outline?
Can you tell them apart at least?</p>
<div class="c1">
<p><img src="http://images.gamedev.net/features/art/CoderGameArt/merch-items.png" alt=""></p>
</div>
You can distinguish the items (from my TINS entry "Railroad Merchant") here from their outlines, and could even recognise some of them. For items with a similar shape I still made sure the outline
was different.
<p>This is even more important in 3D. Assign a solid black material and view the model on a white background (or vice versa). Zoom out until it's as big as you expect it to be on the screen during
normal gameplay. Does it read?</p>
<h2>Resources:</h2>
<p>This is explained way more eloquently in this blog post:<br>
<a href="http://aviary.com/bizblog/posts/good-design-lies-in-the-foundation">Good Design lies in the foundation</a></p>
<h1>Tip #4: Draw more than you need</h1>
<p>For the next few tips, we'll develop a sprite for a hypothetical platformer. Let's say we need an enemy, something you can't jump on top of without taking damage. My first though was some kind of
spikey turtle (real original, huh?).</p>
<p>The first mistake a programmer will make is to think that his or her ugly sprite will get better by just continuing to work on it. It won't! If it starts out bad, it stays bad. So instead of
pixel-pushing for an hour, just sketch a bunch of and only detail the one you like the best.</p>
<div class="c1">
<p><img src="http://images.gamedev.net/features/art/CoderGameArt/sketches1.jpg" alt=""></p>
</div>
<p>I started sketching some random enemies, not putting to much detail or thought into them. You can do this quickly and just abandon anything that's not working. I didn't like my turtle at all (he
looks kind of like a vampire ferret that someone set on fire). I decided I liked the lobster guy the best, because of his interesting shape, clear silhoutte, and I think he's kind of a unique
enemy.</p>
<h1>Tip #5: Work at higher resolution</h1>
<p>For sprite art, I work at 10x the resolution I need. So if I am making a 64x64 sprite, I work using at least 640x640. Sometimes, a rather ugly character at hi-res becomes a pretty good sprite.
Even for backgrounds and logos and stuff, I try to work at 2-3 times the target resolution. If you are careful about the edges when downsampling (see next tip) you can get lots of detail with crisp
edges.</p>
<div class="c1">
<p><img src="http://images.gamedev.net/features/art/CoderGameArt/sketch_hires.jpg" alt=""></p>
</div>
<p>For the lobster guy, I took the original sketch and traced over an outline. I typed "lobster" into Google Images and that gave me the idea to make him blue instead of red, and gave me some ideas
for more details. Then I colored him in on a different layer below the outline, so I didn't have to worry about messing up my outline. Once he was filled in with solid colors, I set "lock alpha" on
and just added some shading.</p>
<p>Don't lose sight of the fact that you're going to downres the heck out of him. You can get caught up in drawing all kinds of fine detail, but it will all get turned to mush in the next step. It's
always a good idea to zoom out to get an idea of what the finished product will look like (or just check the Navigator window).</p>
<p>He's still kind of sloppy and not very detailed but next we're going to downsample him and that will hide all of that. Well, mostly.</p>
<h1>Tip #6: Watch your Edges</h1>
<img src="http://images.gamedev.net/features/art/CoderGameArt/cactus-guy.png" alt="">
<p>Photoshop (and other paint programs) tries to helpfully blend everything together, giving you nice, smooth antialiased edges. Which is great, except when you want a crisp edge for your 1-bit
alpha. Photoshop has ruined many a 3D tree-billboard and beautiful 2D sprite edge with it's overzealous edge mushing. Here's my workflow for making sprites into game-ready images. I should make this
an action or a script, someday, but it's pretty simple:</p>
<h3>Step 1: Isolate the hi-res version on a transparent background</h3>
<p><img src="http://images.gamedev.net/features/art/CoderGameArt/downres_step1.jpg" alt=""></p>
<h3>Step 2: Downsample to target resolution</h3>
<p>Here's he's (just about) 64x64, still against a transparent background.</p>
<p><img src="http://images.gamedev.net/features/art/CoderGameArt/downres_step2.jpg" alt=""></p>
<h3>Step 3: Make a crispy edge</h3>
<p>Here's how to get the edges right:</p>
<ol>
<li>Magic Wand the transparent parts. Important: Set a very low "tolerance" value and most importantly, make sure "anti-alias" is set to OFF.</li>
<li>Invert the selection (CTRL-SHIFT-I). It should be about a pixel or so bigger than the subject.</li>
<li>Make a new layer underneath the subject, and fill the selection with solid black (or your outline color).</li>
<li>If you're game engine wants a color-key background like in this example, add it now as a solid layer below. If you're using transparency, just leave the transparent background as-is.</li>
</ol>
Now you should end up with the sprite blended smoothly into a sharp, crisp edge.
<p><img src="http://images.gamedev.net/features/art/CoderGameArt/downres_step3.png" alt=""></p>
<h3>Step 4: Clean up the pixels</h3>
<p>Only now do you start messing with individual pixels. Your outline will probably be a little chunky, use the pencil tool to clean it up, and also add detail to the parts of the sprite that got a
little blurred in the downsampling. Here, I just cleaned up the face, the tail, and the antennae.</p>
<p>The point is the most time-consuming way to paint a sprite is one pixel at a time. So you want to put off on this step until as late as possible.</p>
<p><img src="http://images.gamedev.net/features/art/CoderGameArt/downres_step4.jpg" alt=""></p>
<h3>Done: The final enemy sprite</h3>
<p>Here's the final sprite at regular and 2x size. It's not perfect, and it's certainly not going to get me a job at Square or anything, but it turned out all right for programmer art.</p>
<p><img src="http://images.gamedev.net/features/art/CoderGameArt/downres_final.png" alt=""></p>
<h1>Tip #7: Create Variations</h1>
<p>You might want twenty monsters or spaceships for your game. Great! But you only have so much time. If you create one or two monster-spaceships that you like, you can make variations of them.
Change the color. Many of the creatures in "Diablo" were just other creatures with different colors. Same deal with Pac-Man. Or you can change the scale, cut and paste parts. Instead of a meatasaur,
vegisaur and a monkisaur, create a whole genus of related meatsaurs with slighty different features. You can turn out five or ten variations in the time it takes to do one new creature.</p>
<div class="c1">
<p><img src="http://images.gamedev.net/features/art/CoderGameArt/variations.png" alt=""></p>
</div>
<p>With the hue/saturation tool, I made a red version of the and erased his antennae. Then I added wings to get a completely different enemy. An added bonus of this technique is that it will make all
your enemies look stylisticly similar, so your levels look more consistent, almost as if you planned it that way.</p>
<h1>Tip #8: Avoid Animation</h1>
The word <i>"animation"</i> comes from the ancient Sumerian <i>"A'Nimaatii"</i>, which was a type of slave assigned to do a thankless, repetitive task such as rowing or turning a millstone. There is
little more painful in game art than have to create not just one frame that looks good, but ten or twenty. So don't do it!
<ul>
<li>Use a theme that doesn't need it. Spaceships don't need much animation. Vechicles don't really, and you can fake wheels moving. If you can come up with a concept that doesn't need animation,
you're much better off. And you'll save yourself some coding time, too.</li>
<li>If you must, start with simple cheats. Just flip an overhead sprite of a character horizontally and you've got a 2-frame run cycle. You can get away with amazingly few frames, look at sprite rips
from old gameboy and NES games to see just how few. <a href="http://pages.cthome.net/mnoni/webpage/finalfantasy.gif">Final Fantasy Sprites</a></li>
<li>Use templates. Don't steal a sprite rip, but steal the poses from it. For this sprite, I found an example of a sprite from Mega-Man, and drew a new sprite, but used the same poses.<br>
<p><img src="http://images.gamedev.net/features/art/CoderGameArt/hero.gif" alt=""></p>
</li>
<li>Rotoscoping: it's not just for singing orcs anymore. Many digital cameras have a "burst" mode, or you can film a short video and extract the frames. Film yourself doing a few simple actions,
extract the frame and start tracing. <a href="http://jordanmechner.com/old-journals/1985/10/october-20-1985/">Recognize this?</a> Warning: this can turn into a time sink if you're not careful, so
don't get carried away filming stuff. It's just a guide.</li>
</ul>
<h1>Tip #9: Skyboxen</h1>
<h2>Making a 3D game?</h2>
<p>Implementing a simple skybox is not very hard to do. But in terms of visual bang-for-the-buck, they can't be beat. The skybox does the important job of FILLING THE SCREEN WITH SOMETHING.</p>
<p>I say "skybox" here but this could be any type of panoramic background, from a cube-mapped skybox, to a panoramic image on a sphere or hemisphere, to a simple background image for a 2Dish
game.</p>
<h2>But where do I get a nice skybox image?</h2>
<ol>
<li>Wait until sunset or a nice cloud formation wanders by, go outside (or get up to your roof) and take some photos. Obviously, this is weather dependent, you don't get brilliant sunsets everyday
(unless you live in Florida), but you can post-process the heck out of whatever you shoot. Just to illustrate, the day after I wrote this, I took these pictures on the way home from the supermarket.
This was a little unusual, where I live is not known for gorgeous sunsets like this, but even on a normal day you'll get something.<br>
<a href="http://images.gamedev.net/features/art/CoderGameArt/oakland_hi.jpg"><img src="http://images.gamedev.net/features/art/CoderGameArt/oakland_sm.jpg" alt=""></a> <a href=
"http://images.gamedev.net/features/art/CoderGameArt/sfpano1_hi.jpg"><img src="http://images.gamedev.net/features/art/CoderGameArt/sfpano1_sm.jpg" alt=""></a> <a href=
"http://images.gamedev.net/features/art/CoderGameArt/sfpano2_hi.jpg"><img src="http://images.gamedev.net/features/art/CoderGameArt/sfpano2_sm.jpg" alt=""></a><br>
ps. They're a bit blurry, but I've included links to the full-res versions, so if you want to use them for something go ahead, use without any restrictions.</li>
<li>Paint it yourself! Here's a quick tutorial I whipped up on painting skies:<br>
<a href="http://images.gamedev.net/features/art/CoderGameArt/skybox-tut.jpg"><img src="http://images.gamedev.net/features/art/CoderGameArt/skybox-tut-title.png" alt=""></a>
<p>Compare how much better Zillagame (my first ludumdare entry ever!) looks. On the left, no skybox (and an alpha sorting bug), and on the right with the skybox we just made.</p>
<img src="http://images.gamedev.net/features/art/CoderGameArt/zilla-skybox.jpg" alt=""></li>
<li>If this isn't for a contest, there are tons of free or reasonably priced skybox images online.
<ul>
<li>1000 skies<br>
<a href="http://1000skies.com/"><img src="http://images.gamedev.net/features/art/CoderGameArt/skybox.png" alt=""></a></li>
<li>Just google for "Free HDR Skies". You don't need HDR for game purposes but that makes it easier to find. Or search for "Sky Pano" or "sunset" on flickr (but check the license before you use any
of these).</li>
</ul>
</li>
</ol>
<p>Also, keep in mind that the sky is the major light source for the outside world. This goes hand in hand with the "color palette" tip above. Use colors from the skybox when making your level and
setting up your lighting.</p>
<p>Of course, your game doesn't have to take place at sunset. Unless it's a racing game, I think there's some sort of law requiring that. A clear midday sky, a photoshopped alien landscape, whatever
is most appropriate for the setting of your level.</p>
<h1>Tip #10: Bake in lighting</h1>
<p>This works for a level or a character. It might not be "correct", especially when you mix it with runtime lighting, but it looks good. If you texture your level/character without overlapping
anywhere, you can do this without writing an extra line of code by baking light and combining it directly into your color texture map, and if you take a bit of time to handle multiple UV sets you can
get full-on lightmapping in your game.</p>
<img src="http://images.gamedev.net/features/art/CoderGameArt/zapper_light.jpg" alt="">
<p>In my 48 hour game, "Bugzapper", all the lighting on the structure is baked into the texture. In fact, I ran out of time to even paint the diffuse texture. The light direction is totally wrong
with respect to the skybox, but most people won't notice that, anyways.</p>
<p>Here's instructions on how to use Blender to bake. Maya and others have similar fuctions. Don't worry about baking all the fancy amboccl/normal map stuff, if you're not writing a real game. Just
bake EVERYTHING in ("aka full render bake") to the base texture and then use no lighting or very simple lighting in your game.<br>
<a href="http://wiki.blender.org/index.php/Manual/Render_Bake">Baking Lighting with Blender</a><br>
Here's another example of using this on a terrain in blender to make it look good:<br>
<a href="http://www.katsbits.com/htm/tutorials/blender_ao_baking_terrain.htm">Blender terrain baking</a></p>
<p>One word of warning, don't try to figure this out during a contest. Try it out beforehand to get the process down first, you can waste a lot of time figuring out how to do this, but once you have
it, it can take 15-20 minutes during a contest and make a huge difference.</p>
<p>Also, wait until you are sure you are final with your model's textures before doing this. You can't unbake, and you don't want to have to do this twice.</p>
<h1>Tip #11: Get a Tablet</h1>
Even if you have no aspirations to be a game artist, if you are doing any drawing on your computer at all, then you owe it to yourself to get a tablet. You don't need a big one or a fancy one, a 4x6
is fine. You can find used serial tablets on ebay super-cheap, and Wacom's new "Bamboo" looks very affordable. Drawing with a mouse is like drawing with a brick.
<p>When a lot of people I know first buy a tablet, they take a while to get used to it. Here's some tips to help make the most of a tablet</p>
<ul>
<li>In the control panel, crank up the pressure sensitivity towards firm. You want to have to really mash down on it to get full pressure. By default, the pressure is way too loose and you end up
losing most of the control</li>
<li>Drawing with a sheet of blank paper totally changes the feel. Different types of paper -- copy paper, magazine pages, construction paper, etc -- can totally change the feel. Experiment.</li>
<li>Practice. I know I said none of these tips require practice, but I lied. Try these exercises:
<ul>
<li>In Photoshop, make 10 squares in a row and fill them with greyscale from 0% (black) to 100% (white). Beneath them, make 10 empty squares. Try to shade the squares below to match the guide squares
(if you squint your eyes at them). Try this with different brushes, practice the pressure sensetivity.</li>
<li>Try handwriting something, like the alphabet or copy a passage of text. Start out very large, with huge letters, and get progressively smaller. This will both get your hand used to the tablet,
and your eyes used to looking at the screen while you are drawing somewhere else.</li>
</ul>
</li>
</ul>
<p>Also, in this day of touch-screen interfaces, having a tablet can be a cheap way to prototype touch-style gameplay (though without the multitouch). It's not exactly the same but it's a lot closer
than using a mouse.</p>
<h1>Additional Resources</h1>
<ul>
<li><a href="http://www.colormatters.com/colortheory.html">Color Theory</a></li>
<li><a href="http://features.cgsociety.org/story_custom.php?story_id=4678">Texturing Tutorial</a></li>
<li><a href="http://www.ludumdare.com">Ludumdare 48-hour Contest</a></li>
<li><a href="http://tilestudio.sourceforge.net/drawing.html">Tile Studio Art Tutorial</a></li>
</ul>

]]></description>
		<pubDate>Mon, 29 Dec 2008 12:15:07 +0000</pubDate>
		<guid isPermaLink="false">0dce20892f775d8953c42e4a49978e38</guid>
	</item>
	<item>
		<title>Case Study: Resistance 2 Graphics Tools and Pip...</title>
		<link>http://www.gamedev.net/page/resources/_/creative/visual-arts/case-study-resistance-2-graphics-tools-and-pipeline-r2593</link>
		<description><![CDATA[

<h1>Introduction</h1>
<p>In 2006, Insomniac Games delivered an impressive release for Playstation 3 consoles. <i>Resistance: Fall of Man</i> successfully transported players to a grim apocalyptic environment. Set in
Europe in 1951, players battled alien beasts known as Chimera in a survival effort. The first-person shooter garnered a number of awards and sold more than 2.7 million copies worldwide.</p>
<p>Recently, Insomniac Games released a sequel named <i>Resistance 2</i>. The new version expands upon the previous version and allows players to roam the wastelands once again. This new version is
set in the United States. Single player mode lets you play as Sergeant Nathan Hale, who is not only battling the aliens, but he is also infected with a virus that threatens to turn him into a
Chimera.</p>
<p>Along with the stand-alone single player mode, <i>Resistance 2</i> also offers an 8-player online cooperative mode that lets a team of players work together to fight the aliens. There is also a
60-player online competitive multiplayer mode that you can access.</p>
<p>First impressions of the game&#8217;s graphics are outstanding. The artists at Insomniac have out-done themselves with a ghastly array of alien beasts created using Maya. Using normal maps and
other cutting-edge techniques, the visuals help drive the story home. Equal to the visual imagery are the articulated motions of the various characters made possible by MotionBuilder.</p>
<h1>The Tools</h1>
<p>The Autodesk people put me in touch with the artist team at Insomniac and I was able to learn about how they used the Autodesk tools to create this incredible environment and its other-worldly
inhabitants.</p>
<p>I spoke in-depth with Samuel Sharit, senior character artist, at Insomniac Games about and how the Autodesk tools fit into their unique pipeline. Samuel was responsible for creating many of the
creatures found in Resistance 2 including the 300 ft. tall Leviathan beasts.</p>
<p>The Insomniac artistic team used Autodesk&#8217;s Maya coupled with MotionBuilder to bring these creatures to life. Altogether the team has roughly 50 Maya seats which are spread out between the
artistic and programming teams.</p>
<p>The team also uses a proprietary game engine that was also used to create other hits such as the first Resistance game and the popular <i>Ratchet and Clank</i> games.</p>
<p>When production of <i>Resistance 2</i> started, the entire team was using Maya 8.5, but halfway through the production cycle, the team was upgraded to Maya 2008. I asked Samuel about the affect of
upgrading software midway through production and he said the transition didn&#8217;t cause any delays or issues. Of the new features in Maya 2008, Samuel remarked that the ability to preview using
the Active Smooth mode was a huge time-saver.</p>
<div class="c1"><img src="http://images.gamedev.net/features/art/resistance2case/fig2.jpg"><br>
<small>Resistance 2 is a trademark of Sony Computer Entertainment America Inc. Developed by Insomniac Games. &copy;2008 Sony Computer Entertainment America Inc.</small></div>
<h1>The Pipeline</h1>
<p>Insomniac Games uses an original art pipeline for getting assets into the game. The big picture of the pipeline is that the artist moves models to a technical artist and then on to the
animator.</p>
<p>The artist team at Insomniac altered its pipeline flow for <i>Resistance 2</i>. The first step of the process was to rough and form the models. During this step, the modelers quickly created rough
geometry with a rough rig. The goal of these roughs was to create something quick without any details. The roughs only needed to show the most basic shape of the character. These rough models were
then handed over to the gameplay group who used the model to test out the game engine. The results were then used to create the game&#8217;s AI.</p>
<p>The roughs typically involved about a half a day of modeling time per character. Using these quick techniques, Samuel was able to complete most of the roughs used in the game in about a month.</p>
<p>After a valid gameplay test, the working model dimensions were passed back to the artists who would start the final pass. Most final pass models would be complete with models and textures in about
3 weeks per character. Some creatures, such as the large Leviathan, took around 6 weeks. There were 6 character artists working simultaneously on the project.</p>
<p>Because of the advanced next-generation consoles, the team didn&#8217;t need to prepare a separate set of assets for creating the game cinematics. All cut scenes were created using game assets,
but high and low-res models of each character were created in order to produce normal maps.</p>
<p>All the modeling was completed using Maya, which worked extremely well with their pipeline. Samuel was actually a Max user, but found it more convenient to use Maya with their pipeline. It took
him about 2 months to become comfortable with Maya.</p>
<p>Textures and normal maps were created using ZBrush and Photoshop was used for final touch-up work and for any texture tweaking that was required.</p>
<div class="c1"><img src="http://images.gamedev.net/features/art/resistance2case/fig3.jpg"><br>
<small>Resistance 2 is a trademark of Sony Computer Entertainment America Inc. Developed by Insomniac Games. &copy;2008 Sony Computer Entertainment America Inc.</small></div>
<p>The animation team used a mixture of motion capture and hand keying. The animator&#8217;s used motion capture for most of the human action, but most of the facial animations are hand-keyed. The
Hybrid and Grim alien&#8217;s actions were also motion captured, but the Spinners and most of the bosses were hand-keyed. Insomniac used two different motion capture studios including Sony San Diego
and the House of Moves. The team found that the experience at Sony San Diego was more personable.</p>
<p>The animation team found that using MotionBuilder was a huge time-saver. &#8220;By switching to MotionBuilder, the technical artists were able to work with multiple rigs at once,&#8221; said
Samuel. This enabled technical artists to verify the model&#8217;s motions in real-time instead of one at a time.</p>
<p>Of all the characters, the humans posed some of the greatest challenges. In particular, the lip-synching took some time to get right. It was accomplished using a bone-based system along with some
blend shapes.</p>
<h1>Summary</h1>
<p>Overall, the game graphics speak for themselves. With skill and the right tools, the results are outstanding. The Insomniac artistic team has effectively integrated Maya and MotionBuilder into
their production pipeline enabling them to quickly and efficiently produce the needed assets.</p>
<p><i>Resistance 2</i> is out now and available for Playstation 3 consoles. You can learn more about Autodesk&#8217;s suite of tools at <a href="http://www.autodesk.com/">www.autodesk.com</a> and
about Insomniac Games at <a href="http://www.insomniacgames.com/">www.insomniacgames.com</a>.</p>
<p><small>Kelly L. Murdock is the president of Tulip Multimedia, a design firm specializing in 3d graphics. He&#8217;s written extensively on 3d graphics including books on 3ds max, Maya, LightWave
and Poser.</small></p>

]]></description>
		<pubDate>Thu, 18 Dec 2008 14:20:33 +0000</pubDate>
		<guid isPermaLink="false">1a33a3b39bbd30e6d291697f4ad8b1ad</guid>
	</item>
	<item>
		<title>Easy Atmospheric Perspective in Photoshop</title>
		<link>http://www.gamedev.net/page/resources/_/creative/visual-arts/easy-atmospheric-perspective-in-photoshop-r2521</link>
		<description><![CDATA[

<h1>What is Atmospheric Perspective?</h1>
<p>Go outside and look at the air around you. Can you see it? Most of us grow up thinking that air is invisible, but it isn&#8217;t. In fact, air is one of the most important cues we use to judge the
depth in an image we&#8217;re looking at.</p>
<div class="c1">
<p><a href="http://images.gamedev.net/features/art/AtmosPerspective/la_atmosphere.jpg"><img src="http://images.gamedev.net/features/art/AtmosPerspective/la_atmosphere_tn.jpg"></a></p>
</div>
<p>Look at this photo I took from a hotel room window in Los Angeles. The colors of the buildings and cars that are closer to the camera are vivid and high-contrast. However, the buildings, trees,
and hills in the background have a smoky appearance, losing their color and definition.</p>
<div class="c1">
<p><a href="http://images.gamedev.net/features/art/AtmosPerspective/sabino1.jpg"><img src="http://images.gamedev.net/features/art/AtmosPerspective/sabino1_tn.jpg"></a></p>
</div>
<p>These images of Sabino Canyon in Tucson, AZ, show a similar effect. Objects close to the camera show a full range of colors and light and dark values, while the mountains in the background are
hazy with less difference between shadows and highlights. Also notice that the way you can tell which mountains are closer to you and which are further is by noticing how hazy they are.</p>
<div class="c1">
<p><a href="http://images.gamedev.net/features/art/AtmosPerspective/sabino2.jpg"><img src="http://images.gamedev.net/features/art/AtmosPerspective/sabino2_tn.jpg"></a></p>
</div>
<p>Atmospheric perspective is caused by the fact that the space surrounding the solid objects that we see isn&#8217;t empty. Light scatters around between air, water, smoke, dust, and pollution
molecules, partially obscuring the objects that they are in front of. The further away an object is from the viewer, the more obscure it becomes. Eventually, especially on foggy days, entire
buildings and mountains can become completely invisible!</p>
<p>Visually, there are three primary effects caused by atmospheric perspective:</p>
<ol>
<li>The further away an object is, the closer its color will match the color of the sky.</li>
<li>As an object moves further from the viewer, the contrast between its highlights and shadows will decrease.</li>
<li>The colors of objects that are closer to the viewer will be more saturated (less gray) than the colors of objects that are far away.</li>
</ol>
Luckily for us, in most cases, effects 2 and 3 occur naturally as a result of effect number 1. This makes it easy to achieve simple atmospheric perspective in Adobe Photoshop.
<h1>Creating Perspective with Layers</h1>
<p>Let&#8217;s use a scene with Buck from <a href="http://www.rivermanmedia.com/games/cash-cow">Cash Cow</a> as an example. Right now this document has three layers: A solid sky color, an image of
Buck, and some tall grass so that we don&#8217;t have to worry about the ground.</p>
<p><a href="http://images.gamedev.net/features/art/AtmosPerspective/buck1.jpg"><img src="http://images.gamedev.net/features/art/AtmosPerspective/buck1_tn.jpg"></a>&nbsp;&nbsp;<img src=
"http://images.gamedev.net/features/art/AtmosPerspective/layers1.jpg"></p>
<p>Now let&#8217;s make few duplicates of Buck, resizing each one so we have a whole field of Bucks. Be sure to keep each copy of Buck on it&#8217;s own layer.</p>
<p><a href="http://images.gamedev.net/features/art/AtmosPerspective/buck2.jpg"><img src="http://images.gamedev.net/features/art/AtmosPerspective/buck2_tn.jpg"></a>&nbsp;&nbsp;<img src=
"http://images.gamedev.net/features/art/AtmosPerspective/layers2.jpg"></p>
<p>Now comes a slightly tedious part: I&#8217;m going to make several copies of the sky layer, one for each copy of Buck. Then I&#8217;ll arrange each copy of the sky in front of it&#8217;s
corresponding Buck layer.</p>
<p><a href="http://images.gamedev.net/features/art/AtmosPerspective/buck3.jpg"><img src="http://images.gamedev.net/features/art/AtmosPerspective/buck3_tn.jpg"></a>&nbsp;&nbsp;<img src=
"http://images.gamedev.net/features/art/AtmosPerspective/layers3.jpg"></p>
<p>Next, we&#8217;ll arrange the layer clipping masks so that each duplicate sky layer affects only its corresponding Buck image. You can do this by clicking on each sky layer, and then choosing
Layer->Create Clipping Mask. This will cause the sky layer to be clipped by the image of Buck that it&#8217;s in front of. You still won&#8217;t be able to see anything, because each image of Buck
is obscured by its clipped sky layer.</p>
<p><img src="http://images.gamedev.net/features/art/AtmosPerspective/layers3b.jpg"></p>
<p>Now comes the fun part. For each copy of the sky, adjust the layer transparency so that the copies corresponding to closer images of Buck are more transparent than the copies that are further
away.</p>
<p><a href="http://images.gamedev.net/features/art/AtmosPerspective/buck4.jpg"><img src="http://images.gamedev.net/features/art/AtmosPerspective/buck4_tn.jpg"></a></p>
<p>And there you have it, totally adjustable atmospheric perspective. Just by changing the sky color, transparency levels, and overall coloration of the scene, you can create limitless atmospheric
effects.</p>
<p>Here&#8217;s the same grassy field in thick fog:</p>
<p><a href="http://images.gamedev.net/features/art/AtmosPerspective/buck5.jpg"><img src="http://images.gamedev.net/features/art/AtmosPerspective/buck5_tn.jpg"></a></p>
<p>And the scene at sunset:</p>
<p><a href="http://images.gamedev.net/features/art/AtmosPerspective/buck6.jpg"><img src="http://images.gamedev.net/features/art/AtmosPerspective/buck6_tn.jpg"></a></p>
<p>Note that on this one, I had to adjust the color balance of the scene to account for the warmer lighting.</p>
<h1>Applying Perspective to the Ground Plane</h1>
<p>The last example deliberately left out an important aspect of most images: the ground plane. Since the ground plane recedes into the distance, we cannot simply blend it with a solid color to
achieve natural atmospheric perspective.</p>
<p>Let&#8217;s take a look at another example. This time we have a sand-colored checkerboard desert floor, some sand dunes, and some cacti.</p>
<p><a href="http://images.gamedev.net/features/art/AtmosPerspective/dunes1.jpg"><img src="http://images.gamedev.net/features/art/AtmosPerspective/dunes1_tn.jpg"></a></p>
<p>First, using the same steps as before, let&#8217;s use layers of sky color to blend the dunes and cacti:</p>
<p><a href="http://images.gamedev.net/features/art/AtmosPerspective/dunes2.jpg"><img src="http://images.gamedev.net/features/art/AtmosPerspective/dunes2_tn.jpg"></a>&nbsp;&nbsp;<img src=
"http://images.gamedev.net/features/art/AtmosPerspective/dune_layers2.jpg"></p>
<p>This is already looking much nicer. The dunes are pushed toward the horizon, and the closer cactus is brought forward. However, we still need to bring the ground itself into perspective. We can do
this with a simple variation of the same technique.</p>
<p>First, make a new layer in front of the ground layer. Fill this layer with a gradient that starts with a fully opaque sky color on top and ends with a fully transparent sky color on bottom:</p>
<p><a href="http://images.gamedev.net/features/art/AtmosPerspective/dunes3.jpg"><img src="http://images.gamedev.net/features/art/AtmosPerspective/dunes3_tn.jpg"></a></p>
<p>NOw use Layer->Create Clipping mask to limit the effects of this layer to the ground plane.</p>
<p><a href="http://images.gamedev.net/features/art/AtmosPerspective/dunes4.jpg"><img src="http://images.gamedev.net/features/art/AtmosPerspective/dunes4_tn.jpg"></a></p>
<p>Now the transparency of the gradient needs to be adjusted to be consistent with the thickness of the atmosphere in the rest of the image:</p>
<p><a href="http://images.gamedev.net/features/art/AtmosPerspective/dunes5.jpg"><img src="http://images.gamedev.net/features/art/AtmosPerspective/dunes5_tn.jpg"></a></p>
<p>There we go! We&#8217;ve made a nice, dusty, desert scene.</p>
<h1>Atmospheric Perspective in Games</h1>
<p>The use of atmospheric perspective is absolutely vital in games. Since our eyes are naturally drawn to high-contrast objects with bright colors, game developers can use the desaturating effects of
atmospheric perspective to draw the player&#8217;s attention to vital onscreen elements.</p>
<p>Atmospheric perspective is especially important in 2D games. 2D games can&#8217;t make use of geometric perspective, and so they rely heavily on the use of color choice to help players interpret
the contents of the screen.</p>
<div class="c1">
<p><a href="http://images.gamedev.net/features/art/AtmosPerspective/yoshi.jpg"><img src="http://images.gamedev.net/features/art/AtmosPerspective/yoshi_tn.jpg"></a></p>
</div>
<p>This screenshot of Super Mario World 2: Yoshi&#8217;s Island is a perfect example. Notice how objects in the foreground have bright colors and black outlines. The hills and clouds in the
background are rendered in subdued pastel tones. The falling Chomp in the foreground is made of pure black and pure white, while the Chomps waiting in the background are made of grayed, cool, tones.
All these elements help the player quickly assess what&#8217;s happening in the game.</p>
<h1>Conclusion</h1>
<p>Atmospheric perspective is an important but often overlooked method of creating depth in images. Virtually any time that objects are placed more than a few meters apart, atmospheric perspective
comes into play. Luckily, unlike geometric perspective, atmospheric perspective is relatively easy to implement, especially with digital tools like Photoshop.</p>
<p>So next time you're making a picture, don't forget the air!</p>

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		<pubDate>Fri, 30 May 2008 17:34:07 +0000</pubDate>
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