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	<title>Comments for rsart - Rick Stirling, games artist</title>
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	<link>http://www.rsart.co.uk</link>
	<description>Rick Stirling, games artist, designer, egotist and raconteur</description>
	<pubDate>Wed, 20 Aug 2008 13:08:20 +0000</pubDate>
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		<title>Comment on How many polygons in a piece of string? by universal poly count??? - Game Artist Forums</title>
		<link>http://www.rsart.co.uk/2006/11/20/how-many-polygons-in-a-piece-of-string/#comment-21269</link>
		<dc:creator>universal poly count??? - Game Artist Forums</dc:creator>
		<pubDate>Sun, 29 Jun 2008 07:34:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2006/11/20/how-many-polygons-in-a-piece-of-string/#comment-21269</guid>
		<description>[...] props can do with insane low poly counts...  Rick Stirling wrote two articles on polycount too rsart - Rick Stirling, games artist » Blog Archive » How many polygons in a piece of string? rsart - Rick Stirling, games artist » Blog Archive » Yes, but how many polygons?  cheers    [...]</description>
		<content:encoded><![CDATA[<p>[...] props can do with insane low poly counts&#8230;  Rick Stirling wrote two articles on polycount too rsart - Rick Stirling, games artist » Blog Archive » How many polygons in a piece of string? rsart - Rick Stirling, games artist » Blog Archive » Yes, but how many polygons?  cheers    [...]</p>
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		<title>Comment on Everything you need to know about Normal Mapping by Rick</title>
		<link>http://www.rsart.co.uk/2008/06/21/everything-you-need-to-know-about-normal-mapping/#comment-21134</link>
		<dc:creator>Rick</dc:creator>
		<pubDate>Sat, 21 Jun 2008 12:42:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/?p=373#comment-21134</guid>
		<description>Ta! I'll fix that right now!</description>
		<content:encoded><![CDATA[<p>Ta! I&#8217;ll fix that right now!</p>
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		<title>Comment on Everything you need to know about Normal Mapping by David Ã–stman</title>
		<link>http://www.rsart.co.uk/2008/06/21/everything-you-need-to-know-about-normal-mapping/#comment-21132</link>
		<dc:creator>David Ã–stman</dc:creator>
		<pubDate>Sat, 21 Jun 2008 10:03:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/?p=373#comment-21132</guid>
		<description>The links in your blog post are broken with an extra "http//" in them. Thanks for the heads up, though, will be a great read for me while I wait for the DELAYED train, to the REPLACEMNT BUS, which will eventually take me to work.. :P (I love the British railway system. I love it.)</description>
		<content:encoded><![CDATA[<p>The links in your blog post are broken with an extra &#8220;http//&#8221; in them. Thanks for the heads up, though, will be a great read for me while I wait for the DELAYED train, to the REPLACEMNT BUS, which will eventually take me to work.. :P (I love the British railway system. I love it.)</p>
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		<title>Comment on Maxscript wiring function for roll/twist bones by arm bones &#124; Hottags</title>
		<link>http://www.rsart.co.uk/2008/06/18/maxscript-wiring-function-for-rolltwist-bones/#comment-21102</link>
		<dc:creator>arm bones &#124; Hottags</dc:creator>
		<pubDate>Fri, 20 Jun 2008 04:39:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/?p=372#comment-21102</guid>
		<description>[...] bones    pay per click advertising Maxscript wiring function for roll/twist bonesBones like a neck roll however will roll in all three axis. Also in the case of the twist bones like [...]</description>
		<content:encoded><![CDATA[<p>[...] bones    pay per click advertising Maxscript wiring function for roll/twist bonesBones like a neck roll however will roll in all three axis. Also in the case of the twist bones like [...]</p>
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		<title>Comment on Maxscript wiring function for roll/twist bones by arm bones &#124; Lasts information</title>
		<link>http://www.rsart.co.uk/2008/06/18/maxscript-wiring-function-for-rolltwist-bones/#comment-21101</link>
		<dc:creator>arm bones &#124; Lasts information</dc:creator>
		<pubDate>Fri, 20 Jun 2008 04:38:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/?p=372#comment-21101</guid>
		<description>[...] Maxscript wiring function for roll/twist bonesBones like a neck roll however will roll in all three axis. Also in the case of the twist bones like the upper arm twist bone which is parented to the clavicle then you require it to follow the driver bone (in this case the upper arm) &#8230;rsart - Rick Stirling, games artist - http://www.rsart.co.uk [...]</description>
		<content:encoded><![CDATA[<p>[...] Maxscript wiring function for roll/twist bonesBones like a neck roll however will roll in all three axis. Also in the case of the twist bones like the upper arm twist bone which is parented to the clavicle then you require it to follow the driver bone (in this case the upper arm) &#8230;rsart - Rick Stirling, games artist - <a href="http://www.rsart.co.uk" rel="nofollow">http://www.rsart.co.uk</a> [...]</p>
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		<title>Comment on Yes, but how many polygons? by Rick</title>
		<link>http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/#comment-20617</link>
		<dc:creator>Rick</dc:creator>
		<pubDate>Fri, 30 May 2008 18:48:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/#comment-20617</guid>
		<description>These numbers are based off personal knowledge of some products. I used to modify some of the older games so the numbers for those are bang on. The old archives at Polycount had exact polycounts for a good number of the Quake/2/3/halflife/unreal models.

Obviously a lot of the numbers are rounded off for writing sake, but as you can see several have exact polycounts that were lifted from the raw model (PC games makes this so much easier).

The Gears of War numbers are based on the figures stated in the Art of Gears of War section in D'Artiste Character Modelling 2.

San Andreas was a game I worked on.

Some of racing games are based on online interviews with the developers, the Halo model was dissected online (Bungie discussed it and reported that Masterchief in Halo 2 used less polygons than the first Halo). RE4 Leon was posted online, I think half the budget went to his hair.


Some of the numbers are taken from a thread that picked up on my original post - I then incorporated some of these numbers back into the post. Although I cannot guarantee these numbers, the sources are somewhat credible as the posters on that forum contained several game artists (and coders).</description>
		<content:encoded><![CDATA[<p>These numbers are based off personal knowledge of some products. I used to modify some of the older games so the numbers for those are bang on. The old archives at Polycount had exact polycounts for a good number of the Quake/2/3/halflife/unreal models.</p>
<p>Obviously a lot of the numbers are rounded off for writing sake, but as you can see several have exact polycounts that were lifted from the raw model (PC games makes this so much easier).</p>
<p>The Gears of War numbers are based on the figures stated in the Art of Gears of War section in D&#8217;Artiste Character Modelling 2.</p>
<p>San Andreas was a game I worked on.</p>
<p>Some of racing games are based on online interviews with the developers, the Halo model was dissected online (Bungie discussed it and reported that Masterchief in Halo 2 used less polygons than the first Halo). RE4 Leon was posted online, I think half the budget went to his hair.</p>
<p>Some of the numbers are taken from a thread that picked up on my original post - I then incorporated some of these numbers back into the post. Although I cannot guarantee these numbers, the sources are somewhat credible as the posters on that forum contained several game artists (and coders).</p>
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		<title>Comment on Yes, but how many polygons? by 60Hertz</title>
		<link>http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/#comment-20614</link>
		<dc:creator>60Hertz</dc:creator>
		<pubDate>Fri, 30 May 2008 17:55:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/#comment-20614</guid>
		<description>Umm... Am i the only one wondering where do these numbers come from??? Have you actually grabbed the model off of the media, reverse engineer any proprietary formats? Or are you just winging it? I love the IDEA of the page but I can't seriously use this as a metric unless these numbers are based on real data. So i guess references would be great.</description>
		<content:encoded><![CDATA[<p>Umm&#8230; Am i the only one wondering where do these numbers come from??? Have you actually grabbed the model off of the media, reverse engineer any proprietary formats? Or are you just winging it? I love the IDEA of the page but I can&#8217;t seriously use this as a metric unless these numbers are based on real data. So i guess references would be great.</p>
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		<title>Comment on Education vs Self teaching by rsart - Rick Stirling, games artist &#187; Blog Archive &#187; Education vs Selfteaching part 2</title>
		<link>http://www.rsart.co.uk/2007/05/19/education-vs-self-teaching/#comment-20532</link>
		<dc:creator>rsart - Rick Stirling, games artist &#187; Blog Archive &#187; Education vs Selfteaching part 2</dc:creator>
		<pubDate>Mon, 26 May 2008 14:30:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2007/05/19/education-vs-self-teaching/#comment-20532</guid>
		<description>[...] being able to get a job (and the resulting furore surrounding it), I thought I should revisit my short post on Education vs Self teaching. Previously I had had stated that I thought education was becoming more relevent (but not there [...]</description>
		<content:encoded><![CDATA[<p>[...] being able to get a job (and the resulting furore surrounding it), I thought I should revisit my short post on Education vs Self teaching. Previously I had had stated that I thought education was becoming more relevent (but not there [...]</p>
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		<title>Comment on New Design is online. As you&#8217;ve probably noticed by Rick</title>
		<link>http://www.rsart.co.uk/2008/05/19/new-design-is-online-as-youve-probably-noticed/#comment-20528</link>
		<dc:creator>Rick</dc:creator>
		<pubDate>Mon, 26 May 2008 10:38:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/?p=359#comment-20528</guid>
		<description>Cheers David!

My two biggest issues were the IE6 users, and the bandwidth that the images were using. On of the good side effects of catering for the IE6 users however was that I realised that the GIF images I had created for the left and right sides of the header worked much better than I had expected, so with a little editing I was able to replace the 150k PNG images with 30K of GIFs - everyone's a winner!

I can still shave a few K off, but I'll not bother since the work required for the end result is a waste of time.

I still have to format the comments correctly, they were a bit...weak at the moment.</description>
		<content:encoded><![CDATA[<p>Cheers David!</p>
<p>My two biggest issues were the IE6 users, and the bandwidth that the images were using. On of the good side effects of catering for the IE6 users however was that I realised that the GIF images I had created for the left and right sides of the header worked much better than I had expected, so with a little editing I was able to replace the 150k PNG images with 30K of GIFs - everyone&#8217;s a winner!</p>
<p>I can still shave a few K off, but I&#8217;ll not bother since the work required for the end result is a waste of time.</p>
<p>I still have to format the comments correctly, they were a bit&#8230;weak at the moment.</p>
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		<title>Comment on New Design is online. As you&#8217;ve probably noticed by David Ostman</title>
		<link>http://www.rsart.co.uk/2008/05/19/new-design-is-online-as-youve-probably-noticed/#comment-20527</link>
		<dc:creator>David Ostman</dc:creator>
		<pubDate>Mon, 26 May 2008 10:08:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/?p=359#comment-20527</guid>
		<description>Good job on the design, it really looks good. I've battled the PNG issue for years now, so I can feel the pain, and I have to admire your dedication by giving that 17% GIFs. I would have put up a header bar saying, "The reason this website looks crap is your fault, not mine, so do us both a favour and update to IE7, or use Firefox/Opera." :P</description>
		<content:encoded><![CDATA[<p>Good job on the design, it really looks good. I&#8217;ve battled the PNG issue for years now, so I can feel the pain, and I have to admire your dedication by giving that 17% GIFs. I would have put up a header bar saying, &#8220;The reason this website looks crap is your fault, not mine, so do us both a favour and update to IE7, or use Firefox/Opera.&#8221; :P</p>
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