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	<title>rsart - Rick Stirling, games artist</title>
	<atom:link href="http://www.rsart.co.uk/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.rsart.co.uk</link>
	<description>Rick Stirling, games artist</description>
	<lastBuildDate>Mon, 05 Apr 2010 20:16:36 +0000</lastBuildDate>
	<language>en</language>
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		<title>Modelling a low poly hand for sculpting</title>
		<link>http://www.rsart.co.uk/2010/04/05/modelling-a-low-poly-hand-for-sculpting/</link>
		<comments>http://www.rsart.co.uk/2010/04/05/modelling-a-low-poly-hand-for-sculpting/#comments</comments>
		<pubDate>Mon, 05 Apr 2010 20:14:13 +0000</pubDate>
		<dc:creator>Rick</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.rsart.co.uk/?p=392</guid>
		<description><![CDATA[I took a while this weekend to revisit some low poly body parts. I recorded a bunch of this modelling and then watched it back, it helped me figure out where I was making some topology errors. I never build hands these days, I&#8217;ve got a bunch of hand models with different polygon counts and [...]]]></description>
			<content:encoded><![CDATA[<p>I took a while this weekend to revisit some low poly body parts.  I recorded a bunch of this modelling and then watched it back, it helped me figure out where I was making some topology errors.</p>
<p>I never build hands these days, I&#8217;ve got a bunch of hand models with different polygon counts and I just pull one into whatever model I&#8217;ve working on. I was happy with this hand:</p>
<p><object width="400" height="300"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=10696588&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=10696588&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="400" height="300"></embed></object>
<p><a href="http://vimeo.com/10696588">Untitled</a> from <a href="http://vimeo.com/user3527647">Rick Stirling</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p><a href="http://www.vimeo.com/10696588">http://www.vimeo.com/10696588</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.rsart.co.uk/2010/04/05/modelling-a-low-poly-hand-for-sculpting/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Tech artist guidelines</title>
		<link>http://www.rsart.co.uk/2010/04/02/tech-artist-guidelines/</link>
		<comments>http://www.rsart.co.uk/2010/04/02/tech-artist-guidelines/#comments</comments>
		<pubDate>Fri, 02 Apr 2010 22:40:35 +0000</pubDate>
		<dc:creator>Rick</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.rsart.co.uk/2010/04/02/tech-artist-guidelines/</guid>
		<description><![CDATA[Eric Chadwick was posted a guide on his site detailing what would be expected of Technical Artists at Blue Fang. It&#8217;s a great read. http://ericchadwick.com/img/techart_guidelines.html]]></description>
			<content:encoded><![CDATA[<p>Eric Chadwick was posted a guide on his site detailing what would be expected of Technical Artists at Blue Fang. It&#8217;s a great read.</p>
<p><a href="http://ericchadwick.com/img/techart_guidelines.html">http://ericchadwick.com/img/techart_guidelines.html</a></p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Upgraded to WordPress 2.7</title>
		<link>http://www.rsart.co.uk/2009/01/11/upgraded-to-wordpress-27/</link>
		<comments>http://www.rsart.co.uk/2009/01/11/upgraded-to-wordpress-27/#comments</comments>
		<pubDate>Sun, 11 Jan 2009 13:32:37 +0000</pubDate>
		<dc:creator>Rick</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.rsart.co.uk/?p=381</guid>
		<description><![CDATA[The WordPress upgrades get easier with each release.]]></description>
			<content:encoded><![CDATA[<p>The WordPress upgrades get easier with each release.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.rsart.co.uk/2009/01/11/upgraded-to-wordpress-27/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Book &#8211; Essential Zbrush</title>
		<link>http://www.rsart.co.uk/2008/11/01/book-essential-zbrush-2/</link>
		<comments>http://www.rsart.co.uk/2008/11/01/book-essential-zbrush-2/#comments</comments>
		<pubDate>Sat, 01 Nov 2008 08:59:26 +0000</pubDate>
		<dc:creator>Rick</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Books]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.rsart.co.uk/?p=380</guid>
		<description><![CDATA[I saw this book recommended on an art forum, so picked it up the other day. It&#8217;s a cross between a Zbrush manual and a series of tutorials. I have to recommend it, it&#8217;s kinda like the missing printed manual but it embeds the functionality of the tools in lots of real work examples.]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://rcm-uk.amazon.co.uk/e/cm?t=gameactors-21&#038;o=2&#038;p=8&#038;l=as1&#038;asins=1598220594&#038;fc1=000000&#038;IS2=1&#038;lt1=_blank&#038;m=amazon&#038;lc1=0000FF&#038;bc1=000000&#038;bg1=FFFFFF&#038;f=ifr" style="width:120px;height:240px;" scrolling="no" marginwidth="0" marginheight="0" frameborder="0"></iframe></p>
<p>I saw this book recommended on an art forum, so picked it up the other day. It&#8217;s a cross between a Zbrush manual and a series of tutorials.</p>
<p>I have to recommend it, it&#8217;s kinda like the missing printed manual but it embeds the functionality of the tools in lots of real work examples.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>TUTORIAL &#8211; creating perfectly tiling meshes in Zbrush for use in videogame environments</title>
		<link>http://www.rsart.co.uk/2008/10/12/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/</link>
		<comments>http://www.rsart.co.uk/2008/10/12/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/#comments</comments>
		<pubDate>Sun, 12 Oct 2008 14:13:19 +0000</pubDate>
		<dc:creator>Rick</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Games Industry]]></category>
		<category><![CDATA[Links]]></category>

		<guid isPermaLink="false">http://www.rsart.co.uk/?p=377</guid>
		<description><![CDATA[I defer writing content yet again, and instead send you Owen Shepherds site to look at his post, TUTORIAL &#8211; creating perfectly tiling meshes in Zbrush for use in videogame environments. This tutorial walks you through a workflow that I have developed that allows you to create perfectly tiled normal maps on perfectly tiled lowpoly [...]]]></description>
			<content:encoded><![CDATA[<p>I defer writing content yet again, and instead send you Owen Shepherds site to look at his post, <a href="http://osart3d.wordpress.com/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/">TUTORIAL &#8211; creating perfectly tiling meshes in Zbrush for use in videogame environments</a>.</p>
<blockquote><p>This tutorial walks you through a workflow that I have developed that allows you to create perfectly tiled normal maps on perfectly tiled lowpoly geometry, especially useful for cliff faces and rough stone surfaces.</p></blockquote>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Polycount Wiki</title>
		<link>http://www.rsart.co.uk/2008/10/10/polycount-wiki/</link>
		<comments>http://www.rsart.co.uk/2008/10/10/polycount-wiki/#comments</comments>
		<pubDate>Fri, 10 Oct 2008 18:47:50 +0000</pubDate>
		<dc:creator>Rick</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Games Industry]]></category>
		<category><![CDATA[Links]]></category>

		<guid isPermaLink="false">http://www.rsart.co.uk/?p=376</guid>
		<description><![CDATA[A huge collection of game art knowledge.]]></description>
			<content:encoded><![CDATA[<p><a href="http://wiki.polycount.net/">A huge collection of game art knowledge.</a></p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Ben Clark builds a giant</title>
		<link>http://www.rsart.co.uk/2008/08/25/ben-clark-builds-a-giant/</link>
		<comments>http://www.rsart.co.uk/2008/08/25/ben-clark-builds-a-giant/#comments</comments>
		<pubDate>Mon, 25 Aug 2008 14:30:46 +0000</pubDate>
		<dc:creator>Rick</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Games Industry]]></category>
		<category><![CDATA[Links]]></category>

		<guid isPermaLink="false">http://www.rsart.co.uk/?p=375</guid>
		<description><![CDATA[I&#8217;ve just stumbled across this lovely modelling tutorial where Ben Clark takes a sketch and builds a base model, sculpts it, builds new topology, UVs, bakes, textures and Rigs it. The Making of the Giant]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve just stumbled across this lovely modelling tutorial where Ben Clark takes a sketch and builds a base model, sculpts it, builds new topology, UVs, bakes, textures and Rigs it.</p>
<p><a href="http://www.game-artist.net/forums/vbarticles.php?do=article&#038;articleid=53">The Making of the Giant</a></p>
<p><img src="http://i57.photobucket.com/albums/g237/goat987/Making%20of/16.jpg" alt="The Giant" /></p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Everything you need to know about Normal Mapping</title>
		<link>http://www.rsart.co.uk/2008/06/21/everything-you-need-to-know-about-normal-mapping/</link>
		<comments>http://www.rsart.co.uk/2008/06/21/everything-you-need-to-know-about-normal-mapping/#comments</comments>
		<pubDate>Sat, 21 Jun 2008 09:42:29 +0000</pubDate>
		<dc:creator>Rick</dc:creator>
				<category><![CDATA[Games Industry]]></category>
		<category><![CDATA[Tech]]></category>
		<category><![CDATA[Normal]]></category>
		<category><![CDATA[normal mapping]]></category>
		<category><![CDATA[normal maps]]></category>

		<guid isPermaLink="false">http://www.rsart.co.uk/?p=373</guid>
		<description><![CDATA[Eric Chadwick has been working very hard on the Polycount Wiki, and has just released a massive amount of information about Normal Mapping that pretty much covers all the tech you need to know.]]></description>
			<content:encoded><![CDATA[<p>Eric Chadwick has been working very hard on the <a href="http://wiki.polycount.net/">Polycount Wiki</a>, and has just released a massive amount of information about <a href="http://wiki.polycount.net/Normal_Map">Normal Mapping</a> that pretty much covers all the tech you need to know.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.rsart.co.uk/2008/06/21/everything-you-need-to-know-about-normal-mapping/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Maxscript wiring function for roll/twist bones</title>
		<link>http://www.rsart.co.uk/2008/06/18/maxscript-wiring-function-for-rolltwist-bones/</link>
		<comments>http://www.rsart.co.uk/2008/06/18/maxscript-wiring-function-for-rolltwist-bones/#comments</comments>
		<pubDate>Wed, 18 Jun 2008 09:33:45 +0000</pubDate>
		<dc:creator>Rick</dc:creator>
				<category><![CDATA[Games Industry]]></category>
		<category><![CDATA[Tech]]></category>

		<guid isPermaLink="false">http://www.rsart.co.uk/?p=372</guid>
		<description><![CDATA[When working with lots of rigs you want to automate as much as possible, especially as they become more complex. I&#8217;m working with Character Studio Biped as a base, and then adding custom roll/twist bones on top of this, so it made sense to take the time out to develop a script that could connect [...]]]></description>
			<content:encoded><![CDATA[<p>When working with lots of rigs you want to automate as much as possible, especially as they become more complex. I&#8217;m working with Character Studio Biped as a base, and then adding custom roll/twist bones on top of this, so it made sense to take the time out to develop a script that could connect up several rollbones in a rig so that I&#8217;d get the same results every time. The first and most obvious thing to do was to create these extra bones using script, so I wrote a function called BuildNewBone that builds a new bone between two points and links it to a parent.</p>
<p>The next step was to connect these new bones to the Biped system so that they would behave in the way I wanted, rotating based on the underlying rig. Biped is a relativley closed system, so to query the rotation of Biped bones you need to expose the internal values using expose transform helpers. I set these up via script, so that as well as always having the same name I can position them on screen and even set their colour for easy identification.</p>
<p>Wiring rollbones in max uses the paramwire.connect command, and this takes three variables: the driving or controller bone (in the case of Biped I use the aforementioned Expose Transform Helper as the driver), the bone you want to affect, and a control expression which controls the amount of twisting. </p>
<p>With twist bones like the forearm twist you will most likely want to affect them on the X axis only so that as the hand rotates the rollbone will twist around the forearm bone. Bones 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) 100% in the Y and Z axis.</p>
<p>What I was finding was that I was calling the paramwire command several dozen times to link up an entire skeleton, sometimes calling it 3 times in a row with the same rollbones just to specify a different axis each time.</p>
<p>To makes thing easier for myself, I ended up writing a function to wire rollbones where I could simplify this to a single call:</p>
<p><code>-- Wire up a Local rotation rollbone given a bone to roll, a controller object and a roll amount per axis.<br />
-- If any of x, y or z are 0, skip the wiring for that axis (inherits parent rotation)<br />
fn wireRoll theRollbone theDriver xr yr zr = (<br />
if xr != 0 then<br />
    (<br />
        controlExp = "Local_Euler_X*" + (xr as string)<br />
        paramWire.connect theDriver.baseObject[#Local_Euler_X] theRollBone.rotation.controller[#X_Rotation] controlexp<br />
    )<br />
 if yr != 0 then<br />
    (<br />
        controlExp = "Local_Euler_Y*" + (yr as string)<br />
        paramWire.connect theDriver.baseObject[#Local_Euler_Y] theRollBone.rotation.controller[#Y_Rotation] controlexp<br />
    )<br />
 if zr != 0 then<br />
    (<br />
        controlExp = "Local_Euler_Z*" + (zr as string)<br />
        paramWire.connect theDriver.baseObject[#Local_Euler_Z] theRollBone.rotation.controller[#Z_Rotation] controlexp<br />
    )<br />
)</code></p>
<p>So with a calf roll that is parented to the calf bone, I want it to make it rotate 50% in the X axis as the foot rotates in the X axis:</p>
<p><code>wireRoll $'L Calf Roll' $eTM_LFoot 0.5 0 0</code></p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Uncanny Valley</title>
		<link>http://www.rsart.co.uk/2008/06/06/uncanny-valley/</link>
		<comments>http://www.rsart.co.uk/2008/06/06/uncanny-valley/#comments</comments>
		<pubDate>Fri, 06 Jun 2008 15:00:37 +0000</pubDate>
		<dc:creator>Rick</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.rsart.co.uk/?p=371</guid>
		<description><![CDATA[Uncanny Valley Youtube Link The phenomenon can be explained by the notion that, if an entity is sufficiently non-humanlike, then the humanlike characteristics will tend to stand out and be noticed easily, generating empathy. On the other hand, if the entity is &#8220;almost human&#8221;, then the non-human characteristics will be the ones that stand out, [...]]]></description>
			<content:encoded><![CDATA[<p><object type="application/x-shockwave-flash" style="width:425px; height:344px;" data="http://www.youtube.com/v/Pyhf3JmODHE"><param name="movie" value="http://www.youtube.com/v/Pyhf3JmODHE" /></object></p>
<p><a href='http://www.youtube.com/watch?v=Pyhf3JmODHE' >Uncanny Valley Youtube Link</a></p>
<blockquote><p>The phenomenon can be explained by the notion that, if an entity is sufficiently non-humanlike, then the humanlike characteristics will tend to stand out and be noticed easily, generating empathy. On the other hand, if the entity is &#8220;almost human&#8221;, then the non-human characteristics will be the ones that stand out, leading to a feeling of &#8220;strangeness&#8221; in the human viewer.</p></blockquote>
<p>From: <a href="http://en.wikipedia.org/wiki/Uncanny_Valley">http://en.wikipedia.org/wiki/Uncanny_Valley</a></p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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