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	<title>Tech Art Ninja</title>
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	<link>http://techartninja.com</link>
	<description>Master</description>
	<lastBuildDate>Sun, 10 Mar 2013 22:05:29 +0000</lastBuildDate>
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		<title>Microsoft</title>
		<link>http://techartninja.com/microsoft/</link>
		<comments>http://techartninja.com/microsoft/#comments</comments>
		<pubDate>Sun, 10 Mar 2013 21:29:27 +0000</pubDate>
		<dc:creator>Tech Art Ninja</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://techartninja.com/?p=935</guid>
		<description><![CDATA[In 2012, I moved to Seattle to join the world class team at Microsoft. What we&#8217;re doing is amazing.]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://techartninja.com/wp-content/uploads/TopOfBlackcombCropped.jpg"><img class="aligncenter size-full wp-image-951 vid590" alt="Top of Blackcomb" src="http://techartninja.com/wp-content/uploads/TopOfBlackcombCropped.jpg" width="600" height="328" /></a></p>
<p style="text-align: center;">In 2012, I moved to Seattle to join the world class team at Microsoft.</p>
<p style="text-align: center;">What we&#8217;re doing is amazing.</p>
]]></content:encoded>
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		<title>Extras</title>
		<link>http://techartninja.com/extras/</link>
		<comments>http://techartninja.com/extras/#comments</comments>
		<pubDate>Sun, 29 Apr 2012 16:50:15 +0000</pubDate>
		<dc:creator>Tech Art Ninja</dc:creator>
				<category><![CDATA[Portfolio]]></category>

		<guid isPermaLink="false">http://techartninja.com/?p=900</guid>
		<description><![CDATA[DC Universe: Online (Lead Technical Artist) Unfortunately, all of the cool work I&#8217;m doing on other SOE projects is covered under NDA: Project Amazons (Technical Art Director) Reich (Technical Art Director) Exigent (Co-Founder and VP Production\Technical Art Director) Artificial Studios and Boanerges Reality Engine and Project Armageddon Catalyst Media (Assistant VFX Supervisor) Personal and Side [...]]]></description>
				<content:encoded><![CDATA[<h2>DC Universe: Online (Lead Technical Artist)</h2>
<p>Unfortunately, all of the cool work I&#8217;m doing on other SOE projects is covered under NDA:</p>
<div class="vid600"><iframe src="http://player.vimeo.com/video/41225991" width="600" height="338" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div>
<h2>Project Amazons (Technical Art Director)</h2>
<div class="vid600"><iframe src="http://player.vimeo.com/video/41240710" width="600" height="338" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div>
<h2>Reich (Technical Art Director)</h2>
<div class="vid600"><iframe src="http://player.vimeo.com/video/41240609" width="600" height="338" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div>
<h2>Exigent (Co-Founder and VP Production\Technical Art Director)</h2>
<div class="vid600"><iframe src="http://player.vimeo.com/video/41240661" width="600" height="338" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div>
<h2>Artificial Studios and Boanerges</h2>
<p>Reality Engine and Project Armageddon</p>
<div class="vid600"><iframe src="http://player.vimeo.com/video/41241852" width="600" height="338" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div>
<h2>Catalyst Media (Assistant VFX Supervisor)</h2>
<div class="vid600"><iframe src="http://player.vimeo.com/video/41241899" width="600" height="338" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div>
<h2>Personal and Side Work</h2>
<p>Various explorations in mobile apps and casual games:</p>
<div class="vid600"><iframe src="http://player.vimeo.com/video/41226504" width="600" height="338" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div>
]]></content:encoded>
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		<item>
		<title>Per-Pixel Anisotropic Direction</title>
		<link>http://techartninja.com/per-pixel-anisotropic-direction/</link>
		<comments>http://techartninja.com/per-pixel-anisotropic-direction/#comments</comments>
		<pubDate>Thu, 26 Apr 2012 01:17:50 +0000</pubDate>
		<dc:creator>Tech Art Ninja</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://techartninja.com/?p=891</guid>
		<description><![CDATA[When dealing with anisotropic lighting models you often need to define the anisotropic direction. Usually it&#8217;s easiest to author your content to conform to some constant direction, like +U or -V in UV space. However, this is not always possible. This example shows how the anisotropic direction can be calculated radiating outwards from a specific [...]]]></description>
				<content:encoded><![CDATA[<p>When dealing with anisotropic lighting models you often need to define the anisotropic direction. Usually it&#8217;s easiest to author your content to conform to some constant direction, like +U or -V in UV space. However, this is not always possible. This example shows how the anisotropic direction can be calculated radiating outwards from a specific point in UV space (the center, in this case).<a href="http://techartninja.com/wp-content/uploads/Radial_Anisotropic_Direction_Mesh.jpg"><br />
</a></p>
<p><a href="http://techartninja.com/wp-content/uploads/Radial_Anisotropic_Direction.jpg"><img class="size-large wp-image-892 alignnone" title="Radial_Anisotropic_Direction" src="http://techartninja.com/wp-content/uploads/Radial_Anisotropic_Direction-600x253.jpg" alt="" width="600" height="253" /></a></p>
<p><a href="http://techartninja.com/wp-content/uploads/Radial_Anisotropic_Direction_Mesh.jpg"><br />
<img class="alignnone" title="Radial_Anisotropic_Direction_Mesh" src="http://techartninja.com/wp-content/uploads/Radial_Anisotropic_Direction_Mesh-600x283.jpg" alt="" width="600" height="283" /></a></p>
<p>Obviously this is a simple case, but it illustrates a way to define your anisotropic direction on a per-pixel basis. Another way to do this is by painting a gradient along the direction of flow and turning it into a normal map. One way to do this might be to use the puppet warp tool in Photoshop CS5+ to take a linear gradient and warp it along the path that you need. Then just generate a normal map and use the X and Y components as your anisotropic direction.</p>
]]></content:encoded>
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		<title>iOS App Icon Template</title>
		<link>http://techartninja.com/ios-app-icon-template/</link>
		<comments>http://techartninja.com/ios-app-icon-template/#comments</comments>
		<pubDate>Mon, 26 Mar 2012 06:21:11 +0000</pubDate>
		<dc:creator>Tech Art Ninja</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://techartninja.com/?p=881</guid>
		<description><![CDATA[I came across this today when designing an icon for my iOS app. I thought "someone has to have made this easy." Sure enough, they did.]]></description>
				<content:encoded><![CDATA[<p>I came across this today when designing an icon for my iOS app. I thought &#8220;someone has to have made this easy.&#8221; Sure enough, they did:</p>
<p><a href="http://appicontemplate.com/"><img class="size-large wp-image-882 aligncenter" title="iOS_App_Template" src="http://techartninja.com/wp-content/uploads/iOS_App_Template-600x431.jpg" alt="" width="600" height="431" /></a></p>
]]></content:encoded>
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		<item>
		<title>Using Eclipse with Maya: A Quick Reference</title>
		<link>http://techartninja.com/using-eclipse-with-maya-a-quick-reference/</link>
		<comments>http://techartninja.com/using-eclipse-with-maya-a-quick-reference/#comments</comments>
		<pubDate>Fri, 16 Mar 2012 18:07:41 +0000</pubDate>
		<dc:creator>Tech Art Ninja</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://techartninja.com/?p=814</guid>
		<description><![CDATA[If you&#8217;re doing tools work in Maya and you aren&#8217;t using Python, PyQt, and an IDE for debugging&#8230; well&#8230; quite frankly you&#8217;re doing it wrong. There are a few guides out there that have helped me and others get this workflow going, such as this one from Nathan Horne and this one from Christian Akesson. [...]]]></description>
				<content:encoded><![CDATA[<p>If you&#8217;re doing tools work in Maya and you aren&#8217;t using Python, PyQt, and an IDE for debugging&#8230; well&#8230; quite frankly you&#8217;re doing it wrong. <img src='http://techartninja.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  There are a few guides out there that have helped me and others get this workflow going, such as <a href="http://nathanhorne.com/?p=451">this one from Nathan Horne</a> and <a href="http://christianakesson.com/2010/3366">this one from Christian Akesson</a>. You should definitely read both of those posts, because almost everything I learned about this topic came from these two guys.</p>
<p>The purpose of this post is to shortcut the process to get this up and running as fast as possible using Maya 2012 x64, without delving into the details. Basically a very succinct &#8220;how&#8221; without the &#8220;why&#8221;, that I have had laying around in my notes for awhile. I use it as a checklist to setup my development environment on new machines. Here goes:</p>
<ol>
<ol>
<ol>
<li><a href="http://www.eclipse.org/downloads/download.php?file=/eclipse/downloads/drops/R-3.7.1-201109091335/eclipse-SDK-3.7.1-win32-x86_64.zip">Download and install</a> <strong>Eclipse 3.7.1 Classic SDK</strong> (Indigo) for x64.</li>
<li>Use Eclipse&#8217;s <strong>Software Update</strong> window (under Help) to install <a href="http://pydev.org/download.html">PyDev</a></li>
<li>Add <strong>pymel autocompletion</strong> by first following <a href="http://www.luma-pictures.com/tools/pymel/docs/1.0/eclipse.html#adding-the-maya-python-interpreter">these instructions to set up a Maya Python interpreter</a> from the pymel guide.</li>
<ul>
<li><span style="color: #ff0000 !important;"><strong>IMPORTANT!</strong></span> Make sure to add these folders to the PYTHONPATH for your Maya interpreter:</li>
</ul>
<ol>
<ul>
<li><em>your_path_to_maya\bin\python26.zip</em></li>
<li><em><em><em>your_path_to_maya\devkit\other\pymel\extras\completion\py<br />
</em></em></em><a href="http://techartninja.com/wp-content/uploads/MayaPythonPath.png"><img style="padding: 10px 0px 10px 0px;" title="MayaPythonPath" src="http://techartninja.com/wp-content/uploads/MayaPythonPath-300x250.png" alt="Maya interpreter PYTHONPATH" width="300" height="250" /><br />
</a></li>
</ul>
</ol>
<ul>
<li>Setup your Predfined tab in your interpreter to point to the included Maya 2012 pypredef path:</li>
</ul>
<ol>
<ul>
<li><em>your_path_to_maya\devkit\other\pymel\extras\completion\pypredef</em></li>
</ul>
</ol>
<ul>
<li><a href="http://www.creativecrash.com/maya/downloads/applications/misc/c/eclipse-autocompletion-for-maya-python-api">Download</a> and extract the additional Maya commands pypredef elsewhere on your system.</li>
</ul>
<ol>
<ul>
<li><span style="color: #ff0000 !important;"><strong>VERY IMPORTANT! </strong></span>Prepend &#8220;<em>maya.</em>&#8221; to all files in the documentation pypredef for Maya 2012. This is the only way it worked for me without double entries.</li>
<li><span style="color: #ff0000 !important;"><strong>VERY IMPORTANT!</strong></span> The Predefines are loaded in alphabetical order. Make sure the directory for the downloaded pypredefs is listed AFTER the Maya pymel path, as below:<br />
<a href="http://techartninja.com/wp-content/uploads/Predefines.png"><img class="alignnone size-medium wp-image-862" style="padding: 10px 0px 10px 0px;" title="Predefines" src="http://techartninja.com/wp-content/uploads/Predefines-300x250.png" alt="" width="300" height="250" /></a></li>
</ul>
</ol>
<li>Close and restart Eclipse.</li>
<li>For MEL syntax highlighting:</li>
<ul>
<li>Install Colorer from <a href="http://colorer.sf.net/eclipsecolorer/">http://colorer.sf.net/eclipsecolorer/</a> under Help &gt; Install New Software&#8230;</li>
<li>Follow the instructions at <a href="https://www.creativecrash.com/downloads/applications/syntax-scripting/c/eclipse-maya-mel">https://www.creativecrash.com/downloads/applications/syntax-scripting/c/eclipse-maya-mel</a> to download and install the mel syntax highlighting update.</li>
<li>Configure *.mel files to open with the Colorer Editor in Window &gt; Preferences &gt; General &gt; Editors &gt; File Associations:<br />
<a href="http://techartninja.com/wp-content/uploads/MelSyntaxHighlighting.png"><img class="size-medium wp-image-863 alignnone" style="padding: 10px 0px 10px 0px;" title="MelSyntaxHighlighting" src="http://techartninja.com/wp-content/uploads/MelSyntaxHighlighting-271x300.png" alt="" width="271" height="300" /></a></li>
</ul>
<li>Install the Eclipse Maya Plugin to support sending the contents of the current window or selected to Maya&#8217;s script editor.</li>
<ul>
<li>Download the package from <a href="http://www.creativecrash.com/zbrush/downloads/applications/c/eclipse-maya-editor">http://www.creativecrash.com/zbrush/downloads/applications/c/eclipse-maya-editor</a></li>
<li>Add the software in Eclipse using Help &gt; Install New Software&#8230; and choosing the extracted ZIP folder on your local HDD</li>
</ul>
<li>(Optional) Install Eclipse Perforce integration</li>
<ul>
<li>Download the package from <a href="ftp://ftp.perforce.com/perforce/r10.1/bin.java/p4eclipse36.zip">ftp://ftp.perforce.com/perforce/r10.1/bin.java/p4eclipse36.zip</a></li>
<li>Add the software in Eclipse using Help &gt; Install New Software&#8230; and choosing the extracted ZIP folder on your local HDD</li>
</ul>
</ol>
</ol>
</ol>
<p>After this everything with Eclipse and Maya should be working! Next, you should set up PyQt so you can make the creation of complex GUIs a breeze. There are several ways to do this and <a href="http://nathanhorne.com/?p=451">Nathan&#8217;s post</a> covers most of them. My preferred method is a bit different and I&#8217;ll cover it another day. Good luck and let me know how everything works out for you!</p>
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		<title>SOE Austin</title>
		<link>http://techartninja.com/soe-austin/</link>
		<comments>http://techartninja.com/soe-austin/#comments</comments>
		<pubDate>Sat, 04 Feb 2012 10:34:28 +0000</pubDate>
		<dc:creator>Tech Art Ninja</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://techartninja.com/?p=847</guid>
		<description><![CDATA[I joined the talented team at SOE Austin in July of 2011. This is hands-down one of the best and brightest teams I have worked with. I&#8217;m honored to be a key part of driving DCUO forward to new heights!]]></description>
				<content:encoded><![CDATA[<div class="vid600"><iframe src="http://player.vimeo.com/video/41225991" width="600" height="338" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div>
<p style="text-align: left;">I joined the talented team at SOE Austin in July of 2011. This is hands-down one of the best and brightest teams I have worked with. I&#8217;m honored to be a key part of driving DCUO forward to new heights!</p>
]]></content:encoded>
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		<title>Spherical Environment Mapping</title>
		<link>http://techartninja.com/spherical-environment-mapping/</link>
		<comments>http://techartninja.com/spherical-environment-mapping/#comments</comments>
		<pubDate>Fri, 26 Aug 2011 12:56:56 +0000</pubDate>
		<dc:creator>Tech Art Ninja</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[shaders]]></category>

		<guid isPermaLink="false">http://techartninja.com/?p=808</guid>
		<description><![CDATA[Sometimes it can be useful to have the sky to appear at infinity even though the geometry is really close, or perhaps you want to seamlessly blend near and far 3D elements with the skydome in the material regardless of position. Examples to come.]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://techartninja.com/wp-content/uploads/SphEnvDepthBias.jpg"><img class="size-medium wp-image-812 aligncenter" title="SphEnvDepthBias" src="http://techartninja.com/wp-content/uploads/SphEnvDepthBias-300x204.jpg" alt="" width="300" height="204" /></a></p>
<p>Sometimes it can be useful to have the sky to appear at infinity even though the geometry is really close, or perhaps you want to seamlessly blend near and far 3D elements with the skydome in the material regardless of position. Examples to come.</p>
<p style="text-align: center;"><a href="http://techartninja.com/wp-content/uploads/SphEnvNetwork.jpg"><img class="size-medium wp-image-809 aligncenter" title="SphEnvNetwork" src="http://techartninja.com/wp-content/uploads/SphEnvNetwork-300x104.jpg" alt="" width="300" height="104" /></a></p>
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		<title>Useful Tools</title>
		<link>http://techartninja.com/useful-tools/</link>
		<comments>http://techartninja.com/useful-tools/#comments</comments>
		<pubDate>Thu, 11 Aug 2011 04:15:42 +0000</pubDate>
		<dc:creator>Tech Art Ninja</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://techartninja.com/?p=803</guid>
		<description><![CDATA[I came across a few tools recently that are proving to be quite useful in my workflow. Not only are they free, but they actually work pretty well! Handbrake &#8211; An open source media encoder that&#8217;s great at mp4, the new web standard. Also has easy presets for iOS devices and a host of other [...]]]></description>
				<content:encoded><![CDATA[<p>I came across a few tools recently that are proving to be quite useful in my workflow. Not only are they free, but they actually work pretty well!</p>
<p><a title="Handbrake" href="http://handbrake.fr/">Handbrake</a> &#8211; An open source media encoder that&#8217;s great at mp4, the new web standard. Also has easy presets for iOS devices and a host of other targets. I found the UI to be simple and intuitive, and to produce better, faster, and easier results than Apple&#8217;s Quicktime Pro.</p>
<p><a title="CamStudio" href="http://camstudio.org/">CamStudio</a> &#8211; I like Camtasia Sudio but the price tag is a bit much for me. CamStudio is a great free alternative that makes creating tutorials and screen casts a snap. It lacks Camtasia Studio&#8217;s editing and publishing suite, but that&#8217;s not a huge deal to me.</p>
<p><a title="TreeSketch 2.0" href="http://www.cgchannel.com/2011/08/get-treesketch-2-0-cool-free-tree-generation-ipad-app/">TreeSketch 2.0</a>Â - An awesome iPad app that generates 3D trees you can actually use, and exports them to FBX. The interface is nothing short of revolutionary, in my opinion.</p>
]]></content:encoded>
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		<title>Project Amazons</title>
		<link>http://techartninja.com/project-amazons/</link>
		<comments>http://techartninja.com/project-amazons/#comments</comments>
		<pubDate>Sun, 10 Jul 2011 21:27:23 +0000</pubDate>
		<dc:creator>Tech Art Ninja</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://techartninja.com/?p=367</guid>
		<description><![CDATA[In 2011, I moved to Austin to continue my role at Ignition as the Technical Art Director for a new and unannounced FPS IP. I also served as the Lead Artist, Technical Director and Outsource Manager for the first 3 months until additional staff were hired. Our goal during preproduction was to establish Ignition&#8217;s new [...]]]></description>
				<content:encoded><![CDATA[<p><div class="vid600"><iframe src="http://player.vimeo.com/video/41240710" width="600" height="338" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><br />
In 2011, I moved to Austin to continue my role at Ignition as the Technical Art Director for a new and unannounced FPS IP. I also served as the Lead Artist, Technical Director and Outsource Manager for the first 3 months until additional staff were hired. Our goal during preproduction was to establish Ignition&#8217;s new console studio in Austin, implement the development pipeline, and prototype as much of the new game design as possible. I modified the pipeline tools I created for Reich and implemented a new shader library, updated 3DSMAX tools for environment destruction, and created a robust one-button XBOX360 build distribution process for daily multiplayer tests.</p>
<p>Even with no programmers we had a working prototype of the key features in our game by the end of the preproduction phase, including transformable vehicles and weapons, special character abilities, 4 multiplayer levels, and a GDD with production schedule and staffing plan.</p>
<h2>Materials</h2>

			<div class='et-tabs-container' id='et-tabs-container413'>
				<ul class='et-tabs-control'>
			<li><a href='#'>
			Sky Material
		</a></li> 
		<li><a href='#'>
			Base Material
		</a></li> 
		<li><a href='#'>
			Terrain
		</a></li> 
		<li><a href='#'>
			VFX
		</a></li> 
		<li><a href='#'>
			Character
		</a></li>
		</ul> <!-- .et-tabs-control -->

		<div class='et-tabs-content'>
			<div class='et_slidecontent'>
			<div class="vid441t"><object width="441" height="269" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/TVtmTAZGQi0?rel=0&amp;modestbranding=1&amp;autohide=1&amp;version=3&amp;hd=1" /><param name="allowscriptaccess" value="always" /><param name="allowfullscreen" value="true" /><param name="wmode" value="opaque" /><embed width="441" height="269" type="application/x-shockwave-flash" src="http://www.youtube.com/v/TVtmTAZGQi0?rel=0&amp;modestbranding=1&amp;autohide=1&amp;version=3&amp;hd=1" allowscriptaccess="always" allowfullscreen="true" wmode="opaque" /></object></div>
<p>Created to allow the art team to quickly dial in the look for each level. Cloud textures, sky colors, painted backdrops and other variables can be tweaked artistically to achieve desired results. The sky light source is a texture (Sun, Moon, etc) that can be positioned anywhere in the sky and provides back-lighting for the clouds. Cloud panning speed and tiling amount can be adjusted per layer.</p>
<p>No effort was made to simulate actual cloud formation, behavior and dissipation. I feel doing so would have made the material unwieldy to artists and actually given them less control over the end result. It also would have been a lot more expensive and taken longer to develop!
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					<div id="attachment_731" class="wp-caption alignnone" style="width: 160px"><a href="http://techartninja.com/wp-content/uploads/BaseMaterialEx.jpg"><img class="size-thumbnail wp-image-731" title="Base Material Example" src="http://techartninja.com/wp-content/uploads/BaseMaterialEx-150x150.jpg" alt="Base Material Example" width="150" height="150" /></a><p class="wp-caption-text">Base Material Example</p></div>
<div id="attachment_729" class="wp-caption alignnone" style="width: 160px"><a href="http://techartninja.com/wp-content/uploads/BaseMaterial.png"><img class="size-thumbnail wp-image-729" title="Base Material Info Sheet" src="http://techartninja.com/wp-content/uploads/BaseMaterial-150x150.png" alt="Base Material Info Sheet" width="150" height="150" /></a><p class="wp-caption-text">Base Material Info Sheet</p></div>
				</div></p>
<h3>Features</h3>
<p>Used for nearly every environment object in the game, allowing for easy performance optimization and maintenance.</p>
<ul>
<li>Static switches to enable features</li>
<li>2 Layers with Diffuse\Spec\Normal</li>
<li>1 Variation Layer</li>
<li>Reflection on Base Layer (blurry reflections with gloss map via tex2Dbias)</li>
<li>Emissive on Base Layer and Layer 2</li>
<li>Snow feature over all layers (sparkles)</li>
<li>Advanced vertex blending with mixmaps</li>
<li>Simplest variation is ~40 instructions</li>
</ul>
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			<div class="vid441t"><object width="441" height="269" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/aQ9Kf1oTwl0?rel=0&amp;modestbranding=1&amp;autohide=1&amp;version=3&amp;hd=1&amp;autoplay=1" /><param name="allowscriptaccess" value="always" /><param name="allowfullscreen" value="true" /><param name="wmode" value="opaque" /><embed width="441" height="269" type="application/x-shockwave-flash" src="http://www.youtube.com/v/aQ9Kf1oTwl0?rel=0&amp;modestbranding=1&amp;autohide=1&amp;version=3&amp;hd=1&amp;autoplay=1" allowscriptaccess="always" allowfullscreen="true" wmode="opaque" /></object></div>
<div class='one_third'>
					<div id="attachment_730" class="wp-caption alignnone" style="width: 160px"><a href="http://techartninja.com/wp-content/uploads/TerrainMaterial.png"><img class="size-thumbnail wp-image-730" title="Terrain Material Info Sheet" src="http://techartninja.com/wp-content/uploads/TerrainMaterial-150x150.png" alt="Terrain Material Info Sheet" width="150" height="150" /></a><p class="wp-caption-text">Terrain Material Info Sheet</p></div>
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<h3>Features</h3>
<ul>
<li>Height-based blending using vertex R channel for height</li>
<li>3 Layers (Bottom, Middle, Top)</li>
<li>Water Layer with procedural darkening, and ripples influenced by world wind actor</li>
<li>Heightmap-based water mixing for added detail</li>
<li>Snow feature over all layers (sparkles)</li>
<li>Precise blending with layer masks</li>
</ul>
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			<div class="vid441t"><object width="441" height="269" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/K4e8dNjObPA?rel=0&amp;modestbranding=1&amp;autohide=1&amp;version=3&amp;hd=1&amp;autoplay=1" /><param name="allowscriptaccess" value="always" /><param name="allowfullscreen" value="true" /><param name="wmode" value="opaque" /><embed width="441" height="269" type="application/x-shockwave-flash" src="http://www.youtube.com/v/K4e8dNjObPA?rel=0&amp;modestbranding=1&amp;autohide=1&amp;version=3&amp;hd=1&amp;autoplay=1" allowscriptaccess="always" allowfullscreen="true" wmode="opaque" /></object></div>
<p>A few VFX materials I created during pre-production. The meteors are a very simple particle system that drives the animation of the meteor trail material over time, controlling parameters for the fireball position, color, and smoke dissipation.</p>
<p>UI Particles uses a vertex material to offset the geometry of the particles from the player&#8217;s position along the impact vector, keeping their size constant relative to the screen.
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					<div id="attachment_761" class="wp-caption alignnone" style="width: 160px"><a href="http://techartninja.com/wp-content/uploads/Character-Shader.jpg"><img class="size-thumbnail wp-image-761" title="Character Material" src="http://techartninja.com/wp-content/uploads/Character-Shader-150x150.jpg" alt="Character Material" width="150" height="150" /></a><p class="wp-caption-text">Character Material</p></div>
<div id="attachment_756" class="wp-caption alignnone" style="width: 160px"><a href="http://techartninja.com/wp-content/uploads/Character-Specs-Excerpt.jpg"><img class="size-thumbnail wp-image-756" title="Character Specs Excerpt" src="http://techartninja.com/wp-content/uploads/Character-Specs-Excerpt-150x150.jpg" alt="Character Specs Excerpt" width="150" height="150" /></a><p class="wp-caption-text">Character Specs Excerpt</p></div>
				</div>
<h3>Features</h3>
<p>Despite the fact that our characters were stylized, the materials were full-featured and supported mesh and texture compositing for player-customized characters.</p>
<ul>
<li>Custom SSS implementation.</li>
<li>Human skin specular.</li>
<li>Custom anisotropic hair.</li>
<li>Customizable clothing and skin in one material, using UV offsets.</li>
</ul>
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<p>&nbsp;</p>
<h2>Systems and Documentation</h2>
<p>Below is a small sampling of key pipeline documentation I created during pre-production.<br />

<a href='http://techartninja.com/project-amazons/collision-tips/' title='Collision-Tips'><img width="150" height="150" src="http://techartninja.com/wp-content/uploads/Collision-Tips-150x150.jpg" class="attachment-thumbnail" alt="Collision creation tips for LD&#039;s and Artists" /></a>
<a href='http://techartninja.com/project-amazons/env-modeling-guidelines/' title='Env-Modeling-Guidelines'><img width="150" height="150" src="http://techartninja.com/wp-content/uploads/Env-Modeling-Guidelines-150x150.jpg" class="attachment-thumbnail" alt="Environment modeling guidelines for outsourcers" /></a>
<a href='http://techartninja.com/project-amazons/env-texturing-guidelines/' title='Env-Texturing-Guidelines'><img width="150" height="150" src="http://techartninja.com/wp-content/uploads/Env-Texturing-Guidelines-150x150.jpg" class="attachment-thumbnail" alt="Environment texturing guidelines for outsourcers" /></a>
<a href='http://techartninja.com/project-amazons/utv-shader/' title='UTV-Shader'><img width="150" height="150" src="http://techartninja.com/wp-content/uploads/UTV-Shader-150x150.jpg" class="attachment-thumbnail" alt="Base Shader Quick Reference Sheet for Outsourcers" /></a>
<a href='http://techartninja.com/project-amazons/env-architecture-specs-1/' title='Env-Architecture-Specs-1'><img width="150" height="150" src="http://techartninja.com/wp-content/uploads/Env-Architecture-Specs-1-150x150.jpg" class="attachment-thumbnail" alt="Environment Architecture Specs pt1" /></a>
<a href='http://techartninja.com/project-amazons/env-architecture-specs-2/' title='Env-Architecture-Specs-2'><img width="150" height="150" src="http://techartninja.com/wp-content/uploads/Env-Architecture-Specs-2-150x150.jpg" class="attachment-thumbnail" alt="Environment Architecture Specs pt2" /></a>
</p>
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		<title>Indian Wedding</title>
		<link>http://techartninja.com/indian-wedding/</link>
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		<pubDate>Tue, 28 Jun 2011 11:23:05 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Photography]]></category>

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