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Archive for 'uncategorized'
Hey, UV mapping the second human-like figure took me much less time than the first one! This one took about 1 hour, again in Blender (and again, marking seam edges, LSCM that and just arranging resulting pieces rocks).
That said, making the low-poly mesh from the high-poly one took much longer than UV mapping; something like 4 hrs. A good artist would probably make a new mesh from scratch in shorter time, but hey, I’m not an artist :)
Posted on 2005-05-16 18:09 in uncategorized | 2 Comments »
Really. Three hours for a model at 1024×1024 and 5x supersampling!
Now I’m using ATI’s NormalMapper to compute normal/AO maps (Previously was using nVidia’s Melody, but switched for no obvious reason). The good thing with NormalMapper is that it comes with sourcecode; I’ve already sped up AO computation about 20% by capping octree traversal distances (that took less than an hour). I suspect with some thought it could be optimized even more.
Previously I was using a hacked solution – compute normal map with either tool (that doesn’t take long), then use my custom small tool that does low-order GPU PRT simulation on low-poly normalmapped model with D3DX. Get the first term of results, scale it and there you have ambient occlusion. I was thinking it produces good results, but in the truth is that ‘real’ AO maps look somewhat better, especially for small ornaments that aren’t captured in low-poly geometry.
The good thing about this hacked approach is that it takes ~10 seconds for a model (compare to 3hrs). Using it as a quick preview is great, and the differences between hacked-AO and real-AO aren’t that much visible once you add textures and conventional lighting.
I’m thinking about doing GPU-based AO simulation on the high poly model, with quick-n-dirty UV parametrization; then just fetching the resulting texture in normal map computation tool (afaik, Melody can do that natively; for NormalMapper it would be easy to add I think). With recent DX9 SDK such tool should not take more than 200-300 lines of code (D3DX has both UVAtlas and GPU PRT simulation now). On the other hand, I know that nVidia guys are preparing something similar :)
Update: added image – on the left is hacked-n-fast AO, on the right is real-AO. Ornaments inside aren’t present in low-poly model (only in normal map). Differences are less visible when the model is textured and other stuff is added.
Posted on 2005-05-13 12:38 in uncategorized | 4 Comments »
Sometimes I work for 8 hours with almost no results. Sometimes, I can do much more in 3 hours.
Things that help me (examples from IC05 demo): write down a detailed, roughly prioretized task list. If I don’t write it down and keep tasks in my head, I often spend too much time polishing not-so-important features. With task list, I update it constantly; at the same time I get sort of ‘summary’ of remaining work.
Another one: really concentrate. Turn off music (for some reason I can’t work while music is playing… especially if the music is good, I start listening to it), close the doors, tell the child ‘go play with mom instead’ :), etc.
More: disconnect from the net while working :)
Posted on 2005-05-12 10:36 in uncategorized | No Comments »
An interesting problem: I’m writing my Master’s thesis and have tough time translating smoothie (from Rendering Fake Soft Shadows with Smoothies) and skirt (Smooth Penumbra Transitions with Shadow Maps).
Both thanslate into weird stuff!
Posted on 2005-05-05 17:32 in uncategorized | 2 Comments »
Writing thesis at the university is weird, you have to write 50 pages of poo just to present 5 pages of useful information. Introductions, overviews, previous works, aims, hopes, discussions, explanations of unrelated stuff etc.
I have a temptation to put a small picture of some dragon or a naked chick :) somewhere inside just to test if anyone really reads that crap.
Posted on 2005-04-23 22:12 in uncategorized | 1 Comment »
So I went and put the sourcecode of our engine and the current (in progress) demo at BerliOS, so far only the Subversion tree (browse it online here).
The ‘engine’, called dingus (don’t ask me why :)), is the one that was born for LTGameJam2003, based on some previous experience and insights from people more clever than me. Variations of it were used in all ‘serious’ nesnausk! demos so far, and in my personal projects as well. The sourcetree at BerliOS has no exporters/tools commited in yet, that will be at some later time. Of course, no real documentation is written for the engine.
Besides the engine, there’s ic2005 project that’s, well, the sourcecode for our WIP demo for ImagineCup2005. No art assets in any form are committed in, sorry :)
At some later time I’ll put the sourcecode for our other demos/projects as well. Maybe.
Update: mesh and animation exporters for 3dsMax added to svn. Other tools pending.
Posted on 2005-04-22 9:47 in uncategorized | 5 Comments »
We’re going into heavy crunch mode to finish our ImagineCup demo on time. The demo alone would be nothing, but when you add up TheRealWork, master’s thesis, the demo and some sleep, you quickly run out of hours available during the day. Take one out of that, and it’s manageable :)
Anyway. I feel kinda strange about the direction our demos are taking. Much like the game industry, we’re going the ‘content shoveling’ way. Paulius’ first ‘serious’ demo, Demo 612, was low in content amount on purpose. Our other demo, The Fly, already had some content; programming part was already the minor one.
In this demo, I project that we’re putting 5x more effort than into ‘The Fly’, and something like 90% of the total effort goes into art content (models, textures, animations etc.). It would better look good in the end! I once thought that for some reason we ‘raised the bar’ so much that it’s hard for ourselves to jump over it.
This kind of scares me. The overall trend is that with each demo we’re doing much more content, while the ‘code’ part remains pretty constant in size/complexity. What’s coming next? Will we need 5 artists working for 5 months just to make a demo?
After this demo, I want to take the usual 2-3 month break; and then try something different. Something more abstract, with more intelligent code and less massive art content. I admire kewlers very much – somehow they are able to make great demos ‘out of nothing’ :)
Posted on 2005-04-21 9:34 in uncategorized | 5 Comments »
Been thinking about how we should synchronize the visuals and the music in our demo… So I went and watched some of the classic demos, paying some extra attention at how they do it.
Synchronization aside, the demo that still touches me very deeply is Gerbera by Moppi. It’s old (2001) and already starting to show it’s age visually, but the whole mood, ‘storyline’ (whatever that is), the tiny writings and the music is fascinating.
Directions makes us unable to choose our paths. Wonderful.
Posted on 2005-04-20 11:04 in uncategorized | 2 Comments »
I’ve done some very basic walk/run animation blending. The results are pretty neat!
We have several walk animation cycles, each for different walk/run speed. Now I can smoothly move the character at any speed, and the right animations are selected, synchronized, mixed; and the walk is mixed in/out of another animations.
As a basis I’ve taken Tom Forsyth’s talk from GameTech2004 and Charles Bloom’s rambles (dated 3-13-03). Of course, our case is somewhat simpler (e.g. we don’t have manpower to author all turn left/right, accelerate/decelerate, etc. anims).
Try it yourself – it’s good! :)
BTW, I was thinking about putting our full engine/tools/whatever somewhere, in case anyone is interested or maybe would find it useful. Well, I know, the naked sourcecode is not useful at all in the real world, but still :)
Posted on 2005-04-09 20:48 in uncategorized | No Comments »
A must read article for any game developer wannabe here:
Your industry heroes work like dogs too. Ask a Blizzard employee what their “core” hours were for the last year+ before WoW launched. Or a Bungie employee leading up to Halo shipping. And those are the lucky ones. For every studio that turned out a brilliant game, multiple other teams of equally cool people ended up wasting years of their lives working on games that never saw the light of day, came out stillborn or got pushed out early and died an ignominious screaming bug-filled death.
Don’t even get me started on the core work hours for Japanese studios.
How sad, and how true…
Posted on 2005-04-05 11:19 in uncategorized | No Comments »
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