Seanachai Quote

"Do you really think there are no larger answers to the small ones we can supply? Miguel, we know there are answers for everything. Unfortunately, we know very few of them." (Alexis Paninian to Mitchell Campion following a 4 minute teleportation from Paxton, Ohio to 3XNorth, 3YEast and 150Z off the Coast of Spain, circa 5/28 & 3 weeks, OSB airdate 4/7/1959).



Sunday, February 22, 2015

Goings On

There was a time (20 years ago)  when I contemplated the doom of art.  The notion of digital art sounded a lot like heresy to me.  In fact I'd known it was coming for a long while.  I lived near a prestigious college of design, and I loved Apple fonts that weren't easy to find on my less expensive DOS operated personal computer, but I was a spare time oil painter.   It seemed like a big leap for me to make.

Fast forward and now I am all over it.   My how plans do evolve.  Not that I don't continue to appreciate the craft of human hands, but my desire to build stories forced me into acceptance of the inevitable.   I've joined the fray (budget permitting).

I love these little snippets of this and that, or this or that.   I simply suits me to hook up plugs in the same way I once mixed the paint on my palette.  There is so much less mess.

Still----Just when I think I've got the middle of something (knowing what I am doing), TPTB throw something new at me. No wonder I am yet to experience boredom.


Monday, February 9, 2015

Hi poly to Lo Poly Detail

In about a week she plans to open one new region in Kitely for the sole purpose of sharing what she learned about storybuilding while she was away, and to support the Trust in a better way.   Although her outback builds are available to hypergridders, it is a long 'jumpto' sometimes fraught with peril and she decided to provide her own gateway school sharing facility to the gateway in the outback where she continues to pursue her storybuilding goals.

One of her main purposes for taking her sabbatical was to learn more about mesh optimization and practice modeling/texturing/baking and so forth.   While she appears a bit downtrodden and weary, it was well worth taking the time.   An example of what she learned to do (and plans to share at the Midtown Storybuilding Workshop in Kitely follows:


For some time now I've been using the mesh landscape generating tools in Blender, but the matter of too many vertices prohibited me from using the lovely terrain molded there in my builds.   A lot of hills an dales resulted in a lot of lag.   The objective was to use these quickly produced landscape artifacts, but take the weight out of them.   It was less complicated than I thought, but the decimation modifier did a bit of the work.   The process required a HI poly and LO poly transfer.   Either the blender render or cycle render sufficed, but the cycle render node editor works more efficiently to produce a satisfying result.

Lo Left and Hi Right definitely makes the weight worth it
The process takes no more than 15 minutes now that I've developed a workflow for it.   And you see by the photo that there isn't much difference in the final baked texture appearance of either once the process is completed.

In world there really is no way to tell one way or the other either.   Side by side they look pretty much the same when detail is compared.  No UV matters needed to be considered - always good news


Guess the Dr. Who trilogic game - Which one?   594 or 7938?