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	<title>Garshasp Development Blog &#187; syros</title>
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	<link>http://dev.garshasp.ir/blog</link>
	<description>The stuff that our lives are made of!</description>
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		<title>New screens</title>
		<link>http://dev.garshasp.ir/blog/archives/163</link>
		<comments>http://dev.garshasp.ir/blog/archives/163#comments</comments>
		<pubDate>Wed, 03 Feb 2010 15:10:57 +0000</pubDate>
		<dc:creator>syros</dc:creator>
				<category><![CDATA[3D character]]></category>
		<category><![CDATA[Environment Art]]></category>
		<category><![CDATA[destructible objects]]></category>
		<category><![CDATA[Faranbagh]]></category>
		<category><![CDATA[Garshasp]]></category>
		<category><![CDATA[Jungle]]></category>
		<category><![CDATA[Props]]></category>
		<category><![CDATA[Raft]]></category>
		<category><![CDATA[Siavoshgard]]></category>

		<guid isPermaLink="false">http://dev.garshasp.ir/blog/?p=163</guid>
		<description><![CDATA[So we decided to come up with some updates at the far end of the production phase. As you can see above we got new beauty shot for Garshasp with his mystical mace. This is our in game model rendered in 3ds max along with some paint over that our concept artist &#8220;Soheil&#8221; has done on it. [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-medium wp-image-170" title="GarshaspGame_Garshasp_Gorz" src="http://dev.garshasp.ir/blog/wp-content/uploads/2010/02/GarshaspGame_Garshasp_Gorz-618x799.jpg" alt="" width="618" height="799" /></p>
<p>So we decided to come up with some updates at the far end of the production phase.</p>
<p>As you can see above we got new beauty shot for Garshasp with his mystical mace. This is our in game model rendered in 3ds max along with some paint over that our concept artist &#8220;Soheil&#8221; has done on it.</p>
<p>And here are some in game screen shots which came out right from Iranvij, our Level editor tool. I managed to grab some props too.</p>
<p style="text-align: center;"><img class="aligncenter size-medium wp-image-165" title="GarshaspGame_siavoshgard" src="http://dev.garshasp.ir/blog/wp-content/uploads/2010/02/GarshaspGame_siavoshgard-800x500.jpg" alt="" width="640" height="400" /></p>
<p style="text-align: center;">
<p style="text-align: center;"><img class="aligncenter size-medium wp-image-166" title="GarshaspGame_jungle" src="http://dev.garshasp.ir/blog/wp-content/uploads/2010/02/GarshaspGame_jungle-800x500.jpg" alt="" width="640" height="400" /></p>
<p style="text-align: center;"><img class="aligncenter size-medium wp-image-167" title="GarshaspGame_faranbagh" src="http://dev.garshasp.ir/blog/wp-content/uploads/2010/02/GarshaspGame_faranbagh-800x500.jpg" alt="" width="640" height="400" /></p>
<p style="text-align: center;"><img class="aligncenter size-medium wp-image-168" title="GarshaspGame_jungle_boat" src="http://dev.garshasp.ir/blog/wp-content/uploads/2010/02/GarshaspGame_jungle_boat-800x500.jpg" alt="" width="640" height="400" /></p>
<p style="text-align: center;"><img class="aligncenter size-medium wp-image-169" title="GarshaspGame_jungle_destructable" src="http://dev.garshasp.ir/blog/wp-content/uploads/2010/02/GarshaspGame_jungle_destructable-800x500.jpg" alt="" width="640" height="400" /></p>
<p>Hope you like it.</p>
]]></content:encoded>
			<wfw:commentRss>http://dev.garshasp.ir/blog/archives/163/feed</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Garshasp high poly model</title>
		<link>http://dev.garshasp.ir/blog/archives/96</link>
		<comments>http://dev.garshasp.ir/blog/archives/96#comments</comments>
		<pubDate>Tue, 16 Jun 2009 18:36:16 +0000</pubDate>
		<dc:creator>syros</dc:creator>
				<category><![CDATA[3D character]]></category>
		<category><![CDATA[Garshasp]]></category>
		<category><![CDATA[Garshasp props]]></category>
		<category><![CDATA[Garshasp weapons]]></category>
		<category><![CDATA[Zbrush]]></category>

		<guid isPermaLink="false">http://dev.garshasp.ir/blog/?p=96</guid>
		<description><![CDATA[At last we can say sculpting our Supper hero &#8220;Garshasp&#8221; is finished.   these are all Zbrush models for baking the normal maps and resurfacing of the Low res meshes. Due this weekend I&#8217;ll upload some render, screen shot and wire frame from the Low poly in-game model. a huge thanks goes to Soheil for pushing [...]]]></description>
			<content:encoded><![CDATA[<p>At last we can say sculpting our Supper hero &#8220;Garshasp&#8221; is finished.   these are all Zbrush models for baking the normal maps and resurfacing of the Low res meshes. Due this weekend I&#8217;ll upload some render, screen shot and wire frame from the Low poly in-game model. a huge thanks goes to <a href="http://soheildan.blogspot.com/">Soheil</a> for pushing me to make everything the way it should be, of course I should admit here that he was not satisfied at last and done some parts of face  sculpting by himself <img src='http://dev.garshasp.ir/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .</p>
<p>click to enlarge</p>
<p style="text-align: center;">here is Garshasp:</p>
<p style="text-align: center;"><a href="http://dev.garshasp.ir/blog/wp-content/uploads/2009/06/garshasp_all.jpg"><img class="aligncenter size-full wp-image-97" title="garshasp_all_low" src="http://dev.garshasp.ir/blog/wp-content/uploads/2009/06/garshasp_all_low.jpg" alt="garshasp_all_low" width="461" height="288" /></a></p>
<p style="text-align: center;">his props in detail:<a href="http://dev.garshasp.ir/blog/wp-content/uploads/2009/06/garshasp_all.jpg"></a><a href="http://dev.garshasp.ir/blog/wp-content/uploads/2009/06/garshasp_props.jpg"><img class="aligncenter size-full wp-image-102" title="garshasp_props_low" src="http://dev.garshasp.ir/blog/wp-content/uploads/2009/06/garshasp_props_low.jpg" alt="garshasp_props_low" width="464" height="226" /></a></p>
<p style="text-align: left;">Hope you like it!</p>
]]></content:encoded>
			<wfw:commentRss>http://dev.garshasp.ir/blog/archives/96/feed</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Arzoor, a 3D character pipeline</title>
		<link>http://dev.garshasp.ir/blog/archives/48</link>
		<comments>http://dev.garshasp.ir/blog/archives/48#comments</comments>
		<pubDate>Wed, 06 May 2009 19:27:37 +0000</pubDate>
		<dc:creator>syros</dc:creator>
				<category><![CDATA[3D character]]></category>
		<category><![CDATA[3D Character pipeline]]></category>
		<category><![CDATA[Arzoor]]></category>
		<category><![CDATA[Normal map]]></category>

		<guid isPermaLink="false">http://dev.garshasp.ir/blog/?p=48</guid>
		<description><![CDATA[Here is a Construction shot along with the Arzoor Zbrush model and a Beauty shot, just to show the technical part of our character art pipeline. click to see a it in 3 different angles. This construction shot is an screen shot from max viewport. We use ShaderFx for testing normal maps inside Max during [...]]]></description>
			<content:encoded><![CDATA[<p>Here is a Construction shot along with the Arzoor Zbrush model and a Beauty shot, just to show the technical part of our character art pipeline.</p>
<p>click to see a it in 3 different angles.</p>
<p style="text-align: center;"><a href="http://dev.garshasp.ir/blog/wp-content/uploads/2009/05/arzoor3dmodel_wf.jpg"><img class="aligncenter size-full wp-image-55" title="arzoor3dmodel_wf_low" src="http://dev.garshasp.ir/blog/wp-content/uploads/2009/05/arzoor3dmodel_wf_low.jpg" alt="arzoor3dmodel_wf_low" width="382" height="371" /></a></p>
<p style="text-align: center;">
<p>This construction shot is an screen shot from max viewport. We use <a href="http://www.lumonix.net/shaderfx.html" target="_blank">ShaderFx</a> for testing normal maps inside Max during development of the character and before importing it to the engine. this is a shader I have made that supports 4 realtime lights and an overall ambient light. maps to use with this shader are : Normal,Diffuse,Specular and alpha.</p>
<p style="text-align: center;"><a href="http://dev.garshasp.ir/blog/wp-content/uploads/2009/05/arzoor3dmodel_zb_bs.jpg"><img class="aligncenter size-full wp-image-57" title="arzoor3dmodel_zb_bs_low" src="http://dev.garshasp.ir/blog/wp-content/uploads/2009/05/arzoor3dmodel_zb_bs_low.jpg" alt="arzoor3dmodel_zb_bs_low" width="410" height="299" /></a></p>
<p>Almost every character in the game take the same path to come alive (aside from animation though), let me explain it. the model will be first modeled in Zbrush, then it will be retopologized inside Zbrush for making the low poly mesh from the original sculpt. then every parts of the low res mesh will be taken to 3ds Max for Unwrapping and normal baking. right now we bake our normals inside max. In 3ds Max  environment we have the ability to easily adjust the cage mesh for an accurate normal map generation and easy bug fixes. But the problem arises when your high resolution Zbrush mesh goes really HIGH!! at this moment we usually brake the high res mesh according to low res unwrapped chunks. But almost recently <a href="http://mmodarres.blogspot.com/" target="_blank">3mm</a> has proposed to use <a href="www.xnormal.net" target="_blank">xnorma</a>l for baking the normal maps as it is an stand alone software just for normal baking purposes (and of course some other great tasks). but using it require to solve some other problems (like making additional cage). <a href="http://mmodarres.blogspot.com/" target="_blank">3mm</a> volunteered for taking this tedious path for our next boss character, so i hope this new pipeline will work for us!</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Environment 3D contents</title>
		<link>http://dev.garshasp.ir/blog/archives/16</link>
		<comments>http://dev.garshasp.ir/blog/archives/16#comments</comments>
		<pubDate>Sun, 26 Apr 2009 22:27:50 +0000</pubDate>
		<dc:creator>syros</dc:creator>
				<category><![CDATA[Environment Art]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://dev.garshasp.ir/blog/?p=16</guid>
		<description><![CDATA[As far as our phased Environment building is still in it&#8217;s second phase, i should point out one or two issues. here is the pros and con&#8217;s of this method in my point of view; Pros: -If you are able to guess what was in the designer&#8217;s mind when drawing those lines on paper or [...]]]></description>
			<content:encoded><![CDATA[<p>As far as our phased Environment building is still in it&#8217;s second phase, i should point out one or two issues. here is the pros and con&#8217;s of this method in my point of view;</p>
<p>Pros:</p>
<p>-If you are<em> able</em> to guess what was in the designer&#8217;s mind when drawing those lines on paper or a 2d digital image!!!, you <em>won&#8217;t</em> get a headache making meshes for the first phase of 3D environment contents.</p>
<p>Cons:</p>
<p>-If you are <em>not able</em> to guess what was in the designer&#8217;s mind when drawing those lines on paper or a 2d digital image!!!, you <em>will </em>get a headache making meshes for the first phase of 3D environment contents.</p>
<p>this two main factors of the phase two, resonant with each other to the point of total agony. the main issue is that he <em>should</em> have some meshes to test the game play but he don&#8217;t know yet what exactly he wants. may be all these words have one big reason:</p>
<p>&#8220;don&#8217;t work late at nights, especially alone, with music turned off!!&#8221;</p>
<p>and a word for the game play designers testers: as far as making<em> just a very rough 3d sketch</em> of the Environment, I have seen the huge amount of time needed to make these enormous levels <em>PLAYABLE</em> , apart from the final 3d contents.</p>
<p>should we revise the plans???</p>
]]></content:encoded>
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