<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-33316820</id><updated>2012-02-07T16:42:58.583+05:30</updated><category term='You Should Know'/><category term='Powerpoint Presentations'/><category term='Technical Docs'/><title type='text'>SHARAD MITRA</title><subtitle type='html'>TAD/Generalist/Manager/Teacher</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>25</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-33316820.post-8675700873085232626</id><published>2011-04-26T13:04:00.000+05:30</published><updated>2011-04-26T13:07:45.737+05:30</updated><category scheme='http://www.blogger.com/atom/ns#' term='You Should Know'/><title type='text'>The Difference Between a Career and a Job</title><content type='html'>I have got a really nice and precise description that is crisp and to the point.I really liked it. It was posted by Ravi on :&lt;br /&gt;&lt;a href="http://thedesimag.com/2011/04/25/the-difference-between-a-career-and-a-job/"&gt;http://thedesimag.com/2011/04/25/the-difference-between-a-career-and-a-job/&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;There are things that your boss and your human resource director will probably never tell you.  One of them is the fundamental truth that a job is not a career.   Your job is an integral part of your career but it differs in many ways from your career.  Understanding the difference is perhaps one of the most important steps you can take in your career.&lt;br /&gt;&lt;br /&gt;Most organizations are geared towards maximizing the productivity of its employees, and by definition, the focus is on people to do their jobs better.   Traditional career paths entailed succeeding at a series of jobs and climbing the ladder towards success.  That ladder has increasingly become curved and convoluted.  Therefore, it is very important that we manage our careers as a business; we need to recognize that if we don’t, we are depending on others to do it for us, and we are increasingly relying on fortunate turns and twists of fate.&lt;br /&gt;&lt;br /&gt;A career is everything about your professional life that is portable.  By this, I mean that a career is what you would have if you suddenly did not have a job.  This includes your knowledge, your special skills, your experience, your network, your goodwill, your credentials, your education, your reputation and your professionalism.    A good and satisfying job should build your career, but it is up to you to monitor the health, direction and path of your career.  You need to take on the assignments, which enhance your experience and strengthen your resume.  If you believe you are stagnated, you need to perform a self-diagnostic on your career.  Stay connected with your network and get by feedback from your industry associates and mentors.  Decisions to obtain additional training and education must be weighed against opportunity costs.&lt;br /&gt;&lt;br /&gt;There is only one person responsible for your career – YOU!  Accept it, embrace it, cultivate it, nurture it and polish it.  It’s you and your brand.  Once you realize that you are driving your career actively, you will gain confidence and make sound decisions, which will make you a better professional.  This, in turn, will make you a more valuable asset to your organization and to your clients.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-8675700873085232626?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/8675700873085232626/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=8675700873085232626&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/8675700873085232626'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/8675700873085232626'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2011/04/difference-between-career-and-job.html' title='The Difference Between a Career and a Job'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-3548365836063913770</id><published>2011-02-05T13:54:00.004+05:30</published><updated>2011-03-08T17:53:54.738+05:30</updated><category scheme='http://www.blogger.com/atom/ns#' term='Technical Docs'/><title type='text'>UV Layout: Non-square Texturing</title><content type='html'>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;&lt;br /&gt;&lt;br /&gt;&lt;m:smallfrac m:val="off"&gt;    &lt;m:dispdef&gt;    &lt;m:lmargin m:val="0"&gt;    &lt;m:rmargin m:val="0"&gt;    &lt;m:defjc m:val="centerGroup"&gt;    &lt;m:wrapindent m:val="1440"&gt;    &lt;m:intlim m:val="subSup"&gt;    &lt;m:narylim m:val="undOvr"&gt;   &lt;/m:narylim&gt;&lt;/m:intlim&gt; &lt;/m:wrapindent&gt;  &lt;/m:defjc&gt;&lt;/m:rmargin&gt;&lt;/m:lmargin&gt;&lt;/m:dispdef&gt;&lt;/m:smallfrac&gt;&lt;br /&gt;&lt;div align="center" class="MsoNormal" style="text-align: center;"&gt;&lt;u&gt;&lt;span style="font-size: 15pt; line-height: 115%;"&gt;Creating UV layout for a non-square texture sheet&lt;/span&gt;&lt;/u&gt;&lt;/div&gt;&lt;div align="center" class="MsoNormal" style="text-align: center;"&gt;&lt;u&gt;&lt;span style="font-size: 15pt; line-height: 115%;"&gt;&lt;/span&gt;&lt;/u&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Often in gaming, we need to make non-square textures for environmental props. This requirement occurs due to one of the following reasons:&lt;/div&gt;&lt;ul style="text-align: left;"&gt;&lt;li&gt;&lt;span style="font-family: Symbol;"&gt;&lt;/span&gt;&lt;b&gt;Scene importance&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;&lt;ul style="text-align: left;"&gt;&lt;li&gt;&lt;b&gt;Object size&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;&lt;ul style="text-align: left;"&gt;&lt;li&gt;&lt;b&gt;&lt;span style="font-family: Symbol;"&gt;&lt;/span&gt;Saving texture memory (reduce fill rate)&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="MsoNormal"&gt;Many a times, I have seen artist laying out UVs in such a way for such textures sheet requirement that, though the texture seems fine on a model, it’s actually a stretchy non-square checker layout.&lt;/div&gt;&lt;div class="MsoNormal"&gt;In this tutorial, you will see how the UV needs to be laid out to get perfect non-stretchable layout Texel density on the model.AS a base point I have a model (Machet weapon)&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_7fRO97ifrEg/TU0HPKR3hDI/AAAAAAAAAWw/hGLYGipmCP4/s1600/Image05.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;/a&gt;&lt;a href="http://4.bp.blogspot.com/_7fRO97ifrEg/TU0HFFMqSOI/AAAAAAAAAWs/BP7kge1Xocs/s1600/Image01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="292" src="http://4.bp.blogspot.com/_7fRO97ifrEg/TU0HFFMqSOI/AAAAAAAAAWs/BP7kge1Xocs/s400/Image01.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Based on its proportions and importance, I need a 512(w) X 1024(h) texture sheet. I have laid out the UVs like a normal layout with perfect square checker size.&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_7fRO97ifrEg/TU0HPbQspdI/AAAAAAAAAW0/WPVHfd7Gu8M/s1600/Image02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="292" src="http://4.bp.blogspot.com/_7fRO97ifrEg/TU0HPbQspdI/AAAAAAAAAW0/WPVHfd7Gu8M/s400/Image02.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_7fRO97ifrEg/TU0HQVUYAuI/AAAAAAAAAW8/uhV3BsdDNe4/s1600/Image04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Keeping the UVs on one half of the layout will not solve our problem because this means we are just using half of the complete texture that will be applied to the model. &lt;/div&gt;&lt;div class="MsoNormal"&gt;To better understand, make a dummy 512X1024 sample checker texture sheet and apply it to the model. It will look like this:&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_7fRO97ifrEg/TU0HP6cGXUI/AAAAAAAAAW4/r1-1159u4ts/s1600/Image03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="292" src="http://1.bp.blogspot.com/_7fRO97ifrEg/TU0HP6cGXUI/AAAAAAAAAW4/r1-1159u4ts/s400/Image03.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;a href="http://1.bp.blogspot.com/_7fRO97ifrEg/TU0HP6cGXUI/AAAAAAAAAW4/r1-1159u4ts/s1600/Image03.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;/a&gt;&lt;br /&gt;&lt;div class="MsoNormal"&gt;This is a stretchy uv layout and to make it proper we need to scale the UVs non-uniformly to +U direction (in this case). &lt;/div&gt;&lt;div class="MsoNormal"&gt;(For 1024X512 texture sheet, the UVs need to be scaled in +/- V direction.)&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_7fRO97ifrEg/TU0HQVUYAuI/AAAAAAAAAW8/uhV3BsdDNe4/s1600/Image04.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;br /&gt;&lt;/a&gt;&lt;/div&gt;Now you have a perfect square checkered Uv layout for a non-square texture.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_7fRO97ifrEg/TU0HQVUYAuI/AAAAAAAAAW8/uhV3BsdDNe4/s1600/Image04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="292" src="http://4.bp.blogspot.com/_7fRO97ifrEg/TU0HQVUYAuI/AAAAAAAAAW8/uhV3BsdDNe4/s400/Image04.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="MsoNormal"&gt;Here is an another example where I need 256X1024 texture sheet for the model and the UV layout need to be something like this.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_7fRO97ifrEg/TU0HPKR3hDI/AAAAAAAAAWw/hGLYGipmCP4/s1600/Image05.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="292" src="http://3.bp.blogspot.com/_7fRO97ifrEg/TU0HPKR3hDI/AAAAAAAAAWw/hGLYGipmCP4/s400/Image05.jpg" width="400" /&gt;&lt;/a&gt;&lt;a href="http://3.bp.blogspot.com/_7fRO97ifrEg/TU0HPKR3hDI/AAAAAAAAAWw/hGLYGipmCP4/s1600/Image05.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;br /&gt;&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;div id="fb-root"&gt;&lt;/div&gt;&lt;iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Fexample.com%2Fpage%2Fto%2Flike&amp;amp;layout=standard&amp;amp;show_faces=true&amp;amp;width=450&amp;amp;action=like&amp;amp;colorscheme=light&amp;amp;height=80" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:450px; height:80px;" allowTransparency="true"&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;br /&gt;&lt;script src="http://connect.facebook.net/en_US/all.js#appId=186009934773762&amp;amp;xfbml=1"&gt;&lt;/script&gt;&lt;fb:comments href="https://sites.google.com/site/mitrasharad/personal-portfolio/cs-sourcesnipermap#" num_posts="2" width="500" allowTransparency="true"&gt;&lt;/fb:comments&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-3548365836063913770?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/3548365836063913770/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=3548365836063913770&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/3548365836063913770'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/3548365836063913770'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2011/02/v-behaviorurldefaultvmlo.html' title='UV Layout: Non-square Texturing'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_7fRO97ifrEg/TU0HFFMqSOI/AAAAAAAAAWs/BP7kge1Xocs/s72-c/Image01.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-7252362500302286776</id><published>2010-09-01T11:21:00.000+05:30</published><updated>2011-02-05T14:02:54.405+05:30</updated><category scheme='http://www.blogger.com/atom/ns#' term='You Should Know'/><title type='text'>How To Pitch Your Game- dallman</title><content type='html'>&lt;span style="font-family: inherit; font-size: small;"&gt;&lt;/span&gt;&lt;span style="font-family: inherit; font-size: small;"&gt;&lt;/span&gt;&lt;span style="font-family: inherit; font-size: small;"&gt;&lt;/span&gt;&lt;h2 style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;&lt;div class="post_author" style="font-family: inherit;"&gt;&lt;div&gt;&lt;span style="font-size: small;"&gt;&lt;span class="label"&gt;I found this article at: &lt;a href="http://makeitbigingames.com/2007/09/how-to-pitch-your-game/"&gt;http://makeitbigingames.com/2007/09/how-to-pitch-your-game/&lt;/a&gt;by &lt;/span&gt;&lt;b&gt;Dallman&lt;/b&gt;.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="font-size: small;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="font-size: small;"&gt;&amp;nbsp;This is a superb article on how to approach a publisher for ur game concept.have a look!&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="post_date" style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="post_date" style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;It was one year ago that GarageGames introduced the &lt;strong&gt;Affiliated Developer program&lt;/strong&gt;.   In that year as a producer I’ve reviewed countless video game pitches  from good to awful.  I am marking the one year occasion by guest  authoring Jeff’s blog to offer broad tips that will &lt;strong&gt;help independent game developers successfully pitch themselves or their game to any publisher&lt;/strong&gt; without boring the publisher or losing their interest.  &lt;em&gt;&lt;strong&gt;Batter up!&lt;/strong&gt;&lt;/em&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: center;"&gt;&lt;span style="font-size: small;"&gt;&lt;img src="http://www.ck-blog.com/cks_blog/images/2007/06/20/9givingapresentation_3.jpg" /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="center" style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;em&gt;Insider tip: “Zzzz” is not the sound of approval&lt;/em&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;First, a quick reminder on what our own AD program is:&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;“We are working with a few great developers to make games  that are exclusive to GarageGames and that we help bring to market.  We  call this our Affiliated Developer partnership program.”&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;em&gt;- Jeff Tunnell in Sept 2006, coining the Affiliated Developer program&lt;/em&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;Even before the coining of Affiliated Developer we always got pitches  and sought good developers.  It did not change with the AD program and  has not changed since.  Good publishers are always on the lookout for  new projects and people to work with and we are no exception.  This has  always been the case and is no different now.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;My goal here is to help you make better pitches by sharing what I’ve seen.  It is broad advice and totally non-specific to GG &lt;em&gt;(making it highly DIGGable *wink*)&lt;/em&gt;.  The subtitle for this post could be &lt;em&gt;“pitching tips from a game industry catcher.”&lt;/em&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;The range of pitches I’ve reviewed is huge, from literally two word  emails (”you like?” followed by an attached movie) to 30 page design  docs complete with appendix detailing every mouse click.  Everything  from casual puzzle games to WOW clones; from someone who’s never shipped  a game requesting a third of a million dollars to start their business  to experienced developers delivering sober proposals.  From that stack,  here’s my advice:&lt;br /&gt;&lt;span id="more-41"&gt;&lt;/span&gt;&lt;/span&gt;  &lt;/div&gt;&lt;span style="font-family: inherit; font-size: small;"&gt;&lt;strong&gt;Research the Publisher&lt;/strong&gt;&lt;/span&gt;&lt;div style="font-family: inherit;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;My first tip is true for any publishing field, be it books or films.  And that’s to &lt;strong&gt;do your homework&lt;/strong&gt;.   If the publisher is Popcap, don’t pitch them the next Half-Life.  If  the only casual game a company has made is Puzzle Poker, chances are  they aren’t big on funding match three clones.  Target publishers who  are in your genre and you will have a greater response rate.  Look at  that publisher’s portfolio to get a feel for what they are interested in  seeing.  If you do not, you are wasting their time as well as your own.   That is time you could be spending targeting more likely publishers.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;A Picture is Worth a Thousand Words&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;If your pitch contains only text, it will be scanned over, and  crucial details may be missed.  While it takes time to process words,  visual scenes are processed quickly by the brain.  And game industry  people, especially creatives, are visual communicators.  &lt;strong&gt;A quickly mocked up in-game screen will tell more about the game than a page worth of text&lt;/strong&gt;.   The more clearly you can communicate your idea, the better it can be  weighed, and the more likely it is to be accepted, at a minimum, as  something of interest.  A picture eggs the viewer on — it says, &lt;em&gt;“imagine this scene with real art, and brought to life.”&lt;/em&gt;   It captures the viewer’s imagination in ways that words cannot.   Photoshop mock-up, programmer art, MS-PAINT, it doesn’t matter.  Any  sketch is better than none.  If you have a real concept artist and  include pre-production art in the pitch, it is that much stronger, and  shows you put that much more thought into all aspects of the pitch.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;“No” can Happen in one Sentence&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;Present your high level concept first, with one sentence.  If the  high concept is accepted, the publisher will continue to read for  greater detail.  If the high concept is rejected, the publisher stops  right there, and any work you did on further details for the pitch are  irrelevant.  For example, your high level concept may be a genre the  publisher does not work with, may be something considered too risky (an  MMO), or the publisher may already have a title in the works that is too  similar to consider a second.  &lt;strong&gt;Don’t assume or expect the publisher to read the whole pitch&lt;/strong&gt;, it can end at the first sentence.  Which brings us straight to the next point.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;Have Many Things to Pitch&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;Don’t put all your eggs in one basket.  If the publisher rejects one  pitch, that doesn’t mean the end of the relationship — if you have more  pitches up your sleeve.  Be prepared to pitch multiple different  projects, and a diverse range of projects (though not all across the  board and too diverse).  I heard one developer whose game a publisher  loved pitched an idea for his next game, which the publisher wasn’t  impressed with and thought “maybe this developer doesn’t know as much  about design as we thought he did.”  &lt;strong&gt;Luckily he had a backup which was an instant hit, making the publisher forget all about the weak first pitch.&lt;/strong&gt;   One game was RPG-like, the other arcade-like.  The second pitch was  not a trivial variation of the first, but not as widely divergent as  MMO/match-3 either.  By that token, don’t have so many games to pitch  that you’re just firing in the dark and seeing what sticks.  Anyone can  do that and it shows no commitment on your part.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;Be Professional&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;Your pitch should be professional in presentation, not informal.  You  are afterall formally requesting publishing services and/or funding.  A  conversational style is indirect and meandering.  &lt;em&gt;If you want to be seriously considered, be serious.&lt;/em&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;Be Passionate about What you Pitch&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;This is harder with a paper pitch than an in-person one, but despite  being professional in a pitch, passion comes through nonetheless.  It’s  simple: if a developer is passionate about a project, they are more  likely to make sure they create a fantastic product and follow through  on deadlines.  If they seem ambivalent, then guess what, so will the  publisher, which all but guarantees a “no.”&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;Know What you are Making&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;Know what your core game concept is.  Know what elements support  that.  Know your design inside and out.  Publishers will not pay you to  experiment or prototype.  Granted your design may change through the  course of development, but &lt;strong&gt;you are not pitching a direction, you are pitching a specific game&lt;/strong&gt;.   Make sure you know what that is and can communicate it simply and  clearly.  Be able to answer why you are making the game that you are  beyond just “I think I will like it.”&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;Know Budgets&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;I’ve talked to developers who, upon being asked what the budget is  for the game they pitched, said they had no idea and offered nothing  further.  I’ve seen budgets whose only line item is “the game” with the  total amount listed and no further details.  Make sure you know what you  are asking payment for.  How much will be needed for art?  For code?   For administrative overhead?  Are you familiar with contractor costs for  these things?  Do you have ballparks of man hours required for various  features?  How much of your budget could be saved by cutting feature X?   By adding feature X?  As much of this should be known upfront, not  discovered later on.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;You can be Greedy or Stupid but not Both&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;I heard this line a year ago and it’s true.  If you have a great  proposal, but are asking for too much money and too many “deal points”  (no exclusivity, no right to sequel, no alternate format publishing) you  can still be negotiated with.  If you have a great proposal and at the  right price, but are missing a big piece of the picture (neglecting  customer service costs for an MMO, or neglecting the true difficulty of  implmenting a certain feature for example), you are still potentially in  business.  But &lt;strong&gt;if you are both greedy and stupid there is no reason for a publisher to work with you&lt;/strong&gt;  no matter how great your game is.  There are simply far too many  intelligent, humble, capable developers out there to work with in your  place.  This industry has a surplus of people wanting to be in it, not a  shortage.  Avoid these pitfalls.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;Be Almost-Greedy&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;I am showing my colors as a developer and not a publisher here, but  it’s good advice and bears passing along.  It’s true not just for video  games but for any business deal.  We have a tendency to shortchange  ourselves or to expect the execution to be perfect with no bumps and  fail to account for the unforeseeable.  Rule of thumb, &lt;strong&gt;ask for slightly more than you’re comfortable with&lt;/strong&gt;.   At the same time, be prepared for slightly less than you’re  comfortable with.  Somewhere in that zone your game will get made.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;License and Registration, Please&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;In a publisher’s eyes the team you have is as important as the game  or concept itself.  Ask yourself these questions and be prepared to  answer them: What have you shipped? What is your industry experience?  What contract work have you successfully completed? &lt;em&gt;Be honest with yourself.&lt;/em&gt;  Now ask, do the answers to these match up with what you’re proposing and asking for?  &lt;em&gt;Make sure they do.&lt;/em&gt;   Publishers do not see just project but faces behind them.  In sales it  is cheaper to get repeat customers than find new ones.  Publishing is  no different — it is more effective to work with existing partners than  identify and orient new ones.  More often than not publishers are  looking for long term partners to trust.  If all you see is the one  game, or all you’re showing is one game, and no the value of the team  behind it, your vision is not broad enough.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;When’s it Shipping?&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;Have a timeline and associated costs for dates.  Milestones can be  feature based (prototype/campaign/multiplayer/final art/bugs) or stage  based (alpha/beta/RC/gold) or both.  There is no absolute standard  except that without this information, the publisher is going to be left  wondering how long your project will take.  Moreover, &lt;strong&gt;the publisher needs to know how much you need at each of these stages so they can project their internal budget accordingly&lt;/strong&gt;.   You’re not going to get paid entirely upfront, or entirely upon  completion, so set your needs and expectations here, and be ready to  negotiate.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;Competitors&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;Capably discuss your game’s position in the marketplace.  More is  better than not enough.  How have other games in the genre performed?   What was the last succeeding similar product?  How is your game similar  to and unique from competing products?  Who are your competitors and why  is your game better?  These are all important questions to answer.  A  pitch that is weak that deeply understands its competitors is as likely  to succeed as a pitch that is strong that dismisses or misses the mark  on its competitors.  Showing that you know who else has your same idea  and who has executed well on it (and who has failed) tells the publisher  that you are that much more likely to succeed yourself.  It shows that  you deeply understand your genre and have done your homework.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;Now with 8-way Joystick and Second Button!&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;Platform matters!&lt;/strong&gt;  If it’s an arcade cabinet game,  how will you leverage that.  If it’s a cellphone game, or a web game, or  a LAN party game, how will you leverage those.  Miss this and nobody  will notice.  But include it, and get it right, it’s that much more  firepower to ignite the flame of a go.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;“It’s for Hardcore Gamers… AND my little sister!”&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;Know who your target consumer is.  &lt;strong&gt;“Everyone” or “people who  like racing games” does nothing but tell the publisher that you didn’t  do your homework or don’t really understand the game industry.&lt;/strong&gt;   There is no one right answer to this or right way to do it, but it  should be some blend of age/gender/hobby/lifestyle/game preferences and  the range should not be too broad.  If “9 to 90″ is your “target” that’s  not really a target is it?  You can’t help but hit it.  Find something  and aim for it.  Then find ways to strengthen the pitch for that  particular market.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;What you Do, Do That&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;Stay within your limits.  A publisher is not going to pay for you to  attempt never-before-attempted feats to see if you can.  Where there is  money, there is by necessity certainty.  &lt;strong&gt;Staying within limits reduces the risk of failure for both parties.&lt;/strong&gt;   If you’ve never done networked games, don’t pitch a networked racing  game.  If you’ve never worked with physics, don’t pitch a game that  relies on physics as a key component.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;To the Point&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;Stay to the point.  You do need to share the plan for how you will  produce the game.  You don’t need to detail what source control methods  and what team management techniques you will use.  You do need to state  clearly what the game content will be.  You don’t need to share the plan  of how you will run the details of your business and which HMO you will  be choosing for your employees.  &lt;strong&gt;Stay relevant to the publisher&lt;/strong&gt;.   If you need an affirmative pat on the back for the details of your  other plans, get that from a fellow developer or a friend, not from the  publisher.  They have neither the time nor the interest.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;Business is Business&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;Don’t get personal or take things personally.  The games industry is a business.  &lt;strong&gt;The people reviewing your game are not there to make you feel good about yourself&lt;/strong&gt;,  they are there to further mutual and legitimate business interests.   They are in that business because it satisfies personal interests they  have (creative, social, whatever), but that does not make things  personal.  You will make friends, and ideally business relationships  blur into social relationships, but at the end of the day, and  especially with a new potential partner, business is business.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;Don’t Ramble&lt;/strong&gt; &lt;em&gt;(like me)&lt;/em&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;Less is more.  Publishers get dozens of pitches a day.  &lt;strong&gt;The more text you have, the less likely they will read it all&lt;/strong&gt;.   If your “killer feature” is buried on page 28 in section 3 subsection  B, they will never get to it.  Make bulleted lists and summarize things  until more detail is requested.  Your first pitch should be three pages:  an introduction letter, a one page overview, and some mock-ups or  concept art (ideally with a link to a demo) with an invitation to see  more if there is interest.  You have all day to write up the most  detailed proposal on earth.  Publishers do not have all day to read  dozens of them.  And they get only dozens a day if they’re lucky.  I’ve  heard of publishers that field hundreds every day.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;Tie-in&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;The more relevant you can be to the publisher’s history the better.   Do your homework.  For example if they made a hit FPS game, acknowledge  it or try to tie your game to it (&lt;em&gt;“like your game x, my game has an emphasis on team co-op”&lt;/em&gt;).  But don’t go to absurd lengths (&lt;em&gt;“like your game x, my game also has graphics!”&lt;/em&gt;).  Yes, this is partly ego-stroking.  &lt;strong&gt;And yes, it does work&lt;/strong&gt; (but will only get you so far).&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;Originality&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;Your pitch should be original.  As soon as it’s “it’s Metroid but  with X” most publishers will no longer look at what you’re doing, and  will instead focus on who you are.  Anyone can come up with “Metroid but  with X,” but only a very talented team that knows what it’s doing could  pull it off.  &lt;strong&gt;If the best you have is a rip-off of an old game  with some different features, or a mash-up of some popular games, don’t  bother unless you’ve successfully done it before.&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;Orson Welles Syndrome&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;Be flexible with your features.  This isn’t about the publisher  trying to creatively control your project.  They don’t have the time or  desire to do that.  If a publisher is interested in your game, but wants  to scale up or down, react accordingly.  If they don’t like a certain  feature and you’re not married to it, let it go.  Don’t be too defensive  or worried about “the publisher designing your game for you” until you  actually feel like it’s happening.  Asking to drop a certain feature or  set is not a slippery slope and is common practice.  This does not mean  the publisher is designing your game.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;I am Error&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;Don’t try to impress the publisher with your knowledge of games or  gaming history.  It’s irrelevant to the pitch.  If you have a good pitch  or idea your knowledge of games will be self-evident.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;Who What Where When How Why&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;Make sure to go back and ask yourself if you’ve covered all the basics: who, what, where, when, how, and why.  &lt;strong&gt;Who&lt;/strong&gt; are you making the game for, who will be working on it.  &lt;strong&gt;What&lt;/strong&gt; is the game itself.  &lt;strong&gt;Where&lt;/strong&gt;  will the game live (on what platform is it ideal for — certain  platforms cater better to certain markets than others, PC/strategy for  example).  &lt;strong&gt;When&lt;/strong&gt; can you start, &lt;strong&gt;how&lt;/strong&gt; long will it take, &lt;strong&gt;what&lt;/strong&gt; are your milestones.  &lt;strong&gt;How&lt;/strong&gt; will you develop the game, with &lt;strong&gt;what&lt;/strong&gt; tools and tech, with &lt;strong&gt;what&lt;/strong&gt;&lt;strong&gt;why&lt;/strong&gt;  do you believe the game will be a success and is worth looking at  (without that being a three page impassioned essay about how you’ve been  playing games since you were five and know everything about them). kind of team (in-house or contractors).  And &lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;LET ME PLAY!!!&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;A playable prototype or demo is golden.  No graphics, no sound, no  building out of the game, just core game proof of concept.  A pitch with  pictures will get ten times further than a pitch without.  &lt;strong&gt;A pitch with a prototype will get a &lt;em&gt;HUNDRED&lt;/em&gt; times further than a pitch without.&lt;/strong&gt;   Don’t apologize for the demo, they’ve heard “this isn’t the final game  art or gameplay” as many times as I’ve heard “please excuse the mess”  walking into a perfectly nice home.  Even if a pitch is rejected, if you  re-submitted it with a playable demo, it could be re-considered.  &lt;strong&gt;Many publishers will not accept unsolicited pitches without a playable demo.&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;&lt;strong&gt;Mess Up&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;You’ll make mistakes and it’s OK.  &lt;strong&gt;If you think there’s  people in the industry that know everything and never make mistakes  you’re wrong.  You don’t need to be that person because that person  doesn’t exist.&lt;/strong&gt;  If the publisher raises an issue that you  hadn’t yet considered, don’t front — the publisher is smarter than that.   Fess up to it and tell them you’ll discuss it with your team and  follow up.  Then actually do that.  Especially the follow up part.  Be  humble.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt; &lt;/div&gt;&lt;div style="font-family: inherit; text-align: justify;"&gt;&lt;span style="font-size: small;"&gt;This is by no means a step by step guide on how to pitch, this is  general advice for studios or individuals of all sizes, professional or  not, on how to pitch publishers, solicited or not.  As with any blog  these are my own thoughts and opinions and by no means GG policy.  &lt;strong&gt;We’ve worked with some great studios in our seven years in business and hope to keep working with plenty more.&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;Happy indie game-making,&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;- Joshua Dallman, GarageGames&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-7252362500302286776?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/7252362500302286776/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=7252362500302286776&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/7252362500302286776'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/7252362500302286776'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2010/09/how-to-pitch-your-game-dallman.html' title='How To Pitch Your Game- dallman'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-2402460525216713984</id><published>2010-05-31T17:03:00.018+05:30</published><updated>2010-05-31T18:09:09.040+05:30</updated><category scheme='http://www.blogger.com/atom/ns#' term='Technical Docs'/><title type='text'>Game Model: Asset Complexity Guideline</title><content type='html'>&lt;m:smallfrac m:val="off"&gt;    &lt;m:dispdef&gt;    &lt;m:lmargin m:val="0"&gt;    &lt;m:rmargin m:val="0"&gt;    &lt;m:defjc m:val="centerGroup"&gt;    &lt;m:wrapindent m:val="1440"&gt;    &lt;m:intlim m:val="subSup"&gt;    &lt;m:narylim m:val="undOvr"&gt;   &lt;/m:narylim&gt;&lt;/m:intlim&gt; &lt;/m:wrapindent&gt;&lt;style&gt;&lt;!-- /* Font Definitions */ @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-1610611985 1107304683 0 0 159 0;}@font-face {font-family:Calibri; panose-1:2 15 5 2 2 2 4 3 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1610611985 1073750139 0 0 159 0;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin-top:0in; margin-right:0in; margin-bottom:10.0pt; margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-fareast-font-family:Calibri; mso-bidi-font-family:"Times New Roman";}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Calibri; mso-fareast-font-family:Calibri; mso-hansi-font-family:Calibri;}@page Section1 {size:8.5in 11.0in; margin:1.0in 1.0in 1.0in 1.0in; mso-header-margin:.5in; mso-footer-margin:.5in; mso-paper-source:0;}div.Section1 {page:Section1;}--&gt;&lt;/style&gt;  &lt;/m:defjc&gt;&lt;/m:rmargin&gt;&lt;/m:lmargin&gt;&lt;/m:dispdef&gt;&lt;/m:smallfrac&gt;&lt;br /&gt;&lt;div class="MsoNormal"&gt;This documentation explains the importance of defining smoothing groups as well as practically showing how careless unwrapping can increase vertex count in a model which will not be visible in a 3d application like Max or Maya.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;m:smallfrac m:val="off"&gt;    &lt;m:dispdef&gt;    &lt;m:lmargin m:val="0"&gt;    &lt;m:rmargin m:val="0"&gt;    &lt;m:defjc m:val="centerGroup"&gt;    &lt;m:wrapindent m:val="1440"&gt;    &lt;m:intlim m:val="subSup"&gt;    &lt;m:narylim m:val="undOvr"&gt;   &lt;/m:narylim&gt;&lt;/m:intlim&gt; &lt;/m:wrapindent&gt;&lt;style&gt;&lt;!-- /* Font Definitions */ @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-1610611985 1107304683 0 0 159 0;}@font-face {font-family:Calibri; panose-1:2 15 5 2 2 2 4 3 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1610611985 1073750139 0 0 159 0;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin-top:0in; margin-right:0in; margin-bottom:10.0pt; margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-fareast-font-family:Calibri; mso-bidi-font-family:"Times New Roman";}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Calibri; mso-fareast-font-family:Calibri; mso-hansi-font-family:Calibri;}@page Section1 {size:8.5in 11.0in; margin:1.0in 1.0in 1.0in 1.0in; mso-header-margin:.5in; mso-footer-margin:.5in; mso-paper-source:0;}div.Section1 {page:Section1;}--&gt;&lt;/style&gt;  &lt;/m:defjc&gt;&lt;/m:rmargin&gt;&lt;/m:lmargin&gt;&lt;/m:dispdef&gt;&lt;/m:smallfrac&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;The model in this example is a simple pillar (below):&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_7fRO97ifrEg/TAOV97-aApI/AAAAAAAAATM/vDMUcbe5uZM/s1600/01.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="480" src="http://3.bp.blogspot.com/_7fRO97ifrEg/TAOV97-aApI/AAAAAAAAATM/vDMUcbe5uZM/s640/01.JPG" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;&amp;nbsp;Vertex count is more important for a mesh because of the simple fact that in any 3d application or game engine the mesh/model is displayed/ rendered based on the position of the vertices.&amp;nbsp;&lt;/div&gt;&lt;div class="MsoNormal"&gt;No 3d application knows about a face or an edge but creates a face based on the corresponding vertices and their position.&amp;nbsp;&lt;/div&gt;&lt;div class="MsoNormal"&gt;We cannot define vertex count for a mesh (especially for gaming model) because it depends on many things like smoothing groups, UV-Unwrap and multi-material. Moreover, the smallest face that can be rendered is a triangular face (Connecting 3 vertices), we prefer defining tri count for a model rather than vertex or face count.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&amp;nbsp;Coming back to our example models:&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_7fRO97ifrEg/TAOWz1G41nI/AAAAAAAAATU/FI6-af3xcOk/s1600/02.JPG" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="200" src="http://1.bp.blogspot.com/_7fRO97ifrEg/TAOWz1G41nI/AAAAAAAAATU/FI6-af3xcOk/s200/02.JPG" width="115" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;&amp;nbsp;First Model is exported to unreal editor with auto smooth applied (each face has its own smoothing group based on the angle defined). Importing the model (Especially for Reich) will give you an error:&lt;a href="http://4.bp.blogspot.com/_7fRO97ifrEg/TAOfgPs2pFI/AAAAAAAAAWU/XiDTIXloELc/s1600/03.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="123" src="http://4.bp.blogspot.com/_7fRO97ifrEg/TAOfgPs2pFI/AAAAAAAAAWU/XiDTIXloELc/s640/03.JPG" width="640" /&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ol&gt;&lt;br /&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b style="color: red;"&gt;What is this error?&lt;/b&gt;&lt;br /&gt;&lt;a href="http://1.bp.blogspot.com/_7fRO97ifrEg/TAOXoN7Tq1I/AAAAAAAAATk/ScMfP-wFZHM/s1600/04.JPG" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/_7fRO97ifrEg/TAOXoN7Tq1I/AAAAAAAAATk/ScMfP-wFZHM/s320/04.JPG" /&gt;&lt;/a&gt;Model’s vertex count exported to unreal should not be 125% more than the actual mesh count in 3d application. E.g. If your model has 100 vertices, the exported vertices count should not be more than 125 vertices.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&amp;nbsp;In unreal engine the actual vertices exported are 66 instead of 17.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="color: red;"&gt;&lt;b&gt;&amp;nbsp;Why this happened?&lt;/b&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="color: black;"&gt;&amp;nbsp;Whenever 2 different smoothing groups are applied to 2 adjoining faces, theirs common vertex is split into 2 (each contain information of their face smoothing angle)&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_7fRO97ifrEg/TAOYCnGmyjI/AAAAAAAAATs/MQrqYuVWR5o/s1600/05.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="130" src="http://2.bp.blogspot.com/_7fRO97ifrEg/TAOYCnGmyjI/AAAAAAAAATs/MQrqYuVWR5o/s200/05.JPG" width="200" /&gt;&lt;/a&gt;&lt;a href="http://1.bp.blogspot.com/_7fRO97ifrEg/TAOYJ6uoi1I/AAAAAAAAAT0/N_tWc3Q69uY/s1600/06.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="135" src="http://1.bp.blogspot.com/_7fRO97ifrEg/TAOYJ6uoi1I/AAAAAAAAAT0/N_tWc3Q69uY/s200/06.JPG" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="color: black;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;2.&amp;nbsp; This time we import manual smoothing model. This model has less smoothing separations compared to auto smoothing import. &lt;b&gt;Vertex count comes down to 52.&lt;/b&gt;   &lt;m:smallfrac m:val="off"&gt;    &lt;m:dispdef&gt;    &lt;m:lmargin m:val="0"&gt;    &lt;m:rmargin m:val="0"&gt;    &lt;m:defjc m:val="centerGroup"&gt;    &lt;m:wrapindent m:val="1440"&gt;    &lt;m:intlim m:val="subSup"&gt;    &lt;m:narylim m:val="undOvr"&gt;   &lt;/m:narylim&gt;&lt;/m:intlim&gt; &lt;/m:wrapindent&gt;&lt;style&gt;&lt;!-- /* Font Definitions */ @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-1610611985 1107304683 0 0 159 0;}@font-face {font-family:Calibri; panose-1:2 15 5 2 2 2 4 3 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1610611985 1073750139 0 0 159 0;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin-top:0in; margin-right:0in; margin-bottom:10.0pt; margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-fareast-font-family:Calibri; mso-bidi-font-family:"Times New Roman";}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Calibri; mso-fareast-font-family:Calibri; mso-hansi-font-family:Calibri;}@page Section1 {size:8.5in 11.0in; margin:1.0in 1.0in 1.0in 1.0in; mso-header-margin:.5in; mso-footer-margin:.5in; mso-paper-source:0;}div.Section1 {page:Section1;}--&gt;&lt;/style&gt;&lt;/m:defjc&gt;&lt;/m:rmargin&gt;&lt;/m:lmargin&gt;&lt;/m:dispdef&gt;&lt;/m:smallfrac&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_7fRO97ifrEg/TAOY5pVFopI/AAAAAAAAAT8/aGhu8d_7SL8/s1600/07.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="152" src="http://1.bp.blogspot.com/_7fRO97ifrEg/TAOY5pVFopI/AAAAAAAAAT8/aGhu8d_7SL8/s320/07.JPG" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;3. Now we import single smoothing group model and definitely it will have least no. of vertex count.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_7fRO97ifrEg/TAOZaWNtD0I/AAAAAAAAAUE/hnkez4uW5Z4/s1600/08.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_7fRO97ifrEg/TAOZaWNtD0I/AAAAAAAAAUE/hnkez4uW5Z4/s320/08.JPG" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;i&gt;&lt;span style="color: red; font-size: x-small;"&gt;(Check the shading issues with single shading)&lt;/span&gt;&lt;/i&gt;&lt;span style="color: red;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style="color: red;"&gt;Surprised&lt;/span&gt;??Vertex count remains the same contradicting out though….No…this is because of the fact that vertex count also depends on unwrap, even though smoothing is single default unwrap islands created so many vertices.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;i&gt;&lt;span style="color: red; font-size: x-small;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/i&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;4. Lastly, we import chamfered model and see the count.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_7fRO97ifrEg/TAOZwgDxaVI/AAAAAAAAAUM/MDn_mr7jH3U/s1600/09.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/_7fRO97ifrEg/TAOZwgDxaVI/AAAAAAAAAUM/MDn_mr7jH3U/s320/09.JPG" /&gt;&lt;/a&gt;&lt;a href="http://4.bp.blogspot.com/_7fRO97ifrEg/TAOZ5PG2VpI/AAAAAAAAAUU/sHwYrPtVSq8/s1600/10.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="150" src="http://4.bp.blogspot.com/_7fRO97ifrEg/TAOZ5PG2VpI/AAAAAAAAAUU/sHwYrPtVSq8/s200/10.JPG" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: red;"&gt;Surprised again&lt;/span&gt;?? Though tricount has increased but the vertex count got reduced to 49 compared to all previous imports.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;a href="http://4.bp.blogspot.com/_7fRO97ifrEg/TAOaLW8hrcI/AAAAAAAAAUc/fuWSf_laXZU/s1600/11.JPG" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_7fRO97ifrEg/TAOaLW8hrcI/AAAAAAAAAUc/fuWSf_laXZU/s320/11.JPG" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;b&gt;Why this happened&lt;/b&gt;?? This is because of the simple fact that it all depends on smoothing group and unwrap layout.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;In all the above exports we didn’t touch Unwrap….Now we start fiddling with unwrap on the model. &lt;b&gt;All the models has now flattern mapping applied.&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_7fRO97ifrEg/TAOaeGU4ggI/AAAAAAAAAUk/r5KPru4oYm0/s1600/12.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://2.bp.blogspot.com/_7fRO97ifrEg/TAOaeGU4ggI/AAAAAAAAAUk/r5KPru4oYm0/s200/12.JPG" width="200" /&gt;&lt;/a&gt;&lt;a href="http://4.bp.blogspot.com/_7fRO97ifrEg/TAOamzmLewI/AAAAAAAAAUs/Ihsb5gjxZbU/s1600/13.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://4.bp.blogspot.com/_7fRO97ifrEg/TAOamzmLewI/AAAAAAAAAUs/Ihsb5gjxZbU/s200/13.JPG" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;(Normal Model)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; (Chamfered Model)&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;1. This time we export our very first model (Auto smoothing group) with generic flattern mapping. &lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_7fRO97ifrEg/TAOb2rr1LZI/AAAAAAAAAU0/pM4aRJjWnj8/s1600/14.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="190" src="http://1.bp.blogspot.com/_7fRO97ifrEg/TAOb2rr1LZI/AAAAAAAAAU0/pM4aRJjWnj8/s400/14.JPG" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;b&gt;See how vertices reduced from our first export with no mapping (60 vertices) to one level of flattern mapping (52 vertices).&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;This change occurred because in default/no mapping, unwrap was broken at many places while in flattern, it got reduced to lesser UV islands.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;2. Now we import manual adjusted smoothing group model with default flattern mapping.&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_7fRO97ifrEg/TAOcTMGh9PI/AAAAAAAAAU8/K94ddBZPybw/s1600/15.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="216" src="http://3.bp.blogspot.com/_7fRO97ifrEg/TAOcTMGh9PI/AAAAAAAAAU8/K94ddBZPybw/s640/15.JPG" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;The vertex count again reduced from 52 to 44 because smoothing groups was same but unwrapping was different.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;3. If we import single smoothing group model with flattern mapping:&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_7fRO97ifrEg/TAOce6iGN6I/AAAAAAAAAVE/rCk420-92fQ/s1600/16.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="216" src="http://3.bp.blogspot.com/_7fRO97ifrEg/TAOce6iGN6I/AAAAAAAAAVE/rCk420-92fQ/s640/16.JPG" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&amp;nbsp;Same result…….Vertex count reduced due to flattern mapping.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;4. Last import is of chamfer model with flattern mapping.&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_7fRO97ifrEg/TAOcrKhYyiI/AAAAAAAAAVM/rpHwUPf0cnU/s1600/17.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="216" src="http://2.bp.blogspot.com/_7fRO97ifrEg/TAOcrKhYyiI/AAAAAAAAAVM/rpHwUPf0cnU/s640/17.JPG" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;This time vertex count raised significantly because of flattern angle breaks in the mapping. More the number of uv islands, more the vertex count.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;We can reduce it more after adjusting the Unwrap. We try to change mapping to our models and see the final count.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_7fRO97ifrEg/TAOc370vhMI/AAAAAAAAAVU/RqTrXtuPB7U/s1600/18.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://4.bp.blogspot.com/_7fRO97ifrEg/TAOc370vhMI/AAAAAAAAAVU/RqTrXtuPB7U/s200/18.JPG" width="200" /&gt;&lt;/a&gt;&lt;a href="http://2.bp.blogspot.com/_7fRO97ifrEg/TAOc-awnmdI/AAAAAAAAAVc/rn5hw8HZfm0/s1600/19.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://2.bp.blogspot.com/_7fRO97ifrEg/TAOc-awnmdI/AAAAAAAAAVc/rn5hw8HZfm0/s200/19.JPG" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; (Normal Model with adjusted unwrap) (Chamfered Model with adjusted unwrap)&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;1. Our first import is of auto smooth model with adjusted and fixed Unwrap.&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_7fRO97ifrEg/TAOdOI3devI/AAAAAAAAAVk/wNOxRhdjlNs/s1600/20.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="168" src="http://3.bp.blogspot.com/_7fRO97ifrEg/TAOdOI3devI/AAAAAAAAAVk/wNOxRhdjlNs/s640/20.JPG" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;Vertex count didn’t change. It all depends on the UV layout.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;2. Next import is of manual adjusted smoothing group with adjusted unwrap.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_7fRO97ifrEg/TAOdcEEl8_I/AAAAAAAAAVs/ZTVTWWTuoys/s1600/21.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="163" src="http://3.bp.blogspot.com/_7fRO97ifrEg/TAOdcEEl8_I/AAAAAAAAAVs/ZTVTWWTuoys/s640/21.JPG" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;Same result…..no change..It must be because wherever there is a shading split there is a UV split. If shading split is on one face while uv split is on another face, then both the split will be taken into consideration.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;3. Now, simple models with single smoothing and adjusted unwrap.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_7fRO97ifrEg/TAOdklUlO_I/AAAAAAAAAV0/PI3I8cOVUfs/s1600/22.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="163" src="http://1.bp.blogspot.com/_7fRO97ifrEg/TAOdklUlO_I/AAAAAAAAAV0/PI3I8cOVUfs/s640/22.JPG" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;Drastic change……decent count but lighting issue is persistent.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;4. Lastly, we import our chamfered model with accurate smoothing and adjusted unwrap.&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_7fRO97ifrEg/TAOdsn0wkbI/AAAAAAAAAV8/j3_m4xdOkmU/s1600/23.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="163" src="http://4.bp.blogspot.com/_7fRO97ifrEg/TAOdsn0wkbI/AAAAAAAAAV8/j3_m4xdOkmU/s640/23.JPG" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;Again, the count got reduced to a decent level.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;As a final not if we compare all the models we have the chart:&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_7fRO97ifrEg/TAOd0S6wVlI/AAAAAAAAAWE/kLoxSuhSM7M/s1600/24.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="348" src="http://3.bp.blogspot.com/_7fRO97ifrEg/TAOd0S6wVlI/AAAAAAAAAWE/kLoxSuhSM7M/s640/24.JPG" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: black; font-size: x-small;"&gt;&lt;i style="color: red;"&gt;(In all the modes above, chamfered model is perfect in terms of specular highlight and shading)&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;i style="color: red;"&gt;&amp;nbsp;&lt;/i&gt;&lt;b&gt;AUTO:&lt;/b&gt; Such smoothing is rarely used since it increases unnecessary vertex count. Though smoothing angle can be adjusted to get more appropriate smoothing result. Drawback is there will be razor sharp edges with no specular highlight so the model looks bad visually. It is always recommended to manually adjust the smoothing.&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: black;"&gt;&lt;br /&gt;&lt;b&gt;Manual&lt;/b&gt;: Manual adjustment of smoothing is always necessary to reduce smoothing groups wherever possible and thus keep vertex count in limit. Try to keep, wherever possible,different shading only at those face where UV gets split. In this process, try to get as few smoothing groups as possible (while not hampering lighting/shading information) so as to minimize smoothing splits.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: black;"&gt;&lt;b&gt;Single&lt;/b&gt;: It really helps to get the model with least vertex count in the engine at the cost of lighting issue if the model is less complex (At times). Such smoothing can be used where the mesh count is enough to support pooper lighting. Since this is a very basic model (example above) lighting is not so much accurate but a complicated model with single smoothing group is best way to create gaming models.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: black;"&gt;&lt;b&gt;Chamfer Corners/Edges&lt;/b&gt;: Rather than setting different smoothing groups for a cornered surface, it is always better to chamfer the models and assign single smoothing. Though it increases the mesh count a bit but it is far better way to reduce vertex count and get lighting/shading perfect on the surface.&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;b&gt;Another Example:&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_7fRO97ifrEg/TAOeR6p-w-I/AAAAAAAAAWM/OMb0kP5xTWg/s1600/25.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="363" src="http://3.bp.blogspot.com/_7fRO97ifrEg/TAOeR6p-w-I/AAAAAAAAAWM/OMb0kP5xTWg/s640/25.JPG" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-2402460525216713984?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/2402460525216713984/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=2402460525216713984&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/2402460525216713984'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/2402460525216713984'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2010/05/game-model-asset-complexity-guideline.html' title='Game Model: Asset Complexity Guideline'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_7fRO97ifrEg/TAOV97-aApI/AAAAAAAAATM/vDMUcbe5uZM/s72-c/01.JPG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-7380993944571960145</id><published>2010-05-31T15:20:00.005+05:30</published><updated>2010-05-31T18:03:30.732+05:30</updated><category scheme='http://www.blogger.com/atom/ns#' term='Technical Docs'/><title type='text'>Texture Memory Table</title><content type='html'>Here are the two images that show the texture memory (in Kb) used when we convert or create an image in Dx1,3,5 format (with and without Mip-maps).&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://img3.imageshack.us/img3/3294/dx1j.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;/a&gt;&lt;a href="http://img3.imageshack.us/img3/3294/dx1j.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="271" src="http://img3.imageshack.us/img3/3294/dx1j.jpg" width="400" /&gt;&lt;/a&gt;&lt;a href="http://img63.imageshack.us/img63/1750/dx3k.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="270" src="http://img63.imageshack.us/img63/1750/dx3k.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-7380993944571960145?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/7380993944571960145/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=7380993944571960145&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/7380993944571960145'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/7380993944571960145'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2010/05/texture-memory-table.html' title='Texture Memory Table'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-7945221455344381549</id><published>2010-05-27T20:25:00.000+05:30</published><updated>2010-05-27T12:40:47.385+05:30</updated><title type='text'>CGtantra Award Nomination</title><content type='html'>My Game Model got nominated(best 5) for CGtantra award for Best Game Model.&lt;br /&gt;&lt;br /&gt;Here is the link: &lt;a href="http://www.cgtantra.com/forums/showthread.php?t=23126"&gt;&lt;span style="font-size:85%;"&gt;http://www.cgtantra.com/forums/showthread.php?t=23126&lt;/span&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-7945221455344381549?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/7945221455344381549/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=7945221455344381549&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/7945221455344381549'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/7945221455344381549'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2010/05/cgtantra-award-nomination.html' title='CGtantra Award Nomination'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-3323192492069627870</id><published>2010-05-27T11:08:00.016+05:30</published><updated>2011-02-05T14:03:19.475+05:30</updated><category scheme='http://www.blogger.com/atom/ns#' term='You Should Know'/><title type='text'>Game Engine Survey</title><content type='html'>&lt;div style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; text-align: justify;"&gt;&lt;span style="font-size: 85%;"&gt;This is one good article I read on Gamasutra (by &lt;/span&gt;&lt;span class="newsAuth" style="font-size: 85%;"&gt;&lt;a href="http://www.gamasutra.com/blogs/author/MarkDeLoura/124/"&gt;Mark DeLoura&lt;/a&gt;) &lt;/span&gt;&lt;span style="font-size: 85%;"&gt;which describes the changing trends in Game engine usage and acceptability.It presents few eye openers.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;m:smallfrac val="off"&gt;    &lt;m:dispdef&gt;    &lt;m:lmargin val="0"&gt;    &lt;m:rmargin val="0"&gt;    &lt;m:defjc val="centerGroup"&gt;    &lt;m:wrapindent val="1440"&gt;    &lt;m:intlim val="subSup"&gt;    &lt;m:narylim val="undOvr"&gt;   &lt;/m:narylim&gt;&lt;/m:intlim&gt; &lt;/m:wrapindent&gt;&lt;style&gt; &lt;!--  /* Font Definitions */  @font-face  {font-family:Wingdings;  panose-1:5 0 0 0 0 0 0 0 0 0;  mso-font-charset:2;  mso-generic-font-family:auto;  mso-font-pitch:variable;  mso-font-signature:0 268435456 0 0 -2147483648 0;} @font-face  {font-family:"Cambria Math"; 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line-height: normal; text-align: justify;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;b&gt;The Game Engines&lt;/b&gt;&lt;/span&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;Certainly there are quite a number of game engines one can license for a game. The ones that are relevant to any particular game vary based on targeted platforms and genre, as well as timeline and budget. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;For the purpose of this survey I (&lt;span class="newsAuth"&gt;&lt;a href="http://www.gamasutra.com/blogs/author/MarkDeLoura/124/"&gt;Mark DeLoura&lt;/a&gt;)&lt;/span&gt; focused on these commercial engines, primarily in the “core” market: &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;ul style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; text-align: justify;" type="disc"&gt;&lt;li class="MsoNormal" style="line-height: normal;"&gt;Crytek’s &lt;a href="http://www.crytek.com/technology/cryengine-2/specifications/" target="_blank"&gt;CryENGINE&lt;/a&gt;&lt;/li&gt;&lt;li class="MsoNormal" style="line-height: normal;"&gt;Digital Extremes’ &lt;span style="font-size: 85%;"&gt;&lt;a href="http://www.digitalextremes.com/" target="_blank"&gt;Evolution Engine&lt;/a&gt;&lt;/span&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/li&gt;&lt;li class="MsoNormal" style="line-height: normal;"&gt;Emergent Game Technologies’ &lt;span style="font-size: 85%;"&gt;&lt;a href="http://www.emergent.net/" target="_blank"&gt;Gamebryo&lt;/a&gt;&lt;/span&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/li&gt;&lt;li class="MsoNormal" style="line-height: normal;"&gt;Epic Games’ &lt;span style="font-size: 85%;"&gt;&lt;a href="http://www.unrealtechnology.com/" target="_blank"&gt;Unreal Engine&lt;/a&gt;&lt;/span&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/li&gt;&lt;li class="MsoNormal" style="line-height: normal;"&gt;Garage Games’ &lt;span style="font-size: 85%;"&gt;&lt;a href="http://www.garagegames.com/" target="_blank"&gt;Torque&lt;/a&gt;&lt;/span&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/li&gt;&lt;li class="MsoNormal" style="line-height: normal;"&gt;Id Software’s &lt;span style="font-size: 85%;"&gt;&lt;a href="http://www.idsoftware.com/business/technology/" target="_blank"&gt;idTech&lt;/a&gt;&lt;/span&gt;      &lt;o:p&gt;&lt;/o:p&gt;&lt;/li&gt;&lt;li class="MsoNormal" style="line-height: normal;"&gt;Terminal Reality’s &lt;span style="font-size: 85%;"&gt;&lt;a href="http://www.infernalengine.com/" target="_blank"&gt;Infernal Engine&lt;/a&gt;&lt;/span&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/li&gt;&lt;li class="MsoNormal" style="line-height: normal;"&gt;Trinigy’s &lt;span style="font-size: 85%;"&gt;&lt;a href="http://www.trinigy.net/" target="_blank"&gt;Vision&lt;/a&gt;&lt;/span&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/li&gt;&lt;li class="MsoNormal" style="line-height: normal;"&gt;Unity Technologies’ &lt;span style="font-size: 85%;"&gt;&lt;a href="http://unity3d.com/" target="_blank"&gt;Unity&lt;/a&gt;&lt;/span&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/li&gt;&lt;li class="MsoNormal" style="line-height: normal;"&gt;Valve Corporation’s &lt;span style="font-size: 85%;"&gt;&lt;a href="http://source.valvesoftware.com/" target="_blank"&gt;Source Engine&lt;/a&gt;&lt;/span&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/li&gt;&lt;li class="MsoNormal" style="line-height: normal;"&gt;Vicious Cycle Software’s &lt;span style="font-size: 85%;"&gt;&lt;a href="http://www.viciousengine.com/" target="_blank"&gt;Vicious Engine&lt;/a&gt;&lt;/span&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;There are many more engines available, including many open source engines. Some other notable engines not focused on in this survey include Blitz Games Studios’ &lt;span style="font-size: 100%;"&gt;&lt;a href="http://www.blitzgamesstudios.com/blitztech/" target="_blank"&gt;BlitzTech&lt;/a&gt;&lt;/span&gt;, Digini’s &lt;span style="font-size: 100%;"&gt;&lt;a href="http://www.blade3d.com/" target="_blank"&gt;Blade3D&lt;/a&gt;&lt;/span&gt;, and Dassault Systèmes’ &lt;span style="font-size: 100%;"&gt;&lt;a href="http://a2.media.3ds.com/products/3dvia/3dvia-virtools/welcome/" target="_blank"&gt;3DVIA Virtools&lt;/a&gt;&lt;/span&gt;. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;b&gt;Foundation of the Survey Responders&lt;/b&gt;&lt;/span&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;The approximately 100 executives whose data are used for this report are spread across the game industry, but by-and-large focus on the “core” market, PCs, consoles and handhelds, targeting traditional gamers. The casual and mobile markets have different engine demands which in some cases overlap with core, but the results of this survey should not be taken as directly applying to those markets. The core market appears potentially very fertile and lucrative at the moment when compared to others. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;So for your reference throughout this data, our survey responders stated that they are currently working on titles for the following platforms:&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; text-align: justify;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;img alt="" src="file:///D:/DOCUME%7E1/SHARAD%7E1.MIT/LOCALS%7E1/Temp/moz-screenshot.jpg" /&gt;&lt;/span&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://3.bp.blogspot.com/_7fRO97ifrEg/S_4GLOXK8CI/AAAAAAAAARw/LWBxM8DQ4gY/s1600/image01.JPG" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5475820986832711714" src="http://3.bp.blogspot.com/_7fRO97ifrEg/S_4GLOXK8CI/AAAAAAAAARw/LWBxM8DQ4gY/s400/image01.JPG" style="cursor: pointer; height: 259px; width: 400px;" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;Development on other platforms (PS2, WiiWare, Mac, Linux, iPhone, other mobile) fell below this rate. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;Current development budgets for these titles fell largely into two lobes: under $4M, and over $16M. 42.2% of responders are working on titles costing less than $4 million, and 42.4% were over $16M. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; text-align: justify;"&gt;&lt;a href="http://2.bp.blogspot.com/_7fRO97ifrEg/S_4Gp8XKhlI/AAAAAAAAAR4/Qg8_viEJozw/s1600/image02.JPG" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5475821514576791122" src="http://2.bp.blogspot.com/_7fRO97ifrEg/S_4Gp8XKhlI/AAAAAAAAAR4/Qg8_viEJozw/s400/image02.JPG" style="cursor: pointer; height: 164px; width: 400px;" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;b&gt;Game Engine Awareness and Use&lt;/b&gt;&lt;/span&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;With so many game engines available now, which of these have game industry members actually heard of? Which have they used? Clearly one of the most important elements for game engine companies is just getting their product in front of the right people, so if executives aren’t even aware of their engine, they’ve got big issues. The game engines with the most awareness from our responders were not a huge surprise, and both the technologists and producers had roughly the same level of awareness on all the engines. These were the top five: &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; text-align: justify;"&gt;&lt;a href="http://1.bp.blogspot.com/_7fRO97ifrEg/S_4G2N_QdyI/AAAAAAAAASA/2XMztBN2C3M/s1600/image03.JPG" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5475821725466785570" src="http://1.bp.blogspot.com/_7fRO97ifrEg/S_4G2N_QdyI/AAAAAAAAASA/2XMztBN2C3M/s400/image03.JPG" style="cursor: pointer; height: 164px; width: 400px;" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;However, asked which of these game engines they’ve actually used, the picture becomes more interesting (I’m leaving off the lower parts of the data purely for brevity): &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; text-align: justify;"&gt;&lt;a href="http://4.bp.blogspot.com/_7fRO97ifrEg/S_4IaLXr6FI/AAAAAAAAAS4/cXytQg3PYHQ/s1600/image10.JPG" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5475823442750859346" src="http://4.bp.blogspot.com/_7fRO97ifrEg/S_4IaLXr6FI/AAAAAAAAAS4/cXytQg3PYHQ/s400/image10.JPG" style="cursor: pointer; height: 164px; width: 400px;" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;What is immediately noticeable in this data is the massive awareness and knowledge of Epic’s Unreal Engine. It is the most well-known, and more remarkably, a majority of our responders have used it! &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;After Unreal Engine, the data drops off a cliff fast – with Torque, Gamebryo, and Source all roughly equivalent as the second most frequently used game engines, with about one out of five people having used each. The distance between Unreal and the rest is interesting. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;Even more interesting is the massive awareness of CryENGINE even though there aren’t many games on the market using it. Let’s see how perceptions of these game engines correlates with this. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;b&gt;Perceived Usefulness&lt;/b&gt;&lt;/span&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;Beyond simple awareness of these engines, how useful do the executives think they are for their current projects? Those who have used the engines before (or are using them now) should have a very good idea, as should those who have evaluated them, but these ratings probably mostly belie a simple perception of a game engine’s capabilities. I asked our responders to “opt out” if they didn’t know how valuable each engine actually would be for their projects, or rate them on a scale of one to five, if they did know: &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; text-align: justify;"&gt;&lt;a href="http://4.bp.blogspot.com/_7fRO97ifrEg/S_4HPPUnzDI/AAAAAAAAASQ/hb49Np9596M/s1600/image05.JPG" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5475822155321560114" src="http://4.bp.blogspot.com/_7fRO97ifrEg/S_4HPPUnzDI/AAAAAAAAASQ/hb49Np9596M/s400/image05.JPG" style="cursor: pointer; height: 164px; width: 400px;" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;Something that pops out of this data immediately when combined with the previous questions is the belief that CryENGINE is the second most useful game engine middleware available, even though it is also one of the least used! &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;Also notable is the sudden emergence of idTech and Infernal on this top five list. Does it reflect a belief that game engines made by companies that are using them for their own games must be the most “useful”? Or, keeping in mind that people are responding to how valuable these game engines would be for their current project, it could be that these engines have been seen used for games of similar genres, and on the same platforms. Certainly some of the other game engines pride themselves on being more broadly useful across a variety of genres. This data seems to suggest a belief that genre specialization is valuable. Or, maybe we’re all making a lot of the same types of games. :-) It’s hard to sort the complete answer out of this set of data, but it is interesting to see. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;b&gt;Using Game Engines&lt;/b&gt;&lt;/span&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;Backing up for a moment, why do we believe that people even want to use game engine middleware? If it is true that game engines are becoming more accepted by the industry, it should open up the market for more engine companies. Certainly the leading perception is that engine use is on the rise. But let’s check it out. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;When asked if they are using game engine middleware on their project, our responders definitely indicate that engines are popular. 55% noted that they are currently using a licensed game engine on their title – that’s specifically an engine, not middleware libraries. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;But when asked if they WANT to use game engines, the opposite results were returned: &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; text-align: justify;"&gt;&lt;a href="http://4.bp.blogspot.com/_7fRO97ifrEg/S_4HcZaq2cI/AAAAAAAAASY/qKODsDN0EDs/s1600/image06.JPG" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5475822381369579970" src="http://4.bp.blogspot.com/_7fRO97ifrEg/S_4HcZaq2cI/AAAAAAAAASY/qKODsDN0EDs/s400/image06.JPG" style="cursor: pointer; height: 164px; width: 400px;" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;Although the majority of our responders are using a middleware game engine, it appears that they would rather not! By this data, it appears that perhaps a thin game engine which adeptly integrates middleware libraries from other companies may find more acceptance in the marketplace than one which tries to do everything on its own. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;b&gt;The Economy&lt;/b&gt;&lt;/span&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;The difference in the percentage of people using game engines versus those who want to is certainly interesting. Could the high level of use have something to do with the economy, or with the increasing cost of development? I asked the producers whether they’ve found themselves with tighter budget constraints due to the economy. 78.6% responded yes. But in the comments many people pointed to tighter control over their budgets, as opposed to diminishing budgets. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;Following up, what has been the impact of these rising development costs and a dwindling economy? What concerns have increased most for developers in recent years? The five most popular responses were: &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; text-align: justify;"&gt;&lt;a href="http://1.bp.blogspot.com/_7fRO97ifrEg/S_4Ho45FVJI/AAAAAAAAASg/HXURRPuQGrE/s1600/image07.JPG" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5475822595977073810" src="http://1.bp.blogspot.com/_7fRO97ifrEg/S_4Ho45FVJI/AAAAAAAAASg/HXURRPuQGrE/s400/image07.JPG" style="cursor: pointer; height: 217px; width: 400px;" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;Increasing development cycle length, increasing headcount, trying to create game designs that stand out from the pack... these are fairly consistent game developer challenges. But looking for rapid prototyping and rapid iteration tools? Here we find interesting new news. Rapid prototyping enables a developer to more quickly draft and test game concepts for fun in the early stages of a project, and also use the prototype to acquire funding. Rapid iteration gives one the ability to quickly try out many ideas during development, improving the game through frequent experimentation and fine-tuning. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;If rapid prototyping and rapid iteration are weighing heavily on people’s minds, what are they using now? And how many studios have live preview on the target platform in their current content pipelines? &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;I asked, “what are you using for rapid prototyping?” &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; text-align: justify;"&gt;&lt;a href="http://4.bp.blogspot.com/_7fRO97ifrEg/S_4HyPav6oI/AAAAAAAAASo/pfoaAdMdFKM/s1600/image08.JPG" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5475822756642679426" src="http://4.bp.blogspot.com/_7fRO97ifrEg/S_4HyPav6oI/AAAAAAAAASo/pfoaAdMdFKM/s400/image08.JPG" style="cursor: pointer; height: 164px; width: 400px;" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;Several people noted that are using their previous engine versions to create prototypes for the next game. But what do new studios use? It looks like they probably create one-off C++ applications, sketch things out on paper, or use Flash or Lua. I had suspected that more developers would be using C#/XNA due to the ease of quickly knocking out quick test applications with it, but only 5% of the responders said they are using this for prototype development. (However, 76% of developers are using C#/XNA for tool building.) &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;If rapid iteration is also a growing concern in game development, how many developers currently have the ability to do live preview on the target platform for their content developers (artists and designers)? According to the results, 62.5% currently have this capability. Several responders noted that they preview on a PC version of their engine and that this is good enough for most work. Certainly using the actual target platform would be even more valuable though! &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;One useful tool for rapid iteration during development is the use of interpreted scripts; if the designer can write in a script language and immediately execute it on the target platform (as opposed to a long recompile or download), the iteration cycle can become quite fast, enabling many experiments and much more fine-tuning of gameplay ideas. But what script languages are most people using? (This query supported multiple replies.) &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; text-align: justify;"&gt;&lt;a href="http://1.bp.blogspot.com/_7fRO97ifrEg/S_4H7_uxLII/AAAAAAAAASw/1nKx2ns8Aqg/s1600/image09.JPG" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5475822924230372482" src="http://1.bp.blogspot.com/_7fRO97ifrEg/S_4H7_uxLII/AAAAAAAAASw/1nKx2ns8Aqg/s400/image09.JPG" style="cursor: pointer; height: 164px; width: 400px;" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;It seems that Lua is the hands-down favorite for scripting languages at the moment, although one developer wryly noted: “Lua is a failure - decided before I joined.” Lua is a solution that can work, but people tend to have a love/hate relationship with it. Using Lua on performance-constrained platforms can definitely be a challenge if you don’t understand the ins and outs of Lua’s memory usage. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;b&gt;Making a Decision on Engines&lt;/b&gt;&lt;/span&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;The last thing I wanted to know from both producers and technologists was: What factors do they use in deciding whether to license a game engine, and which one to choose? &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;The overwhelming favorites were of course &lt;i&gt;cost&lt;/i&gt; and &lt;i&gt;time&lt;/i&gt;. If we purchase a game engine, we want to spend less money and time than we would have creating the engine on our own. Otherwise why would we bother? (We’ll talk about that question more in the upcoming production-oriented post!) In third position to money and time came &lt;i&gt;genre relevancy&lt;/i&gt;, or making sure that the game engine works properly for the type of game you are creating. This emphasizes the importance of doing a thorough evaluation of any game engine you’re looking at, and knowing if a particular engine was already used for a game technologically similar to what you are planning to create (a first-person shooter, for example.) Also highly important to the responders was &lt;i&gt;support&lt;/i&gt; and thorough &lt;i&gt;documentation&lt;/i&gt;, a good-quality &lt;i&gt;content pipeline&lt;/i&gt;, and the ability to easily &lt;i&gt;integrate&lt;/i&gt; the game engine into one’s existing technology as well as with other middleware libraries. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; line-height: normal; text-align: justify;"&gt;Licensing a game engine is an important decision. Clearly many studios are doing it, and you should do a thorough evaluation of each candidate game engine before settling on one. Unfortunately there isn’t enough public information about most engines, so seeing a game similar to your own, or knowing people on other teams who have used a particular game engine for a title can go a long way to helping you with a decision. As we all focus more on rapid prototyping, rapid iteration, and live preview in content tools, we hope that the game engine creators are listening and will continue providing us the excellent tools we need to create amazing games. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div style="font-family: Georgia,&amp;quot;Times New Roman&amp;quot;,serif; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-3323192492069627870?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/3323192492069627870/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=3323192492069627870&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/3323192492069627870'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/3323192492069627870'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2010/05/game-engine-survey.html' title='Game Engine Survey'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_7fRO97ifrEg/S_4GLOXK8CI/AAAAAAAAARw/LWBxM8DQ4gY/s72-c/image01.JPG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-2089500827087065646</id><published>2010-03-25T22:25:00.002+05:30</published><updated>2010-05-27T12:28:52.848+05:30</updated><category scheme='http://www.blogger.com/atom/ns#' term='Powerpoint Presentations'/><title type='text'>Game Engine Overview</title><content type='html'>This slide is being created by gathering data from the internet (www.extremetech.com) and other sources.It provided inside story of what goes behind a game engine. Must for a new entrant in gaming industry.&lt;br /&gt;Check out this SlideShare Presentation: &lt;div style="width: 425px;" id="__ss_1803385"&gt;&lt;strong style="margin: 12px 0pt 4px; display: block;"&gt;&lt;a href="http://www.slideshare.net/sharadmitra/game-engine-overview" title="Game Engine Overview"&gt;Game Engine Overview&lt;/a&gt;&lt;/strong&gt;&lt;object height="355" width="425"&gt;&lt;param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gameengineoverview-124930336087-phpapp02&amp;amp;stripped_title=game-engine-overview"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowScriptAccess" value="always"&gt;&lt;embed src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gameengineoverview-124930336087-phpapp02&amp;amp;stripped_title=game-engine-overview" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="355" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div style="padding: 5px 0pt 12px;"&gt;View more &lt;a href="http://www.slideshare.net/"&gt;presentations&lt;/a&gt; from &lt;a href="http://www.slideshare.net/sharadmitra"&gt;sharadmitra&lt;/a&gt;.&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-2089500827087065646?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/2089500827087065646/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=2089500827087065646&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/2089500827087065646'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/2089500827087065646'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2010/03/game-engine-overview.html' title='Game Engine Overview'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-4826095471420452105</id><published>2010-03-25T22:21:00.004+05:30</published><updated>2010-05-27T12:28:52.848+05:30</updated><category scheme='http://www.blogger.com/atom/ns#' term='Powerpoint Presentations'/><title type='text'>Gaming Process</title><content type='html'>This slide has been created, keeping in mind, upcoming artist who wants to know basics of 3D.Its is a must for artist who want to be technical artist and not just simple 3d artist.&lt;br /&gt;I have added images taken randomly from net and have no intention of cheating anyone or stealing anyone's artwork.I want to thank all the people whose artwork is in the content and appreciate their hard-work and support in making this presentation.&lt;br /&gt;Check out this SlideShare Presentation: &lt;div style="width: 425px;" id="__ss_1803436"&gt;&lt;strong style="margin: 12px 0pt 4px; display: block;"&gt;&lt;a href="http://www.slideshare.net/sharadmitra/gaming-process" title="Gaming Process"&gt;Gaming Process&lt;/a&gt;&lt;/strong&gt;&lt;object height="355" width="425"&gt;&lt;param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gamingprocess-090803075533-phpapp01&amp;amp;stripped_title=gaming-process"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowScriptAccess" value="always"&gt;&lt;embed src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gamingprocess-090803075533-phpapp01&amp;amp;stripped_title=gaming-process" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="355" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div style="padding: 5px 0pt 12px;"&gt;View more &lt;a href="http://www.slideshare.net/"&gt;presentations&lt;/a&gt; from &lt;a href="http://www.slideshare.net/sharadmitra"&gt;sharadmitra&lt;/a&gt;.&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-4826095471420452105?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/4826095471420452105/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=4826095471420452105&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/4826095471420452105'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/4826095471420452105'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2010/03/gaming-process.html' title='Gaming Process'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-2369193378897552030</id><published>2010-03-25T22:13:00.000+05:30</published><updated>2010-03-25T22:15:23.167+05:30</updated><title type='text'>Information Update</title><content type='html'>This is just to inform that I would start adding tutorials and information regarding Gaming Industry on this blog really soon.Keep coming back to this blog for more information and update.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-2369193378897552030?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/2369193378897552030/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=2369193378897552030&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/2369193378897552030'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/2369193378897552030'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2010/03/information-update.html' title='Information Update'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-2371033937222555668</id><published>2009-11-26T22:23:00.011+05:30</published><updated>2009-11-26T22:46:01.853+05:30</updated><title type='text'>Profile Update</title><content type='html'>It's been really really long time since I have updated my profile on this blogspot. After my job shift to Exigent game art studios, I was so busy with my new role and responsibilities that I didn't get time to post something new.&lt;br /&gt;&lt;br /&gt;Now is the right time and here it is ......Unearthly Challenge posting.&lt;br /&gt;&lt;br /&gt;Me and my professional partner Dimpal Maisuriya worked as a team to finish our entry. All in all, I worked on Low Poly stuff unwrapping few of them too, generation Maps and finally arranging stuff in Unreal and final composition while Dimpal worked on Concept art,high Poly and texturing work.&lt;br /&gt;I am really thankful for him for helping me learn a lot of stuff during this competition.&lt;br /&gt;&lt;br /&gt;You can visit our thread at:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: courier new;"&gt;http://www.gameartisans.org/forums/showthread.php?t=11453&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Final shot images :&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_7fRO97ifrEg/Sw60tpBfH4I/AAAAAAAAAQE/fTqj5282syI/s1600/conceptj.jpg"&gt;&lt;img style="cursor: pointer; width: 200px; height: 200px;" src="http://2.bp.blogspot.com/_7fRO97ifrEg/Sw60tpBfH4I/AAAAAAAAAQE/fTqj5282syI/s200/conceptj.jpg" alt="" id="BLOGGER_PHOTO_ID_5408458898717745026" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_7fRO97ifrEg/Sw61K_aBmcI/AAAAAAAAAQM/A0cQqX7P-Ig/s1600/bs01.jpg"&gt;&lt;img style="cursor: pointer; width: 320px; height: 206px;" src="http://1.bp.blogspot.com/_7fRO97ifrEg/Sw61K_aBmcI/AAAAAAAAAQM/A0cQqX7P-Ig/s320/bs01.jpg" alt="" id="BLOGGER_PHOTO_ID_5408459402942454210" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_7fRO97ifrEg/Sw61YjWXvcI/AAAAAAAAAQU/JFPpYRBD4Xc/s1600/bs02.jpg"&gt;&lt;img style="cursor: pointer; width: 320px; height: 233px;" src="http://2.bp.blogspot.com/_7fRO97ifrEg/Sw61YjWXvcI/AAAAAAAAAQU/JFPpYRBD4Xc/s320/bs02.jpg" alt="" id="BLOGGER_PHOTO_ID_5408459635929103810" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_7fRO97ifrEg/Sw61p9x3OQI/AAAAAAAAAQc/0SWYXdD5Jw8/s1600/buildingd.jpg"&gt;&lt;img style="cursor: pointer; width: 200px; height: 106px;" src="http://3.bp.blogspot.com/_7fRO97ifrEg/Sw61p9x3OQI/AAAAAAAAAQc/0SWYXdD5Jw8/s200/buildingd.jpg" alt="" id="BLOGGER_PHOTO_ID_5408459935081511170" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_7fRO97ifrEg/Sw61_QmT87I/AAAAAAAAAQk/6IF-X9lLriw/s1600/centralarena.jpg"&gt;&lt;img style="cursor: pointer; width: 200px; height: 92px;" src="http://1.bp.blogspot.com/_7fRO97ifrEg/Sw61_QmT87I/AAAAAAAAAQk/6IF-X9lLriw/s200/centralarena.jpg" alt="" id="BLOGGER_PHOTO_ID_5408460300910588850" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_7fRO97ifrEg/Sw62MK5D2ZI/AAAAAAAAAQs/egWMUxzACFE/s1600/coicage.jpg"&gt;&lt;img style="cursor: pointer; width: 200px; height: 106px;" src="http://4.bp.blogspot.com/_7fRO97ifrEg/Sw62MK5D2ZI/AAAAAAAAAQs/egWMUxzACFE/s200/coicage.jpg" alt="" id="BLOGGER_PHOTO_ID_5408460522716912018" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_7fRO97ifrEg/Sw62f4yutlI/AAAAAAAAAQ0/8JlinJB56Tg/s1600/entrancepathway.jpg"&gt;&lt;img style="cursor: pointer; width: 200px; height: 106px;" src="http://2.bp.blogspot.com/_7fRO97ifrEg/Sw62f4yutlI/AAAAAAAAAQ0/8JlinJB56Tg/s200/entrancepathway.jpg" alt="" id="BLOGGER_PHOTO_ID_5408460861455906386" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_7fRO97ifrEg/Sw62sVwrurI/AAAAAAAAAQ8/z-136qrIY1I/s1600/organicshape.jpg"&gt;&lt;img style="cursor: pointer; width: 200px; height: 100px;" src="http://1.bp.blogspot.com/_7fRO97ifrEg/Sw62sVwrurI/AAAAAAAAAQ8/z-136qrIY1I/s200/organicshape.jpg" alt="" id="BLOGGER_PHOTO_ID_5408461075390380722" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_7fRO97ifrEg/Sw62_Ph-a7I/AAAAAAAAARE/EGI7T6toz18/s1600/lifesourse.jpg"&gt;&lt;img style="cursor: pointer; width: 200px; height: 106px;" src="http://3.bp.blogspot.com/_7fRO97ifrEg/Sw62_Ph-a7I/AAAAAAAAARE/EGI7T6toz18/s200/lifesourse.jpg" alt="" id="BLOGGER_PHOTO_ID_5408461400135592882" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-2371033937222555668?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/2371033937222555668/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=2371033937222555668&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/2371033937222555668'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/2371033937222555668'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2009/11/profile-update.html' title='Profile Update'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_7fRO97ifrEg/Sw60tpBfH4I/AAAAAAAAAQE/fTqj5282syI/s72-c/conceptj.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-1225865992806847349</id><published>2008-04-15T22:00:00.003+05:30</published><updated>2008-04-15T22:13:58.156+05:30</updated><title type='text'>Level Design</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_7fRO97ifrEg/SATaRY0ozbI/AAAAAAAAALY/duenoCEeHcE/s1600-h/GameBlock.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_7fRO97ifrEg/SATaRY0ozbI/AAAAAAAAALY/duenoCEeHcE/s200/GameBlock.jpg" alt="" id="BLOGGER_PHOTO_ID_5189512662893514162" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Hi&lt;br /&gt;It's long time since I last updated my website.....This is my new creation ..a part of one level flow (A Big Hall)..mail entrance to the castle.&lt;br /&gt;&lt;br /&gt;I don't know who's art work is this but I sincerely want to thanks him/her for his/her work and ask him/her to allow me to post his/her work on my blog and let me use it as a part of my personal profile and not professional reel....&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-1225865992806847349?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/1225865992806847349/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=1225865992806847349&amp;isPopup=true' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/1225865992806847349'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/1225865992806847349'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2008/04/level-design.html' title='Level Design'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_7fRO97ifrEg/SATaRY0ozbI/AAAAAAAAALY/duenoCEeHcE/s72-c/GameBlock.jpg' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-6764658185867373239</id><published>2007-08-20T21:10:00.001+05:30</published><updated>2010-05-27T13:03:58.178+05:30</updated><title type='text'>Sailor</title><content type='html'>&lt;div style="text-align: left;"&gt;&lt;a href="http://4.bp.blogspot.com/_7fRO97ifrEg/Rsm4j99BtgI/AAAAAAAAALI/tQ5vMS3upGE/s1600-h/Sailor_Grey.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5100810981039257090" src="http://4.bp.blogspot.com/_7fRO97ifrEg/Rsm4j99BtgI/AAAAAAAAALI/tQ5vMS3upGE/s200/Sailor_Grey.jpg" style="display: block; margin: 0px auto 10px; text-align: center;" /&gt;&lt;/a&gt;&lt;a href="http://2.bp.blogspot.com/_7fRO97ifrEg/Rsm4rd9BthI/AAAAAAAAALQ/qDIomcpAGXY/s1600-h/Sailor_Wire.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5100811109888275986" src="http://2.bp.blogspot.com/_7fRO97ifrEg/Rsm4rd9BthI/AAAAAAAAALQ/qDIomcpAGXY/s200/Sailor_Wire.jpg" style="display: block; margin: 0px auto 10px; text-align: center;" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;SAILOR&lt;/span&gt;&lt;br /&gt;Maya7.0, Max8.0&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;Hi&lt;br /&gt;&lt;br /&gt;New Update..though still work in progress&lt;br /&gt;&lt;br /&gt;Modeled in Maya and Max and will rig in Max....still working on Texturing&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-6764658185867373239?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/6764658185867373239/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=6764658185867373239&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/6764658185867373239'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/6764658185867373239'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2007/08/sailor.html' title='Sailor'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_7fRO97ifrEg/Rsm4j99BtgI/AAAAAAAAALI/tQ5vMS3upGE/s72-c/Sailor_Grey.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-4888806441812977202</id><published>2007-07-16T21:04:00.001+05:30</published><updated>2010-05-27T13:00:07.349+05:30</updated><title type='text'>Tree Girl</title><content type='html'>&lt;a href="http://2.bp.blogspot.com/_7fRO97ifrEg/RsmyTd9BtcI/AAAAAAAAAKo/IFd0Yge_bCU/s1600-h/finalrender01xz6.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5100804100501648834" src="http://2.bp.blogspot.com/_7fRO97ifrEg/RsmyTd9BtcI/AAAAAAAAAKo/IFd0Yge_bCU/s200/finalrender01xz6.jpg" style="display: block; margin: 0px auto 10px; text-align: center;" /&gt;&lt;/a&gt;&lt;a href="http://2.bp.blogspot.com/_7fRO97ifrEg/Rsmyqd9BtdI/AAAAAAAAAKw/1-1Ku3Lzpnc/s1600-h/finalrender0021qz1.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5100804495638640082" src="http://2.bp.blogspot.com/_7fRO97ifrEg/Rsmyqd9BtdI/AAAAAAAAAKw/1-1Ku3Lzpnc/s200/finalrender0021qz1.jpg" style="display: block; margin: 0px auto 10px; text-align: center;" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt; Organic Tree&lt;/div&gt;&lt;div style="text-align: center;"&gt;S/w:Max7.0,Maya7.0,V-Ray1.46&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="text-decoration: underline;"&gt;Hi all&lt;br /&gt;&lt;br /&gt;This is my new creation......&lt;span style="font-family: georgia;"&gt;&lt;br /&gt;Base mesh in Max;Posed in Maya and then taken to Max for addin up Roots,Leaves,Flowers and other details....&lt;br /&gt;Finally taken to Maya for further beautification.....&lt;/span&gt; &lt;span style="font-family: georgia;"&gt;Hope U like it..&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-4888806441812977202?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/4888806441812977202/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=4888806441812977202&amp;isPopup=true' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/4888806441812977202'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/4888806441812977202'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2007/07/tree-girl.html' title='Tree Girl'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_7fRO97ifrEg/RsmyTd9BtcI/AAAAAAAAAKo/IFd0Yge_bCU/s72-c/finalrender01xz6.jpg' height='72' width='72'/><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-3392132938472917311</id><published>2007-07-16T21:02:00.001+05:30</published><updated>2010-05-27T13:01:57.886+05:30</updated><title type='text'>HellChick</title><content type='html'>&lt;div style="text-align: left;"&gt;&lt;a href="http://1.bp.blogspot.com/_7fRO97ifrEg/RsmzpN9BteI/AAAAAAAAAK4/HjiTQTwT3c8/s1600-h/finalrender_clay.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img alt="" border="0" height="200" id="BLOGGER_PHOTO_ID_5100805573675431394" src="http://1.bp.blogspot.com/_7fRO97ifrEg/RsmzpN9BteI/AAAAAAAAAK4/HjiTQTwT3c8/s200/finalrender_clay.jpg" style="display: block; margin: 0px auto 10px; text-align: center;" width="150" /&gt;&lt;/a&gt;&lt;a href="http://1.bp.blogspot.com/_7fRO97ifrEg/Rsm0UN9BtfI/AAAAAAAAALA/iJI7524es2c/s1600-h/finalrender_prsp.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5100806312409806322" src="http://1.bp.blogspot.com/_7fRO97ifrEg/Rsm0UN9BtfI/AAAAAAAAALA/iJI7524es2c/s200/finalrender_prsp.jpg" style="display: block; margin: 0px auto 10px; text-align: center;" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;Topic:Hellchick&lt;/div&gt;&lt;div style="text-align: center;"&gt;Character:Female Chick (W.I.P.)&lt;br /&gt;S/w: Maya7.0&lt;/div&gt;&lt;br /&gt;Hi all&lt;br /&gt;&lt;br /&gt;This model is based on a concept from Paul Richards- &lt;a href="http://www.autodistruct.com/" target="_blank"&gt;www.autodistruct.com&lt;/a&gt;..&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Actually my idea is to build a base mesh in maya and take it to zbrush for further details....&lt;br /&gt;&lt;br /&gt;Wait for update....!!!!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-3392132938472917311?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/3392132938472917311/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=3392132938472917311&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/3392132938472917311'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/3392132938472917311'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2007/07/hellchick.html' title='HellChick'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_7fRO97ifrEg/RsmzpN9BteI/AAAAAAAAAK4/HjiTQTwT3c8/s72-c/finalrender_clay.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-1246667475309222844</id><published>2007-06-10T22:41:00.001+05:30</published><updated>2010-05-27T13:02:49.448+05:30</updated><title type='text'>Unreal Level</title><content type='html'>&lt;div style="text-align: left;"&gt;&lt;a href="http://1.bp.blogspot.com/_7fRO97ifrEg/RmwxsbkJGVI/AAAAAAAAAG8/QhQcoSg-j54/s1600-h/castle1.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5074485519523060050" src="http://1.bp.blogspot.com/_7fRO97ifrEg/RmwxsbkJGVI/AAAAAAAAAG8/QhQcoSg-j54/s200/castle1.jpg" style="display: block; margin: 0px auto 10px; text-align: center;" /&gt;&lt;/a&gt;&lt;a href="http://4.bp.blogspot.com/_7fRO97ifrEg/RmwxyLkJGWI/AAAAAAAAAHE/yf3pVkltW7M/s1600-h/castle2.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5074485618307307874" src="http://4.bp.blogspot.com/_7fRO97ifrEg/RmwxyLkJGWI/AAAAAAAAAHE/yf3pVkltW7M/s200/castle2.jpg" style="display: block; margin: 0px auto 10px; text-align: center;" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;a href="http://1.bp.blogspot.com/_7fRO97ifrEg/RmwxZbkJGTI/AAAAAAAAAGs/GIkqxT9eDvk/s1600-h/castle3.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5074485193105545522" src="http://1.bp.blogspot.com/_7fRO97ifrEg/RmwxZbkJGTI/AAAAAAAAAGs/GIkqxT9eDvk/s200/castle3.jpg" style="display: block; margin: 0px auto 10px; text-align: center;" /&gt;&lt;/a&gt;&lt;a href="http://3.bp.blogspot.com/_7fRO97ifrEg/Rmwxi7kJGUI/AAAAAAAAAG0/tICAxaQejoI/s1600-h/castle.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5074485356314302786" src="http://3.bp.blogspot.com/_7fRO97ifrEg/Rmwxi7kJGUI/AAAAAAAAAG0/tICAxaQejoI/s200/castle.jpg" style="display: block; margin: 0px auto 10px; text-align: center;" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Hi All&lt;br /&gt;&lt;br /&gt;This is my latest W.I.P.,a level for Unreal Tournament 2004&lt;br /&gt;Mesh is done in max8.0 and will be used as a static mesh for the unreal editor.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-1246667475309222844?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/1246667475309222844/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=1246667475309222844&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/1246667475309222844'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/1246667475309222844'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2007/06/unreal-level.html' title='Unreal Level'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_7fRO97ifrEg/RmwxsbkJGVI/AAAAAAAAAG8/QhQcoSg-j54/s72-c/castle1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-116903804444061820</id><published>2007-01-17T17:42:00.001+05:30</published><updated>2010-05-27T13:03:29.283+05:30</updated><title type='text'>Dream House</title><content type='html'>&lt;div style="text-align: left;"&gt;&lt;a href="http://photos1.blogger.com/x/blogger/3811/3656/1600/774516/Render7.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img alt="" border="0" src="http://photos1.blogger.com/x/blogger/3811/3656/320/554468/Render7.jpg" style="display: block; margin: 0px auto 10px; text-align: center;" /&gt;&lt;/a&gt;&lt;a href="http://photos1.blogger.com/x/blogger/3811/3656/1600/7826/Render8.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" src="http://photos1.blogger.com/x/blogger/3811/3656/320/277437/Render8.jpg" style="display: block; margin: 0px auto 10px; text-align: center;" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Again some timepass stuff(though not really!!!).Everytime U do something U gain Something....&lt;br /&gt;So hav fun!!!!&lt;br /&gt;Modeling in Max7.0(Actually I saw similar model image somewhere..liked it and build it with changes as per my needs)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-116903804444061820?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/116903804444061820/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=116903804444061820&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/116903804444061820'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/116903804444061820'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2007/01/simply-max.html' title='Dream House'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-116858750357736606</id><published>2007-01-12T12:48:00.000+05:30</published><updated>2007-06-10T22:35:35.148+05:30</updated><title type='text'>Bedroom Dream</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_7fRO97ifrEg/RkaoMfds7FI/AAAAAAAAAEU/oK8kNMCjd70/s1600-h/Bed+Room.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_7fRO97ifrEg/RkaoMfds7FI/AAAAAAAAAEU/oK8kNMCjd70/s200/Bed+Room.jpg" alt="" id="BLOGGER_PHOTO_ID_5063919763582676050" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Hi all!!!!&lt;br /&gt;&lt;br /&gt;It's the contemporary bedroom dream I m having lately in my dreams,so I jst thought to giv it a try.&lt;br /&gt;&lt;br /&gt;Eveerything in 3DS Max7.0&lt;br /&gt;Rendered in V-Ray&lt;br /&gt;2 lights[1 Target Spot and 1V-ray]&lt;br /&gt;Render Time:27 min[720:480]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-116858750357736606?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/116858750357736606/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=116858750357736606&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/116858750357736606'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/116858750357736606'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2007/01/bedroom-dream.html' title='Bedroom Dream'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_7fRO97ifrEg/RkaoMfds7FI/AAAAAAAAAEU/oK8kNMCjd70/s72-c/Bed+Room.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-116782966847724038</id><published>2007-01-03T18:34:00.000+05:30</published><updated>2007-06-10T22:36:00.071+05:30</updated><title type='text'>Night Scene In V-Ray</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_7fRO97ifrEg/Rkaopvds7GI/AAAAAAAAAEc/n9kivmyKDQQ/s1600-h/Drawing+Room.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_7fRO97ifrEg/Rkaopvds7GI/AAAAAAAAAEc/n9kivmyKDQQ/s200/Drawing+Room.jpg" alt="" id="BLOGGER_PHOTO_ID_5063920266093849698" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Another success to crack V-Ray.&lt;br /&gt;&lt;br /&gt;Models r taken frm the net.Thanks to all those whose modeled these stuff.....&lt;br /&gt;[OOpssss.....paintings too]&lt;br /&gt;&lt;br /&gt;Rendered in V-Ray(2 V-Ray, and 5 Photometric Lights)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-116782966847724038?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/116782966847724038/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=116782966847724038&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/116782966847724038'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/116782966847724038'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2007/01/night-scene-in-v-ray.html' title='Night Scene In V-Ray'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_7fRO97ifrEg/Rkaopvds7GI/AAAAAAAAAEc/n9kivmyKDQQ/s72-c/Drawing+Room.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-116738778372967151</id><published>2006-12-29T15:50:00.000+05:30</published><updated>2007-06-10T22:36:17.043+05:30</updated><title type='text'>Quick Work in V-Ray</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_7fRO97ifrEg/Rkao4_ds7HI/AAAAAAAAAEk/bO28KzVkpig/s1600-h/Office+Room.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_7fRO97ifrEg/Rkao4_ds7HI/AAAAAAAAAEk/bO28KzVkpig/s200/Office+Room.jpg" alt="" id="BLOGGER_PHOTO_ID_5063920528086854770" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;I m really happy to get this rather quickly than I expected.&lt;br /&gt;&lt;br /&gt;Job done in 8-10 hr.Mesh was collected frm net.Whole stress was on v-ray rendering and appropriate texturing and shading.&lt;br /&gt;&lt;br /&gt;Everything in 3DSMax7.0 and&lt;br /&gt;Rendered in V-Ray1.46&lt;br /&gt;Render time:15 min&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-116738778372967151?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/116738778372967151/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=116738778372967151&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/116738778372967151'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/116738778372967151'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2006/12/quick-work-in-v-ray.html' title='Quick Work in V-Ray'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_7fRO97ifrEg/Rkao4_ds7HI/AAAAAAAAAEk/bO28KzVkpig/s72-c/Office+Room.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-116013650499329709</id><published>2006-10-06T17:31:00.000+05:30</published><updated>2007-06-10T22:41:35.435+05:30</updated><title type='text'>Castle Scene</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://photos1.blogger.com/blogger/3811/3656/1600/Castle1.jpg"&gt;&lt;img style="cursor: pointer;" src="http://photos1.blogger.com/blogger/3811/3656/320/Castle1.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;This is a scene....though not that new.I started it couple of years back but hanged it for more important work.&lt;br /&gt;Recently it strike my eye and again I hav started working on it[work in progress]......This time I m trying smthng new.....hope u like it.....Do place some comments and critics......&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-116013650499329709?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/116013650499329709/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=116013650499329709&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/116013650499329709'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/116013650499329709'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2006/10/castle-scene.html' title='Castle Scene'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-115952145099532801</id><published>2006-09-29T14:38:00.001+05:30</published><updated>2010-05-27T13:08:58.600+05:30</updated><title type='text'>Low Poly House Models</title><content type='html'>&lt;div style="text-align: left;"&gt;&lt;a href="http://4.bp.blogspot.com/_7fRO97ifrEg/Rsmut99BtaI/AAAAAAAAAKY/JeavZu3htFA/s1600-h/DirtyHouse_Col.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5100800157721671074" src="http://4.bp.blogspot.com/_7fRO97ifrEg/Rsmut99BtaI/AAAAAAAAAKY/JeavZu3htFA/s200/DirtyHouse_Col.jpg" style="display: block; margin: 0px auto 10px; text-align: center;" /&gt;&lt;/a&gt;&lt;a href="http://2.bp.blogspot.com/_7fRO97ifrEg/Rsmw9d9BtbI/AAAAAAAAAKg/lIDJmspop6E/s1600-h/house2_Col.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5100802623032898994" src="http://2.bp.blogspot.com/_7fRO97ifrEg/Rsmw9d9BtbI/AAAAAAAAAKg/lIDJmspop6E/s200/house2_Col.jpg" style="display: block; margin: 0px auto 10px; text-align: center;" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Hi....&lt;br /&gt;Old House Model  and Posh House Model done in Maya and Max.Done as a Low Poly Game Model.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-115952145099532801?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/115952145099532801/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=115952145099532801&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/115952145099532801'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/115952145099532801'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2006/09/merc-c-class.html' title='Low Poly House Models'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_7fRO97ifrEg/Rsmut99BtaI/AAAAAAAAAKY/JeavZu3htFA/s72-c/DirtyHouse_Col.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-115832732387906935</id><published>2006-09-15T19:02:00.000+05:30</published><updated>2006-09-22T00:53:14.486+05:30</updated><title type='text'>Girl Model</title><content type='html'>&lt;a href="http://photos1.blogger.com/blogger/3811/3656/1600/Final_Girl_Render.jpg"&gt;&lt;img style="CURSOR: hand" alt="" src="http://photos1.blogger.com/blogger/3811/3656/200/Final_Girl_Render.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Again Maya,again Zbrush same old story......Base mesh in Maya,Detailed and textured in Zbrush and finally Rendered in Max Mental Ray.....Enjoy!!!!!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-115832732387906935?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/115832732387906935/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=115832732387906935&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/115832732387906935'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/115832732387906935'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2006/09/girl-model.html' title='Girl Model'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-115694037663731605</id><published>2006-08-30T17:25:00.002+05:30</published><updated>2010-05-27T13:11:11.026+05:30</updated><title type='text'>Latest Zbrush work</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://photos1.blogger.com/blogger/3811/3656/1600/Mental%20ray%20render.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img alt="" border="0" src="http://photos1.blogger.com/blogger/3811/3656/200/Mental%20ray%20render.jpg" /&gt;&lt;/a&gt;&lt;a href="http://photos1.blogger.com/blogger/3811/3656/1600/Final%20Textured.2.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img alt="" border="0" src="http://photos1.blogger.com/blogger/3811/3656/200/Final%20Textured.2.jpg" /&gt;&lt;/a&gt;&lt;a href="http://photos1.blogger.com/blogger/3811/3656/1600/Zbrush%20Detailed%20Mesh.2.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img alt="" border="0" src="http://photos1.blogger.com/blogger/3811/3656/200/Zbrush%20Detailed%20Mesh.0.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;This is my latest work in Zbrush.Base Model in Maya and detailing done in Zbrush along with normal map generation and finally rendered in 3DS Max mental ray.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-115694037663731605?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/115694037663731605/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=115694037663731605&amp;isPopup=true' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/115694037663731605'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/115694037663731605'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2006/08/latest-zbrush-work.html' title='Latest Zbrush work'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33316820.post-115651174178268877</id><published>2006-08-25T12:14:00.001+05:30</published><updated>2010-05-27T13:11:45.199+05:30</updated><title type='text'>Merc C Class</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_7fRO97ifrEg/Rm4wLbkJGhI/AAAAAAAAAIg/-L8YJzfHtLQ/s1600-h/RedMerc.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5075046803029170706" src="http://3.bp.blogspot.com/_7fRO97ifrEg/Rm4wLbkJGhI/AAAAAAAAAIg/-L8YJzfHtLQ/s200/RedMerc.jpg" style="display: block; margin: 0px auto 10px; text-align: center;" /&gt;&lt;/a&gt;&lt;a href="http://4.bp.blogspot.com/_7fRO97ifrEg/Rm5j1rkJGkI/AAAAAAAAAI4/Zzj7j1B3hzA/s1600-h/Merc-W.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5075103603971660354" src="http://4.bp.blogspot.com/_7fRO97ifrEg/Rm5j1rkJGkI/AAAAAAAAAI4/Zzj7j1B3hzA/s200/Merc-W.jpg" style="display: block; margin: 0px auto 10px; text-align: center;" /&gt;&lt;/a&gt;&lt;a href="http://4.bp.blogspot.com/_7fRO97ifrEg/Rm5BGrkJGjI/AAAAAAAAAIw/efNhm4kn8jw/s1600-h/Merc-S.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5075065413122464306" src="http://4.bp.blogspot.com/_7fRO97ifrEg/Rm5BGrkJGjI/AAAAAAAAAIw/efNhm4kn8jw/s200/Merc-S.jpg" style="display: block; margin: 0px auto 10px; text-align: center;" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;                                                                                            Mercedez C Class&lt;br /&gt;Maya 6.0,3DSMax 7.0&lt;br /&gt;Colored Render-MentalRay&lt;br /&gt;Shaded/Wire Render-Skylight(Max)&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;First post on my page....Merc.Benz C Klasse&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33316820-115651174178268877?l=laidinpeace.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://laidinpeace.blogspot.com/feeds/115651174178268877/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=33316820&amp;postID=115651174178268877&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/115651174178268877'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33316820/posts/default/115651174178268877'/><link rel='alternate' type='text/html' href='http://laidinpeace.blogspot.com/2006/08/latest-work.html' title='Merc C Class'/><author><name>Sharad Mitra</name><uri>http://www.blogger.com/profile/07398728018718124334</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://photos1.blogger.com/blogger/3811/3656/1600/sharad3.0.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_7fRO97ifrEg/Rm4wLbkJGhI/AAAAAAAAAIg/-L8YJzfHtLQ/s72-c/RedMerc.jpg' height='72' width='72'/><thr:total>1</thr:total></entry></feed>
