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	<title>Game Magic &#187; normal map</title>
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	<description>Putting the Magic Back in Magic Systems</description>
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		<title>First-person spells and current-gen character development</title>
		<link>http://designingquests.com/?p=358</link>
		<comments>http://designingquests.com/?p=358#comments</comments>
		<pubDate>Sun, 14 Jun 2009 14:57:51 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3d modeling]]></category>
		<category><![CDATA[bump map]]></category>
		<category><![CDATA[character development]]></category>
		<category><![CDATA[mudbox]]></category>
		<category><![CDATA[normal map]]></category>
		<category><![CDATA[sculpting]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=358</guid>
		<description><![CDATA[Over the last few days, I&#8217;ve been implementing some first-person spells in Arcana Manor, i.e. spells that look good from a first-person perspective, which is not really the format for which ArcaneFX is designed.  Gareth Fouche (a Garagegames community member and Torque designer) made a good spell-casting resource that uses projectiles to cast spells&#8211;an approach [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>Over the last few days, I&#8217;ve been implementing some first-person spells in <em>Arcana Manor</em>, i.e. spells that look good from a first-person perspective, which is not really the format for which <em>ArcaneFX </em>is designed.  Gareth Fouche (a Garagegames community member and Torque designer) made a good spell-casting resource that uses projectiles to cast spells&#8211;an approach that resembles <em>Oblivion </em>(or <em>Undying</em>) instead of a third-person MMO.  Fouche&#8217;s approach is the one I want, but it will take some tweaking to get this going with ArcaneFX.</p>
<p>I also have been working through an excellent book by Anthony S. Ward called <em>Game Character Development</em>.  The book gives a very detailed overview of the processes involved in current-gen character development (i.e. Xbox 360 and PS3), which entails several more steps than the previous-gen workfolow.</p>
<p>In previous-gen character development, the game artist would use a modeling application like 3dsmax or Maya to build the character out of polygons, then UV map the character and texture it in Photoshop.</p>
<p>The main difference between the previous-gen and current-gen approach is the current-gen use of sculpting programs like Mudbox or Z-Brush to paint details onto a model which would have been too time-consuming and memory-intensive to be accomodated on previous-gen hardware.  The artist then converts these details into a normal map, which is an RGB image whose pixel colors indicate the directions in which the model&#8217;s normals should be transformed.  (Previous-gen character art tended to include bump maps, which were grayscale images that could indicate only elevation, rather than normal maps.  Current-gen development includes both bump maps and normal maps, as well as other shader-based modifiers such as parallax maps and ambient occlusion maps.)</p>
<p>All of which suggests one thing: I need to recruit a modeler so that I can focus on scripting and programing the game&#8217;s magic system rather than building its models. <img src="http://designingquests.com/blog/wp-includes/images/smilies/icon_smile.gif" alt=":)" class="wp-smiley" /> </p>
<p>Actually, it&#8217;s more a matter of emphasis.  It&#8217;s still good to work on 3d models (which could represent characters summoned by the player or custom aspects of the player, such as hands for first-person casting), but the production of art assets is so time-consuming that it would be best to recruit someone whose main talent and experience is in models.</p>
<p>That said, I&#8217;ve been working on an ogre tutorial in Ward&#8217;s book, and here are a few screenshots.</p>
<p><a href="http://designingquests.com/blog/wp-content/uploads/2009/06/ogreinsertingarm1.jpg"><img class="alignnone size-full wp-image-362" title="ogreinsertingarm1" src="http://designingquests.com/blog/wp-content/uploads/2009/06/ogreinsertingarm1.jpg" alt="" width="500" height="398" /></a></p>
<p><a href="http://designingquests.com/blog/wp-content/uploads/2009/06/ogrebodysubdivided.jpg"><img class="alignnone size-full wp-image-360" title="ogrebodysubdivided" src="http://designingquests.com/blog/wp-content/uploads/2009/06/ogrebodysubdivided.jpg" alt="" width="500" height="398" /></a><a href="http://designingquests.com/blog/wp-content/uploads/2009/06/fingersogre.jpg"><img class="alignnone size-full wp-image-361" title="fingersogre" src="http://designingquests.com/blog/wp-content/uploads/2009/06/fingersogre.jpg" alt="" width="500" height="398" /></a></p>
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