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	<title>Last Ray of Hope &#187; Maya</title>
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	<link>http://www.lastrayofhope.com</link>
	<description>Home of Kaluriel Hargrove</description>
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		<title>Maya, Textures and Bloom</title>
		<link>http://www.lastrayofhope.com/2009/03/11/maya-textures-and-bloom/</link>
		<comments>http://www.lastrayofhope.com/2009/03/11/maya-textures-and-bloom/#comments</comments>
		<pubDate>Wed, 11 Mar 2009 00:23:18 +0000</pubDate>
		<dc:creator>Kaluriel</dc:creator>
				<category><![CDATA[Code]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[OpenGL]]></category>

		<guid isPermaLink="false">http://www.lastrayofhope.com/?p=1044</guid>
		<description><![CDATA[I recently finished my COLLADA to Geometry converter (Donatello). Now I can export a scene from Maya and convert its geometry as well as create a scene file (the scene file contains a list of geometry files to load, how many instances, and their transformation matrix in the world). There is a bug though, the [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="attachment wp-att-1045" href="http://www.lastrayofhope.com/2009/03/11/maya-textures-and-bloom/stencil_and_bloom/"><img class="alignleft size-medium wp-image-1045" title="Stencil and Bloom" src="http://www.lastrayofhope.com/wp-content/uploads/2009/03/stencil_and_bloom-300x225.png" alt="Stencil and Bloom" width="240" height="180" /></a>I recently finished my COLLADA to Geometry converter (<a href="http://www.lastrayofhope.com/category/programming/software/donatello-geometry-converter/" target="_self">Donatello</a>). Now I can export a scene from Maya and convert its geometry as well as create a scene file (the scene file contains a list of geometry files to load, how many instances, and their transformation matrix in the world). There is a bug though, the way I created the ground, when triangulation is happening, the normals appear to get broken and cause different shades on the ground.</p>
<p>I also created a program to convert images into a texture which contains information about its width, height and depth, as well as create mipmaps. It doesn't at the moment support compression, I'm starting to think maybe I should use dds files since I recently found out that they can be used with OpenGL (if you have a DirectX header). For now though, it works, and so I'll keep using my own format.</p>
<p>I've also been modifying my bloom algorithm, this one seems to work a lot better with my scene. I've noticed my messing around also gives a great refraction effect (see the red area).</p>
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		<title>Maya: Totus Village</title>
		<link>http://www.lastrayofhope.com/2009/02/16/maya/</link>
		<comments>http://www.lastrayofhope.com/2009/02/16/maya/#comments</comments>
		<pubDate>Mon, 16 Feb 2009 00:58:32 +0000</pubDate>
		<dc:creator>Kaluriel</dc:creator>
				<category><![CDATA[Artwork]]></category>
		<category><![CDATA[Legend of Bob]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Milkshape3D]]></category>
		<category><![CDATA[Tales of Phantasia]]></category>
		<category><![CDATA[Totus Village]]></category>

		<guid isPermaLink="false">http://www.lastrayofhope.com/?p=926</guid>
		<description><![CDATA[With my work on getting even better frame rates in my engine, I've began instancing objects, z-ordering, scenegraphing, etc. And to make the most of this, I've begun to learn to use Maya with some helpful tips from the artists and work. So I've started to improve the quality of my original Totus Village model [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="attachment wp-att-927" href="http://www.lastrayofhope.com/2009/02/16/maya/picture-5-2/"><img class="alignleft size-medium wp-image-927" title="Totus in Maya" src="http://www.lastrayofhope.com/wp-content/uploads/2009/02/picture-5-300x198.png" alt="Totus in Maya" width="240" height="158" /></a>With my work on getting even better frame rates in my engine, I've began instancing objects, z-ordering, scenegraphing, etc. And to make the most of this, I've begun to learn to use Maya with some helpful tips from the artists and work. So I've started to improve the quality of my original Totus Village model I made using Milkshape3D.</p>
<p>As you can see I've added doorways now, and well as roofs (although some are still not quite complete roofs yet). There is a new terrain being work on, that will hopefully be better for area Totus village is in (between two mountain ranges, with a forest to the south and plains to the north).</p>
<p>I'm currently decided what to do with the walls, its hard to tell from the original SNES graphics what they were trying to do with the walls. On the one hand they appear to be supported by beams, on the other those shadows on the beams could just the be the wall on the upper half. I've began working on a tool that takes the COLLADA file and converts it to my geometry format, as well as some geometry optimisations through Tootle.</p>
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