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	<title>Comments on: </title>
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	<link>https://mm.soldat.pl/development-log/785</link>
	<description>Michał Marcinkowski&#039;s: Gamedev Log &#38; Articles</description>
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		<title>By: MM</title>
		<link>https://mm.soldat.pl/development-log/785/comment-page-1#comment-120093</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Wed, 02 Dec 2009 08:12:37 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=785#comment-120093</guid>
		<description><![CDATA[Makron666: his portfolio looks pretty neat. Is he free to work?]]></description>
		<content:encoded><![CDATA[<p>Makron666: his portfolio looks pretty neat. Is he free to work?</p>
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		<title>By: Clive</title>
		<link>https://mm.soldat.pl/development-log/785/comment-page-1#comment-120053</link>
		<dc:creator><![CDATA[Clive]]></dc:creator>
		<pubDate>Tue, 01 Dec 2009 21:23:58 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=785#comment-120053</guid>
		<description><![CDATA[I agree with the point makron made. If the lighting is truly ambient, then it wouldn&#039;t be affected by the shape of the surface. If you&#039;re that picky, use a light map.]]></description>
		<content:encoded><![CDATA[<p>I agree with the point makron made. If the lighting is truly ambient, then it wouldn&#8217;t be affected by the shape of the surface. If you&#8217;re that picky, use a light map.</p>
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		<title>By: Makron666</title>
		<link>https://mm.soldat.pl/development-log/785/comment-page-1#comment-120046</link>
		<dc:creator><![CDATA[Makron666]]></dc:creator>
		<pubDate>Tue, 01 Dec 2009 20:30:19 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=785#comment-120046</guid>
		<description><![CDATA[Yes, normals must always be painted by hand. it needs only to enhance detail. In a 3D model, it would be used to add any detail which doesn&#039;t alter the model, eg. text, bumps, scratches, dents, groves. I strongly suggest you look at some portfolio&#039;s of good texturers. Here&#039;s the person teaching me: http://www.teamblurgames.com/odium/portfolio/texturing.htm
And with the ambient problem, maybe make it not affect the normal, just diff, and maybe spec.]]></description>
		<content:encoded><![CDATA[<p>Yes, normals must always be painted by hand. it needs only to enhance detail. In a 3D model, it would be used to add any detail which doesn&#8217;t alter the model, eg. text, bumps, scratches, dents, groves. I strongly suggest you look at some portfolio&#8217;s of good texturers. Here&#8217;s the person teaching me: <a href="http://www.teamblurgames.com/odium/portfolio/texturing.htm" rel="nofollow">http://www.teamblurgames.com/odium/portfolio/texturing.htm</a><br />
And with the ambient problem, maybe make it not affect the normal, just diff, and maybe spec.</p>
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		<title>By: mman</title>
		<link>https://mm.soldat.pl/development-log/785/comment-page-1#comment-120022</link>
		<dc:creator><![CDATA[mman]]></dc:creator>
		<pubDate>Tue, 01 Dec 2009 16:36:40 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=785#comment-120022</guid>
		<description><![CDATA[i think that the concept of your ambient lighting is maybe a bit wrong. maybe you should look at it as it is done with 3d objects in animation. set up the main light and its strength and radius - be it moon or sun - this light source is casting shadows, now on the side/sides you set up another light which is not casting a shadow, if everything is looking like you want then hurray.]]></description>
		<content:encoded><![CDATA[<p>i think that the concept of your ambient lighting is maybe a bit wrong. maybe you should look at it as it is done with 3d objects in animation. set up the main light and its strength and radius &#8211; be it moon or sun &#8211; this light source is casting shadows, now on the side/sides you set up another light which is not casting a shadow, if everything is looking like you want then hurray.</p>
]]></content:encoded>
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	<item>
		<title>By: MM</title>
		<link>https://mm.soldat.pl/development-log/785/comment-page-1#comment-120007</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Tue, 01 Dec 2009 15:25:15 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=785#comment-120007</guid>
		<description><![CDATA[No thats not what I&#039;m complaining about. It&#039;s a tech issue.

Although the generated normals aren&#039;t perfect. I used a program called Shadermap which does pretty good normals. But normals painted by hand would be best.]]></description>
		<content:encoded><![CDATA[<p>No thats not what I&#8217;m complaining about. It&#8217;s a tech issue.</p>
<p>Although the generated normals aren&#8217;t perfect. I used a program called Shadermap which does pretty good normals. But normals painted by hand would be best.</p>
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		<title>By: Epsicode</title>
		<link>https://mm.soldat.pl/development-log/785/comment-page-1#comment-120000</link>
		<dc:creator><![CDATA[Epsicode]]></dc:creator>
		<pubDate>Tue, 01 Dec 2009 15:04:38 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=785#comment-120000</guid>
		<description><![CDATA[You should give CrazyBump a try to quickly generate good bump/normal maps from a texture: http://www.crazybump.com/ (assuming that you were complaining about the normal maps quality and not the shader itself)]]></description>
		<content:encoded><![CDATA[<p>You should give CrazyBump a try to quickly generate good bump/normal maps from a texture: <a href="http://www.crazybump.com/" rel="nofollow">http://www.crazybump.com/</a> (assuming that you were complaining about the normal maps quality and not the shader itself)</p>
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