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	<title>Comments for Studio Edgeloop</title>
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	<link>http://www.studioedgeloop.com</link>
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	<lastBuildDate>Wed, 28 Sep 2011 09:21:40 +0000</lastBuildDate>
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		<title>Comment on Workflow tip: Bringing ZBrush detail to Unity assets by vasco</title>
		<link>http://www.studioedgeloop.com/modeling-tips/workflow-tip-bringing-zbrush-detail-to-unity-assets#comment-256</link>
		<dc:creator>vasco</dc:creator>
		<pubDate>Wed, 28 Sep 2011 09:21:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.studioedgeloop.com/?p=401#comment-256</guid>
		<description>Hi Bruce,

Indeed, there&#039;s a step missing here - it needs to be subdivided in ZBrush quite a few times to get the details, and to avoid it collapsing, you must turn &quot;smooth&quot; off for the first 2 or 3 subdivisions. That way, it will just split each face in four new ones without affecting the edges.</description>
		<content:encoded><![CDATA[<p>Hi Bruce,</p>
<p>Indeed, there&#8217;s a step missing here &#8211; it needs to be subdivided in ZBrush quite a few times to get the details, and to avoid it collapsing, you must turn &#8220;smooth&#8221; off for the first 2 or 3 subdivisions. That way, it will just split each face in four new ones without affecting the edges.</p>
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		<title>Comment on Workflow tip: Bringing ZBrush detail to Unity assets by Bruce</title>
		<link>http://www.studioedgeloop.com/modeling-tips/workflow-tip-bringing-zbrush-detail-to-unity-assets#comment-254</link>
		<dc:creator>Bruce</dc:creator>
		<pubDate>Mon, 26 Sep 2011 02:00:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.studioedgeloop.com/?p=401#comment-254</guid>
		<description>I looked at the first image that you showed your evenly distributed mesh then i looked at the mesh in zbrush in the third image which you subdivided it and sculpted but i wonder how you keep the hard edges? because your evenly distributed base mesh in the first picture (if you didnt do anything later) must smooth the edges after you subdivide. so here is the question. did you add extra edge loops around the hard edges to keep them? thanks.</description>
		<content:encoded><![CDATA[<p>I looked at the first image that you showed your evenly distributed mesh then i looked at the mesh in zbrush in the third image which you subdivided it and sculpted but i wonder how you keep the hard edges? because your evenly distributed base mesh in the first picture (if you didnt do anything later) must smooth the edges after you subdivide. so here is the question. did you add extra edge loops around the hard edges to keep them? thanks.</p>
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	<item>
		<title>Comment on Testing object2VR for my car model by TheDavil</title>
		<link>http://www.studioedgeloop.com/gallerypost/post-1#comment-166</link>
		<dc:creator>TheDavil</dc:creator>
		<pubDate>Thu, 09 Jun 2011 10:09:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.studioedgeloop.com/testlab/?post_type=gallery&#038;p=227#comment-166</guid>
		<description>That&#039;s awesome stuff!</description>
		<content:encoded><![CDATA[<p>That&#8217;s awesome stuff!</p>
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	<item>
		<title>Comment on Workflow tip: Bringing ZBrush detail to Unity assets by Liberty</title>
		<link>http://www.studioedgeloop.com/modeling-tips/workflow-tip-bringing-zbrush-detail-to-unity-assets#comment-45</link>
		<dc:creator>Liberty</dc:creator>
		<pubDate>Wed, 13 Apr 2011 07:30:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.studioedgeloop.com/?p=401#comment-45</guid>
		<description>Spuerori thinking demonstrated above. Thanks!</description>
		<content:encoded><![CDATA[<p>Spuerori thinking demonstrated above. Thanks!</p>
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	<item>
		<title>Comment on Testing object2VR for my car model by Steve</title>
		<link>http://www.studioedgeloop.com/gallerypost/post-1#comment-42</link>
		<dc:creator>Steve</dc:creator>
		<pubDate>Wed, 06 Apr 2011 20:25:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.studioedgeloop.com/testlab/?post_type=gallery&#038;p=227#comment-42</guid>
		<description>Cool!!!!</description>
		<content:encoded><![CDATA[<p>Cool!!!!</p>
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	<item>
		<title>Comment on Unity demo for my bridge model by vasco</title>
		<link>http://www.studioedgeloop.com/gallerypost/post-2#comment-25</link>
		<dc:creator>vasco</dc:creator>
		<pubDate>Tue, 15 Feb 2011 16:25:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.studioedgeloop.com/testlab/?post_type=gallery&#038;p=229#comment-25</guid>
		<description>Thanks!
The popup is done using Fancybox (http://fancybox.net/). The Unity player is on a regular page and runs inside an iframe using Fancybox, just like in the Google example on their front page :)</description>
		<content:encoded><![CDATA[<p>Thanks!<br />
The popup is done using Fancybox (<a href="http://fancybox.net/" rel="nofollow">http://fancybox.net/</a>). The Unity player is on a regular page and runs inside an iframe using Fancybox, just like in the Google example on their front page <img src='http://www.studioedgeloop.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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	<item>
		<title>Comment on Unity demo for my bridge model by Mani</title>
		<link>http://www.studioedgeloop.com/gallerypost/post-2#comment-24</link>
		<dc:creator>Mani</dc:creator>
		<pubDate>Tue, 15 Feb 2011 16:15:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.studioedgeloop.com/testlab/?post_type=gallery&#038;p=229#comment-24</guid>
		<description>Cool.  I immediately fell in the water-just like real life!
 What tool are you using to do your popup overlay for this?  It&#039;s well integrated.</description>
		<content:encoded><![CDATA[<p>Cool.  I immediately fell in the water-just like real life!<br />
 What tool are you using to do your popup overlay for this?  It&#8217;s well integrated.</p>
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	<item>
		<title>Comment on Workflow tip: Bringing ZBrush detail to Unity assets by math games</title>
		<link>http://www.studioedgeloop.com/modeling-tips/workflow-tip-bringing-zbrush-detail-to-unity-assets#comment-23</link>
		<dc:creator>math games</dc:creator>
		<pubDate>Sun, 13 Feb 2011 14:33:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.studioedgeloop.com/?p=401#comment-23</guid>
		<description>thanks</description>
		<content:encoded><![CDATA[<p>thanks</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Workflow tip: Bringing ZBrush detail to Unity assets by vasco</title>
		<link>http://www.studioedgeloop.com/modeling-tips/workflow-tip-bringing-zbrush-detail-to-unity-assets#comment-13</link>
		<dc:creator>vasco</dc:creator>
		<pubDate>Tue, 25 Jan 2011 07:22:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.studioedgeloop.com/?p=401#comment-13</guid>
		<description>Thanks!

It&#039;s because we are baking the normal map for the low-poly mesh and it&#039;s doesn&#039;t necessarily have the same topology or UVs as the high-poly.

This way your low-poly mesh can be as irregular as you want it to be, with tris and lengthy polygons if need be - it wont be going into ZBrush anyway.

If you did bake in ZBrush, then your in-game mesh would need precisely matching UVs, because you&#039;re actually using a map baked for one mesh with another.</description>
		<content:encoded><![CDATA[<p>Thanks!</p>
<p>It&#8217;s because we are baking the normal map for the low-poly mesh and it&#8217;s doesn&#8217;t necessarily have the same topology or UVs as the high-poly.</p>
<p>This way your low-poly mesh can be as irregular as you want it to be, with tris and lengthy polygons if need be &#8211; it wont be going into ZBrush anyway.</p>
<p>If you did bake in ZBrush, then your in-game mesh would need precisely matching UVs, because you&#8217;re actually using a map baked for one mesh with another.</p>
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	<item>
		<title>Comment on Workflow tip: Bringing ZBrush detail to Unity assets by VJ Anomolee</title>
		<link>http://www.studioedgeloop.com/modeling-tips/workflow-tip-bringing-zbrush-detail-to-unity-assets#comment-12</link>
		<dc:creator>VJ Anomolee</dc:creator>
		<pubDate>Tue, 25 Jan 2011 03:08:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.studioedgeloop.com/?p=401#comment-12</guid>
		<description>Cool article. One question if you dont mind. Why do you use Xnormal when you can export out normal maps from Zbrush?</description>
		<content:encoded><![CDATA[<p>Cool article. One question if you dont mind. Why do you use Xnormal when you can export out normal maps from Zbrush?</p>
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