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	<title>Comments for The 3D Ninja</title>
	<atom:link href="http://the3dninja.com/blog/?feed=comments-rss2" rel="self" type="application/rss+xml" />
	<link>http://the3dninja.com/blog</link>
	<description></description>
	<lastBuildDate>Thu, 10 May 2012 18:13:00 +0000</lastBuildDate>
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	<item>
		<title>Comment on modo Game Development: Vertex Normal Smoothing by chad chatterton</title>
		<link>http://the3dninja.com/blog/?p=1769&#038;cpage=1#comment-945</link>
		<dc:creator>chad chatterton</dc:creator>
		<pubDate>Thu, 10 May 2012 18:13:00 +0000</pubDate>
		<guid isPermaLink="false">http://the3dninja.com/blog/?p=1769#comment-945</guid>
		<description>Actually I&#039;m not even gettingÂ consistentÂ results using Vertex Maps atm. It&#039;s like the tools are either broken or not interpreted properly by our engine. I mean I actually failed to get simple cubic shapes to work properly out of Modo.Â 
When I then go into Maya to do it there, Maya adds extra UV maps to all my meshes which I then have to delete. If I then export the Maya results as an .fbx because I want to do some more tweaks in Modo, the smoothing information is lost.Â 
I really want it to work, but it just doesn&#039;t.</description>
		<content:encoded><![CDATA[<p>Actually I&#8217;m not even gettingÂ consistentÂ results using Vertex Maps atm. It&#8217;s like the tools are either broken or not interpreted properly by our engine. I mean I actually failed to get simple cubic shapes to work properly out of Modo.Â<br />
When I then go into Maya to do it there, Maya adds extra UV maps to all my meshes which I then have to delete. If I then export the Maya results as an .fbx because I want to do some more tweaks in Modo, the smoothing information is lost.Â<br />
I really want it to work, but it just doesn&#8217;t.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Unity iOS Shader: Faking surface detail for mobile assets by Anonymous</title>
		<link>http://the3dninja.com/blog/?p=1453&#038;cpage=1#comment-944</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Sat, 05 May 2012 16:42:00 +0000</pubDate>
		<guid isPermaLink="false">http://the3dninja.com/blog/?p=1453#comment-944</guid>
		<description>Here is the graph I used. It&#039;s actually pretty simple setup. I&#039;m just multiply the textures to produce a similar setup I use in Photoshop to fake the textures. The purpose of the shader was to give me a means to do this in Unity without having to open Photoshop.Â </description>
		<content:encoded><![CDATA[<p>Here is the graph I used. It&#8217;s actually pretty simple setup. I&#8217;m just multiply the textures to produce a similar setup I use in Photoshop to fake the textures. The purpose of the shader was to give me a means to do this in Unity without having to open Photoshop.Â </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Unity 3D Flash in a Flash: Submission Update by Anonymous</title>
		<link>http://the3dninja.com/blog/?p=1696&#038;cpage=1#comment-943</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Sat, 05 May 2012 16:37:00 +0000</pubDate>
		<guid isPermaLink="false">http://the3dninja.com/blog/?p=1696#comment-943</guid>
		<description>Hi, 

I&#039;m sorry for late reply! Unity 3.5 should auto-bake this for you as realtime substances are not supported on mobile devices. Did you get this worked out? I can take a closer look if you need help. </description>
		<content:encoded><![CDATA[<p>Hi, </p>
<p>I&#8217;m sorry for late reply! Unity 3.5 should auto-bake this for you as realtime substances are not supported on mobile devices. Did you get this worked out? I can take a closer look if you need help. </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Working with Text in modo : Redux by Anonymous</title>
		<link>http://the3dninja.com/blog/?page_id=545&#038;cpage=1#comment-942</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Sat, 05 May 2012 16:34:00 +0000</pubDate>
		<guid isPermaLink="false">http://the3dninja.com/blog/?page_id=545#comment-942</guid>
		<description>Thanks! </description>
		<content:encoded><![CDATA[<p>Thanks! </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on modo Game Development: Vertex Normal Smoothing by Anonymous</title>
		<link>http://the3dninja.com/blog/?p=1769&#038;cpage=1#comment-941</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Sat, 05 May 2012 16:34:00 +0000</pubDate>
		<guid isPermaLink="false">http://the3dninja.com/blog/?p=1769#comment-941</guid>
		<description>I agree. Modo still has a ways to go in this area. I&#039;ll take a look at the MIG Normal Tools in Maya and see if I can come up with a modo solution. Thanks for pointing this out! </description>
		<content:encoded><![CDATA[<p>I agree. Modo still has a ways to go in this area. I&#8217;ll take a look at the MIG Normal Tools in Maya and see if I can come up with a modo solution. Thanks for pointing this out! </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on modo Game Development: Vertex Normal Smoothing by chad chatterton</title>
		<link>http://the3dninja.com/blog/?p=1769&#038;cpage=1#comment-940</link>
		<dc:creator>chad chatterton</dc:creator>
		<pubDate>Thu, 03 May 2012 12:54:00 +0000</pubDate>
		<guid isPermaLink="false">http://the3dninja.com/blog/?p=1769#comment-940</guid>
		<description>How though would you control vertex normals in the way Mig Normal Tools does, controlling inside and outside fillets for instance:
http://migugi.net/mel/normalTools/Â 

This is where Modo falls short when working with vertex normals for game models.</description>
		<content:encoded><![CDATA[<p>How though would you control vertex normals in the way Mig Normal Tools does, controlling inside and outside fillets for instance:<br />
<a href="http://migugi.net/mel/normalTools/Â " rel="nofollow">http://migugi.net/mel/normalTools/Â </a></p>
<p>This is where Modo falls short when working with vertex normals for game models.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Unity iOS Shader: Faking surface detail for mobile assets by Valdir Salgueiro</title>
		<link>http://the3dninja.com/blog/?p=1453&#038;cpage=1#comment-938</link>
		<dc:creator>Valdir Salgueiro</dc:creator>
		<pubDate>Mon, 23 Apr 2012 16:19:00 +0000</pubDate>
		<guid isPermaLink="false">http://the3dninja.com/blog/?p=1453#comment-938</guid>
		<description>hi, thanks for the shader :) 
i was designing my own one, wihch has a pre generated static AO map as input

do you have the screenshot of your strumpy shader diagram? that would help a lot :) thanks!</description>
		<content:encoded><![CDATA[<p>hi, thanks for the shader <img src='http://the3dninja.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
i was designing my own one, wihch has a pre generated static AO map as input</p>
<p>do you have the screenshot of your strumpy shader diagram? that would help a lot <img src='http://the3dninja.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  thanks!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Unity 3D Flash in a Flash: Submission Update by Ina Centaur</title>
		<link>http://the3dninja.com/blog/?p=1696&#038;cpage=1#comment-937</link>
		<dc:creator>Ina Centaur</dc:creator>
		<pubDate>Tue, 10 Apr 2012 04:23:00 +0000</pubDate>
		<guid isPermaLink="false">http://the3dninja.com/blog/?p=1696#comment-937</guid>
		<description>Hi Wes, how did you bake the substance to bitmap for usage in Unity? I am using the latest public 3.5 but the substance show up as black textures on mobile</description>
		<content:encoded><![CDATA[<p>Hi Wes, how did you bake the substance to bitmap for usage in Unity? I am using the latest public 3.5 but the substance show up as black textures on mobile</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on CameraMan for MayaÂ® by Anonymous</title>
		<link>http://the3dninja.com/blog/?p=1296&#038;cpage=1#comment-936</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Sat, 31 Mar 2012 00:47:00 +0000</pubDate>
		<guid isPermaLink="false">http://the3dninja.com/blog/?p=1296#comment-936</guid>
		<description>Hi,Â 

Are you using the CameraMan 3.0 version?</description>
		<content:encoded><![CDATA[<p>Hi,Â </p>
<p>Are you using the CameraMan 3.0 version?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on CameraMan for MayaÂ® by BaN</title>
		<link>http://the3dninja.com/blog/?p=1296&#038;cpage=1#comment-935</link>
		<dc:creator>BaN</dc:creator>
		<pubDate>Fri, 30 Mar 2012 15:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://the3dninja.com/blog/?p=1296#comment-935</guid>
		<description>Hi! I have a problem with cameraman and maya 2012 - I received error in mayaÂ 

cmUI;
CameraMan Port Opened : x.x.x.x:2020// Error: #headsUpMessage &quot;CameraMan connected to Maya&quot;#; // 
// Error: invalid directive //Â 
</description>
		<content:encoded><![CDATA[<p>Hi! I have a problem with cameraman and maya 2012 &#8211; I received error in mayaÂ </p>
<p>cmUI;<br />
CameraMan Port Opened : x.x.x.x:2020// Error: #headsUpMessage &#8220;CameraMan connected to Maya&#8221;#; //<br />
// Error: invalid directive //Â </p>
]]></content:encoded>
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