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		<id>http://wiki.polycount.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JacRossiter</id>
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		<updated>2026-04-12T08:45:08Z</updated>
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	<entry>
		<id>http://wiki.polycount.com/wiki/TGA</id>
		<title>TGA</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/TGA"/>
				<updated>2017-07-09T21:40:20Z</updated>
		
		<summary type="html">&lt;p&gt;JacRossiter: Added info regarding TGA exporting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TGA is a common bitmap format used in game development. For more information see the Wikipedia page [http://en.wikipedia.org/wiki/Truevision_TGA Truevision TGA].&lt;br /&gt;
&lt;br /&gt;
This format is an intermediary format for use outside a game engine, it is not an [[:Category:TextureFormatRuntime|in-game format]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exporting out of Photoshop ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TGA images can be exported out of Photoshop in a few different ways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''16 bits per pixel'''&lt;br /&gt;
&lt;br /&gt;
Exports 3 Channels, Red, Blue and Green. Each Pixel within a channel is broken down into 5 bits per channel. The final 1 bit is unused.&lt;br /&gt;
&lt;br /&gt;
'''24 bits per pixel'''&lt;br /&gt;
&lt;br /&gt;
Exports 3 channels, Red, blue and Green. Each pixel within a channel is broken down into 8 bits of information.&lt;br /&gt;
&lt;br /&gt;
'''32 bits per pixel'''&lt;br /&gt;
&lt;br /&gt;
Exports 4 channels, Red, blue, Green and Alpha. Each pixel within a channel is broken down into 8 bits of information.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This in conclusion tells us that 16bit/pixel TGA gives us a more compact but lower quality image. 24bit/pixel gives us a larger file size but has a higher quality image. 32bit/pixel gives us the same image quality as 24bits/pixel but with the added bonus of an extra 8bit channel. This can be used form masking transparency, metallic maps or roughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Compress (RLE)'''&lt;br /&gt;
&lt;br /&gt;
When exporting there is also the option for “Compress (RLE)”. RLE stands for Run Length Encoding. It’s a type of Lossless Encoding which means you get to save space without any loss to the quality of your image. It works by grouping values together and reading them a little differently. &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Without RLE:	 3,3,3,4,5,5,6,6,6&lt;br /&gt;
&lt;br /&gt;
With RLE:	(3,3),(1,4),(2,5)(3,6)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you tally up how many digits of data there you can see that RLE saves us some memory. This technique should always be on due to it’s lossless nature. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:TextureFormat]] [[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>JacRossiter</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Modular_environments</id>
		<title>Modular environments</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Modular_environments"/>
				<updated>2017-05-23T13:20:55Z</updated>
		
		<summary type="html">&lt;p&gt;JacRossiter: Fixed GlynnSmith's Modular Brick Wall links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Modular means pieces are made to fit together according to a common pattern, so just a few pieces can be reused multiple times to create a bunch of variety.&lt;br /&gt;
&lt;br /&gt;
== Modular Design &amp;amp; Workflow ==&lt;br /&gt;
How to plan out the development of modular environment pieces, and the workflow for creating them. The design of modular pieces is closely linked to game design; see [[:Category:GameDesign]] for more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:ThiagoKlafke_boundingboxes1.jpg|150px|link=http://polycount.com/discussion/170819/modelling-buildings-with-interior-question]] [http://polycount.com/discussion/170819/modelling-buildings-with-interior-question Modelling Buildings with Interior (Question)] Polycount Forum thread with advice on creating buildings.&lt;br /&gt;
&lt;br /&gt;
[[Image:JacobNorris_UDKModularBuildingSetBreakdown.jpg|150px|link=http://www.polycount.com/forum/showthread.php?t=144838]] [http://www.polycount.com/forum/showthread.php?t=144838 UE4 Modular Building Set Breakdown] - by [http://www.purepolygons.com/ Jacob &amp;quot;jacob07777&amp;quot; Norris]. Gritty urban city modular system. [[file:JacobNorris_Building_Breakdown.pdf]] (1.5 MB)&lt;br /&gt;
&lt;br /&gt;
[[Image:PaulMandegarian_GearsofWarInspiredEnvironment.jpg|150px|link=http://www.polycount.com/forum/showthread.php?t=130848]] [http://www.polycount.com/forum/showthread.php?t=130848 UDK Gears of War Inspired Environment - Modular] - by [http://www.paulmandegarian.com/ Paul &amp;quot;Ahniketos&amp;quot; Mandegarian]. Gears of War themed modular palace environment. Latest art is [http://www.paulmandegarian.com/projects here on his website].&lt;br /&gt;
&lt;br /&gt;
[[Image:TorFrick_UDKModularMasterclass.jpg|150px|link=http://eat3d.com/udk_modular]] [http://eat3d.com/udk_modular UDK Modular Masterclass - Efficiently Creating and Entire Scene with Tor Frick] - ($) an Eat3D tutorial by [http://www.torfrick.com/ Tor &amp;quot;snefer&amp;quot; Frick]. Abandoned warehouse modular workflow in UDK, using Modo and Photoshop.&lt;br /&gt;
&lt;br /&gt;
[[Image:HelderPinto_PostApocSceneBreakdown.jpg|150px|link=http://www.helderpinto.com/post-apoc-scene-breakdown/]] [http://www.helderpinto.com/post-apoc-scene-breakdown/ Post apoc scene Breakdown] - by [http://www.helderpinto.com/|Helder &amp;quot;HP&amp;quot; Pinto]. Details about the creation of a modular abandoned warehouse.&lt;br /&gt;
&lt;br /&gt;
[[Image:Halo4_Article.jpg|150px|link=http://polycount.com/discussion/159954/the-environment-art-of-halo-4/p1]] [http://polycount.com/discussion/159954/the-environment-art-of-halo-4/p1 Polycount Article: The Environment Art of Halo 4]. Modular workflow for Halo 4.&lt;br /&gt;
&lt;br /&gt;
[[Image:PatrickSutton_TheEnsignTavern.jpg|150px|link=http://www.polycount.com/forum/showthread.php?t=79177]] [http://www.polycount.com/forum/showthread.php?t=79177 the Ensign Tavern] - by [http://www.patricksutton3d.com/ Patrick &amp;quot;PatJS&amp;quot; Sutton]. Breakdowns for a modular multi-floor 19th century building.&lt;br /&gt;
&lt;br /&gt;
[[Image:TylerWinlass_ModularBuildingWorkflow.jpg|150px|link=http://3dmotive.com/series/modular-building-with-udk.html]] [http://3dmotive.com/series/modular-building-with-udk.html Modular Building with UDK] - ($) a 3dmotive tutorial by [https://www.linkedin.com/in/twanlass Tyler Wanlass]. Covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.&lt;br /&gt;
&lt;br /&gt;
[[Image:JoelBurgess_SkyrimsModularApproachtoLevelDesign.jpg|150px|link=http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html]] [http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html Skyrim’s Modular Approach to Level Design] - Transcript from GDC 2013 talk on Skyrim&amp;quot;s Modular Level Design. An excellent in-depth article on Bethesda&amp;quot;s environment art system.&lt;br /&gt;
&lt;br /&gt;
[[Image:KevinJohnstone_ModularEnvironmentDesign.jpg|150px|link=http://www.kevinjohnstone.com/Help/Modular%20Environment%20Design.rar]] [http://www.kevinjohnstone.com/Help/Modular%20Environment%20Design.rar Modular Environment Design.rar] (12 MB) - by [http://www.kevinjohnstone.com/ Kevin Johnstone]. East Coast Game Conference 2011 slides of the talk &amp;quot;Modular Environment Design, Or how I learned to stop worrying and love the grid&amp;quot;. More workflow explained in the threads [http://boards.polycount.net/showthread.php?p=678052#post678052 Lack of Environment Artists], [http://boards.polycount.net/showthread.php?p=924231#post924231 Gears2 Environment Art] and [http://www.zbrushcentral.com/showthread.php?69232-Gears2-Environment-Art-%28step-by-step-page-5%29&amp;amp;p=552991&amp;amp;viewfull=1#post552991 Gears2 Environment Art Step by Step (ZBrush Central)].&lt;br /&gt;
&lt;br /&gt;
[[image:TorFrick_SciFiLab.jpg|150px|link=http://www.polycount.com/forum/showthread.php?t=89682]] [http://www.polycount.com/forum/showthread.php?t=89682 An exercise in modular textures - Scifi lab UDK] - by [http://www.torfrick.com/ Tor 'Snefer' Frick]. Extreme [[Texture atlas]]ing and [[ChannelPacking]].&lt;br /&gt;
&lt;br /&gt;
[[Image:ScottJones_InvestigationIntoModularDesignWithinComputerGames.jpg|150px|link=file:Investigation_into_modular_design_within_computer_games_v1.0.pdf]] [[file:Investigation_into_modular_design_within_computer_games_v1.0.pdf|Investigation into Modular Design within Computer Games]] (8.6MB PDF) - by [http://www.polycount.com/forum/member.php?u=37149 Scott Jones]. Research paper on modular workflow. Definition, benefits, history of modularity, usage, methods, case studies, UDK and 3ds Max. See the Polycount forum thread [http://www.polycount.com/forum/showthread.php?t=78444 Modular design within games].&lt;br /&gt;
&lt;br /&gt;
[[Image:EpicGames_UsingWorkflowTechniquesAndModularity.jpg|150px|link=http://udn.epicgames.com/Two/WorkflowAndModularity.html]] [http://udn.epicgames.com/Two/WorkflowAndModularity.html Workflow techniques and modularity with Unreal game technology] - by [http://www.epicgames.com Epic Games]. A guide to setting up your art-to-level-design pipeline and designing modularly.&lt;br /&gt;
&lt;br /&gt;
[[Image:BenHale_ModularEnvironmentArtAppliedFromPlasterTabletopSets.jpg|150px|link=http://www.polycount.com/forum/showthread.php?t=116526]] [http://www.polycount.com/forum/showthread.php?t=116526 Modular Environment Art applied from plaster tabletop sets] - by [http://www.polycount.com/forum/member.php?u=14498 Ben &amp;quot;Makkon&amp;quot; Hale]. Polycount forum thread with great visual breakdowns of modular tabeltop models.&lt;br /&gt;
&lt;br /&gt;
[[Image:ChristopherAlbeluhn_VisuallyAppealingBuildingGuide.jpg|150px|link=http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html]] [http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html Visually Appealing Building Guide] - by [http://www.chrisalbeluhn.com Christopher Albeluhn]. An excellent breakdown of how to create visual interest with game buildings. [http://www.chrisalbeluhn.com/3D_Tutorials.html Additional tutorials here].&lt;br /&gt;
&lt;br /&gt;
[[Image:ThiagoKlafke_CreatingModularEnvironmentsInUDK.jpg|150px|link=http://www.thiagoklafke.com/modularenvironments.html]] [http://www.thiagoklafke.com/modularenvironments.html Creating Modular Environments in UDK] - a tutorial by [http://www.thiagoklafke.com/index.html/ Thiago &amp;quot;Minotaur0&amp;quot; Klafke]. Covers the techniques used to make [http://www.thiagoklafke.com/zestfoundation.html Zest Foundation.]&lt;br /&gt;
&lt;br /&gt;
[[Image:ModularMountAndBlade.jpg|150px|link=ModularMountAndBlade]] [[ModularMountAndBlade|Modular Mount &amp;amp; Blade]] - by [http://wypierpapier.blogspot.com/ &amp;quot;gutekfiutek&amp;quot;]. Modular workflow for the mod &amp;quot;Polished Buildings&amp;quot; for the game Mount &amp;amp; Blade.&lt;br /&gt;
&lt;br /&gt;
[[Image:GlynnSmith_ModularBrickWallTiling.jpg|150px|link=http://polycount.com/discussion/comment/1101338/#Comment_1101338]] [http://polycount.com/discussion/comment/1101338/#Comment_1101338 Modular brick wall tiling] - by [http://iamglynnsmith.com/ Glynn Smith]. Tips and screenshots for sculpting modular brick walls.&lt;br /&gt;
&lt;br /&gt;
[[Image:BramEulaers_GenericWallTutorial.jpg|150px|link=http://www.brameulaers.net/tutorials/generic_wall_tutorial/generic_wall_tutorial.html]] [http://www.brameulaers.net/tutorials/generic_wall_tutorial/generic_wall_tutorial.html Generic wall tutorial] - by [http://www.brameulaers.net Bram &amp;quot;Peris&amp;quot; Eulaers]. Using 3ds Max and Mudbox to sculpt tilable modular sections for a stone wall.&lt;br /&gt;
&lt;br /&gt;
[[Image:RyanGreene_SegaRallyRevo.gif|150px|link=http://boards.polycount.net/showthread.php?t=50160]] [http://boards.polycount.net/showthread.php?t=50160 Rock modeling approaches] - a [http://boards.polycount.net/ Polycount] thread. A variety of approaches for sculpting individual rocks and tilable cliffs.&lt;br /&gt;
&lt;br /&gt;
[[Image:OwenShepherd_CreatingPerfectlyTilingMeshes.jpg|150px|link=http://osart3d.wordpress.com/home-page/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments]] [http://osart3d.wordpress.com/home-page/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/ Creating Perfectly Tiling Meshes in Zbrush for use in Videogame Environments] - by [http://osart3d.wordpress.com/ Owen &amp;quot;SHEPEIRO&amp;quot; Shepherd]. Using ZBrush&amp;quot;s 2.5D canvas to tile stamped meshes, then using Maya to model tilable geometry.&lt;br /&gt;
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[[Image:PhilipKlevestav_WorkingWithModularSets.jpg|150px|link=http://www.philipk.net/tutorials/modular_sets/modular_sets.html]] [http://www.philipk.net/tutorials/modular_sets/modular_sets.html  Working with Modular Sets] - by [http://www.philipk.net Philip &amp;quot;PhilipK&amp;quot; Klevestav]. How to design and texture modular sci-fi wall panels.&lt;br /&gt;
&lt;br /&gt;
[[Image:PhilipKlevestav_ModularRocksTutorial.jpg|150px|link=http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html]] [http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html  Working with Modular Rocks] - by [http://www.philipk.net Philip &amp;quot;PhilipK&amp;quot; Klevestav]. How to design, model, and texture modular rock assets, using Crazy Bump, Photoshop, and 3ds Max.&lt;br /&gt;
&lt;br /&gt;
[[Image:AidyBurrows_ModularityAndOddAnglesOnBlendersGrid.jpg|150px|link=http://www.cgmasters.net/free-tutorials/gamedev-4-modularity-odd-angles-on-blenders-grid/]] [http://www.cgmasters.net/free-tutorials/gamedev-4-modularity-odd-angles-on-blenders-grid/ Modularity &amp;amp; Odd Angles on Blender’s Grid] - by [http://www.cgmasters.net/cg-masters-artist-galleries/aidy-burrows/ Aidy Burrows @ CG Masters]. Getting more natural-looking angles in your modular kit.&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
&lt;br /&gt;
* [[ChannelPacking]]&lt;br /&gt;
* [[:Category:EnvironmentModeling]]&lt;br /&gt;
* [[:Category:EnvironmentModularity]]&lt;br /&gt;
* [[:Category:EnvironmentTexturing]] &lt;br /&gt;
* [[:Category:GameDesign]]&lt;br /&gt;
* [[Level Design]]&lt;br /&gt;
* [[MultiTexture]]&lt;br /&gt;
* [[Texture atlas]]&lt;br /&gt;
* [[Units]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Environment]] [[Category:EnvironmentModeling]] [[Category:EnvironmentModularity]] [[Category:EnvironmentTexturing]]&lt;/div&gt;</summary>
		<author><name>JacRossiter</name></author>	</entry>

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