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		<id>http://wiki.polycount.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RomanGrolimund</id>
		<title>polycount - User contributions [en]</title>
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		<updated>2026-04-05T23:28:09Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.polycount.com/wiki/Middleware</id>
		<title>Middleware</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Middleware"/>
				<updated>2022-03-17T10:23:30Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Middleware also called SDK sometimes in game development) can extend the functionally of an game engine.&lt;br /&gt;
It allows for example to add an physics system without the need to create it from the ground up&lt;br /&gt;
&lt;br /&gt;
Links:&lt;br /&gt;
&lt;br /&gt;
https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc04/slides/impact_of_middleware.pdf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Polycount</id>
		<title>Polycount</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Polycount"/>
				<updated>2022-03-17T10:15:36Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:wikibanner.png|center]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;The Polycount Wiki is a catalog of information aimed at game development artists; whether professional, student, or hobbyist.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;600&amp;quot; style=&amp;quot;margin:1em auto 1em auto;text-align:center;border:2px solid #111;background-color:#222;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:#111;&amp;quot;|[[:Category:Information|Information]]&lt;br /&gt;
!style=&amp;quot;background-color:#111;&amp;quot;|[[:Category:Discipline|Art Disciplines]]&lt;br /&gt;
!style=&amp;quot;background-color:#111;&amp;quot;|[[:Category:Technology|Technology]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Polycount:About|About]]&lt;br /&gt;
|[[Animation]]&lt;br /&gt;
|[[Game_Engine|Game Engine]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Game Industry]]&lt;br /&gt;
|[[Modeling]]&lt;br /&gt;
|[[Tools]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Freelance]]&lt;br /&gt;
|[[Environment]]&lt;br /&gt;
|[[Rendering]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Company job boards]]&lt;br /&gt;
|[[Lighting]]&lt;br /&gt;
|[[Shaders]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Portfolio]]&lt;br /&gt;
|[[Level Design]]&lt;br /&gt;
|[[Middleware]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Tutorials|Tutorials]]&lt;br /&gt;
|[[Special Effects]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Glossary]]&lt;br /&gt;
|[[Texturing]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Whitepapers]]&lt;br /&gt;
|[[Concept]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Reference]]&lt;br /&gt;
|[[User Interface]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Technical Art]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Sound]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Middleware</id>
		<title>Middleware</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Middleware"/>
				<updated>2022-03-17T10:14:37Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: Created page with &amp;quot;Middleware can extend the functionally of an game engine. It allows for example to add an physics system without the need to create it from the ground up  Category:Technology&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Middleware can extend the functionally of an game engine.&lt;br /&gt;
It allows for example to add an physics system without the need to create it from the ground up&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Game_Engine</id>
		<title>Game Engine</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Game_Engine"/>
				<updated>2022-03-17T10:11:05Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Game Engine is a software framework to create videogames&lt;br /&gt;
&lt;br /&gt;
Some famous engines are:&lt;br /&gt;
&lt;br /&gt;
-Unreal Engine&lt;br /&gt;
-Unity&lt;br /&gt;
-Godot Engine&lt;br /&gt;
-Amazon Lumberyard&lt;br /&gt;
&lt;br /&gt;
[[Category:GameEngines]] [[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Polycount</id>
		<title>Polycount</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Polycount"/>
				<updated>2022-03-17T10:05:34Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:wikibanner.png|center]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;The Polycount Wiki is a catalog of information aimed at game development artists; whether professional, student, or hobbyist.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;600&amp;quot; style=&amp;quot;margin:1em auto 1em auto;text-align:center;border:2px solid #111;background-color:#222;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:#111;&amp;quot;|[[:Category:Information|Information]]&lt;br /&gt;
!style=&amp;quot;background-color:#111;&amp;quot;|[[:Category:Discipline|Art Disciplines]]&lt;br /&gt;
!style=&amp;quot;background-color:#111;&amp;quot;|[[:Category:Technology|Technology]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Polycount:About|About]]&lt;br /&gt;
|[[Animation]]&lt;br /&gt;
|[[Game_Engine|Game Engine]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Game Industry]]&lt;br /&gt;
|[[Modeling]]&lt;br /&gt;
|[[Tools]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Freelance]]&lt;br /&gt;
|[[Environment]]&lt;br /&gt;
|[[Rendering]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Company job boards]]&lt;br /&gt;
|[[Lighting]]&lt;br /&gt;
|[[Shaders]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Portfolio]]&lt;br /&gt;
|[[Level Design]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Tutorials|Tutorials]]&lt;br /&gt;
|[[Special Effects]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Glossary]]&lt;br /&gt;
|[[Texturing]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Whitepapers]]&lt;br /&gt;
|[[Concept]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Reference]]&lt;br /&gt;
|[[User Interface]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Technical Art]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Sound]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Polycount</id>
		<title>Polycount</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Polycount"/>
				<updated>2022-03-17T10:04:57Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:wikibanner.png|center]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;The Polycount Wiki is a catalog of information aimed at game development artists; whether professional, student, or hobbyist.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;600&amp;quot; style=&amp;quot;margin:1em auto 1em auto;text-align:center;border:2px solid #111;background-color:#222;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:#111;&amp;quot;|[[:Category:Information|Information]]&lt;br /&gt;
!style=&amp;quot;background-color:#111;&amp;quot;|[[:Category:Discipline|Art Disciplines]]&lt;br /&gt;
!style=&amp;quot;background-color:#111;&amp;quot;|[[:Category:Technology|Technology]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Polycount:About|About]]&lt;br /&gt;
|[[Animation]]&lt;br /&gt;
|[[Game_Engine]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Game Industry]]&lt;br /&gt;
|[[Modeling]]&lt;br /&gt;
|[[Tools]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Freelance]]&lt;br /&gt;
|[[Environment]]&lt;br /&gt;
|[[Rendering]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Company job boards]]&lt;br /&gt;
|[[Lighting]]&lt;br /&gt;
|[[Shaders]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Portfolio]]&lt;br /&gt;
|[[Level Design]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Tutorials|Tutorials]]&lt;br /&gt;
|[[Special Effects]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Glossary]]&lt;br /&gt;
|[[Texturing]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Whitepapers]]&lt;br /&gt;
|[[Concept]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Reference]]&lt;br /&gt;
|[[User Interface]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Technical Art]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Sound]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Game_Engine</id>
		<title>Game Engine</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Game_Engine"/>
				<updated>2022-03-17T10:03:18Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Game Engine is a software framework to create videogames&lt;br /&gt;
&lt;br /&gt;
Some famous engines are:&lt;br /&gt;
&lt;br /&gt;
-Unreal Engine&lt;br /&gt;
-Unity&lt;br /&gt;
-Godot Engine&lt;br /&gt;
-Amazon Lumberyard&lt;br /&gt;
&lt;br /&gt;
[[Category:GameEngines]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Game_Engine</id>
		<title>Game Engine</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Game_Engine"/>
				<updated>2022-03-17T10:01:37Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: added page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Game Engine is a software framework to create videogames&lt;br /&gt;
&lt;br /&gt;
Some famous engines are:&lt;br /&gt;
&lt;br /&gt;
-Unreal Engine&lt;br /&gt;
-Unity&lt;br /&gt;
-Godot Engine&lt;br /&gt;
-Amazon Lumberyard&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesGeneral</id>
		<title>OldSiteResourcesGeneral</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesGeneral"/>
				<updated>2021-09-02T09:07:52Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: moved to archive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''[tools.shtml Tools]'''&lt;br /&gt;
&lt;br /&gt;
The tools you find inside are of a more generic nature.  Meaning that they are not focused for one game or engine in particular. Even though they may ''seem'' to favor one over another, they really can apply to almost any project you choose.  A nice place to find some gems.&lt;br /&gt;
&lt;br /&gt;
'''[tutindex.shtml Tutorials]'''&lt;br /&gt;
&lt;br /&gt;
Again the same thing here, the tutorials are not necessarily meant for Quake engines or Unreal. you can apply what is being said in these tutorials to many different projects. Sometimes these are the most educational. Broken up into different sections because the page would just be too big if we didn't. You can find some of the same links in different sections.&lt;br /&gt;
&lt;br /&gt;
[[Category:Archive]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Polycount</id>
		<title>Polycount</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Polycount"/>
				<updated>2021-09-01T21:21:03Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: forget reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:wikibanner.png|center]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;The Polycount Wiki is a catalog of information aimed at game development artists; whether professional, student, or hobbyist.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;600&amp;quot; style=&amp;quot;margin:1em auto 1em auto;text-align:center;border:2px solid #111;background-color:#222;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:#111;&amp;quot;|[[:Category:Information|Information]]&lt;br /&gt;
!style=&amp;quot;background-color:#111;&amp;quot;|[[:Category:Discipline|Art Disciplines]]&lt;br /&gt;
!style=&amp;quot;background-color:#111;&amp;quot;|[[:Category:Technology|Technology]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Polycount:About|About]]&lt;br /&gt;
|[[Animation]]&lt;br /&gt;
|[[:Category:GameEngines|Game Engines]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Game Industry]]&lt;br /&gt;
|[[Modeling]]&lt;br /&gt;
|[[Tools]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Freelance]]&lt;br /&gt;
|[[Environment]]&lt;br /&gt;
|[[Rendering]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Company job boards]]&lt;br /&gt;
|[[Lighting]]&lt;br /&gt;
|[[Shaders]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Portfolio]]&lt;br /&gt;
|[[Level Design]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Tutorials|Tutorials]]&lt;br /&gt;
|[[Special Effects]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Glossary]]&lt;br /&gt;
|[[Texturing]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Whitepapers]]&lt;br /&gt;
|[[Concept]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Reference]]&lt;br /&gt;
|[[User Interface]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Technical Art]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Sound]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Modeling</id>
		<title>Modeling</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Modeling"/>
				<updated>2021-09-01T21:19:48Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: added categories removed from frontpage as stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Modeling describes the process of reacreating an object in 3d space&lt;br /&gt;
&lt;br /&gt;
STUB&lt;br /&gt;
http://wiki.polycount.com/wiki/Category:Props&lt;br /&gt;
http://wiki.polycount.com/wiki/Category:CharacterModeling&lt;br /&gt;
&lt;br /&gt;
[[Category:Discipline]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Polycount</id>
		<title>Polycount</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Polycount"/>
				<updated>2021-09-01T21:18:00Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: updated categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:wikibanner.png|center]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;The Polycount Wiki is a catalog of information aimed at game development artists; whether professional, student, or hobbyist.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;600&amp;quot; style=&amp;quot;margin:1em auto 1em auto;text-align:center;border:2px solid #111;background-color:#222;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:#111;&amp;quot;|[[:Category:Information|Information]]&lt;br /&gt;
!style=&amp;quot;background-color:#111;&amp;quot;|[[:Category:Discipline|Art Disciplines]]&lt;br /&gt;
!style=&amp;quot;background-color:#111;&amp;quot;|[[:Category:Technology|Technology]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Polycount:About|About]]&lt;br /&gt;
|[[Animation]]&lt;br /&gt;
|[[:Category:GameEngines|Game Engines]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Game Industry]]&lt;br /&gt;
|[[Modeling]]&lt;br /&gt;
|[[Tools]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Freelance]]&lt;br /&gt;
|[[Environment]]&lt;br /&gt;
|[[Rendering]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Company job boards]]&lt;br /&gt;
|[[Lighting]]&lt;br /&gt;
|[[Shaders]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Portfolio]]&lt;br /&gt;
|[[Level Design]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Tutorials|Tutorials]]&lt;br /&gt;
|[[Special Effects]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Glossary]]&lt;br /&gt;
|[[Texturing]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Whitepapers]]&lt;br /&gt;
|[[Concept]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[User Interface]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Technical Art]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Sound]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/SVG</id>
		<title>SVG</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/SVG"/>
				<updated>2021-09-01T20:47:27Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: changed category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scalable Vector Graphics (SVG) is a graphics format which stores vector shapes, text, and allows embedded pixel images. &lt;br /&gt;
&lt;br /&gt;
See [http://www.w3.org/TR/SVG/ W3C SVG].&lt;br /&gt;
----&lt;br /&gt;
[[Category:TextureFormat]][[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/PSD</id>
		<title>PSD</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/PSD"/>
				<updated>2021-09-01T20:44:59Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: added information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PSD (Photoshop Document)is a bitmap file type. It is the main image format for [[PhotoshopTools|Photoshop]].&lt;br /&gt;
Its a lossless, uncompressed format. It supports: layers, vector paths, transparency. This allows to edit the file in a different program without losing for example layer data.&lt;br /&gt;
&lt;br /&gt;
A PSD file can be opened by other programs than photoshop, for example:&lt;br /&gt;
&lt;br /&gt;
PSD files can have a max resolution of 30'000px and max size of 2 GB&lt;br /&gt;
An alternative which supports even bigger files is PSB (Photoshop Big). These files can have a max resolution of 300'000px and max size of 4 billion GB&lt;br /&gt;
----&lt;br /&gt;
[[Category:TextureFormat]] [[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Flat_Shading</id>
		<title>Flat Shading</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Flat_Shading"/>
				<updated>2021-09-01T20:15:10Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: added picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flat Shading describes a method were the polygon are all shaded individually &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:FlatShading.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/File:FlatShading.png</id>
		<title>File:FlatShading.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/File:FlatShading.png"/>
				<updated>2021-09-01T20:13:49Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: RomanGrolimund uploaded a new version of &amp;amp;quot;File:FlatShading.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{self|cc-zero}}&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/File:FlatShading.png</id>
		<title>File:FlatShading.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/File:FlatShading.png"/>
				<updated>2021-09-01T20:03:50Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{self|cc-zero}}&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Polygon_Count</id>
		<title>Polygon Count</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Polygon_Count"/>
				<updated>2021-09-01T19:45:16Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: removed wrong category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The two common measurements of a game model's &amp;quot;cost&amp;quot; are polygon count and vertex count. Polygon is interchangeable with triangle in these measurements, as GPUs only see vertices and triangles, not 4+ sided polygons. Depending on the use, a game model may stretch anywhere from 2 triangles for a billboard, to 40,000+ triangles for a complex character. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Polygons Vs. Triangles ==&lt;br /&gt;
When a game artist talks about the poly count of a model, they really mean the triangle count. Games use triangles not polygons because most modern graphic hardware is built to accelerate the rendering of triangles. &lt;br /&gt;
&lt;br /&gt;
The polygon count that's reported in a modeling app is always misleading, because the triangle count is higher. Polygons are always converted into triangles when loaded in a game engine. If you're using a polygon counting tool in your modeling app, it's best to switch it to count triangles so you're using the same counting method everyone else is using.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[image:triangles.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|Image by [http://cryrid.com/art Michael &amp;quot;cryrid&amp;quot; Taylor]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a model is exported to a game engine, the polygons are all converted into triangles automatically. However different tools will create different triangle layouts within those polygons. A quad can end up either as a &amp;quot;ridge&amp;quot; or as a &amp;quot;valley&amp;quot; depending on how it's triangulated. Artists need to carefully examine a new model in the game engine to see if the triangle edges are turned the way they wish. If not, specific polygons can then be triangulated manually.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[image:ridge_valley.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|Image by [http://ericchadwick.com Eric Chadwick]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When using a [[NormalMap]] some tools may require an artist to convert the model into all triangles before baking. If the triangles are flipped differently when the model is exported than they were when the normal map was baked, this can cause the final normal-mapped lighting to zig-zag across the model. Triangulating before baking will solve this.&lt;br /&gt;
&lt;br /&gt;
Polygons have a useful purpose for game artists. A model made of mostly four-sided polygons (quads) will work well with edge-loop selection &amp;amp; transform methods that speed up modeling (see [[Topology]]). This makes it easier to judge the &amp;quot;flow&amp;quot; of a model, and to weight a skinned model to its bones. Artists try to preserve these polygons in their models as long as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Triangle Count vs. Vertex Count ==&lt;br /&gt;
Vertex count is ultimately more important for performance and memory than the triangle count, but for historical reasons artists more commonly use triangle count as a performance measurement. &lt;br /&gt;
&lt;br /&gt;
On the most basic level, the triangle count and the vertex count can be similar if the all the triangles are connected to one another. 1 triangle uses 3 vertices, 2 triangles use 4 vertices, 3 triangles use 5 vertices, 4 triangles use 6 vertices and so on.&lt;br /&gt;
&lt;br /&gt;
However, seams in UVs, changes to shading/smoothing groups, and material changes from triangle to triangle... are all treated as a physical break in the model's surface, when the model is rendered by the game. The vertices must be duplicated at these breaks, so the model can be sent in renderable chunks to the graphics card.&lt;br /&gt;
&lt;br /&gt;
Overuse of smoothing groups, over-splittage of UVs, too many material assignments (and too much misalignment of these three properties), all of these lead to a much larger vertex count. This can stress the transform stages for the model, slowing performance. It can also increase the memory cost for the mesh because there are more vertices to send and store.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tools for Counting Vertices ===&lt;br /&gt;
Because vertices are duplicated for in-game rendering, most 3D modeling tools don't give you the correct vertex count. They only count mesh vertices. &lt;br /&gt;
&lt;br /&gt;
You can use the UV vertex count as a rough guide. However, artists shouldn't worry too much about calculating exact vertex counts, simply go for common sense and don't be wasteful. &lt;br /&gt;
&lt;br /&gt;
* [http://jokermartini.com/gamefomizer/ Gamefomizer] by [http://jokermartini.com John Martini] - a tool for 3ds Max which calculates the in-game vertex count.&lt;br /&gt;
* [http://www.ericchadwick.com/examples/files/HaywoodTools-UberVertCount.mcr UberVertCount] by [http://www.jhaywood.com/ James &amp;quot;FatAssasin&amp;quot; Haywood] - a tool for 3ds Max which calculates the in-game vertex count.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?p=934301#post934301 mel script for Maya] by [http://www.ldaustinart.com/paul/ Paul &amp;quot;MoP&amp;quot; Greveson]  - a tool for Maya which calculates the in-game vertex count. Perhaps he'll be able to share it at some point. :)&lt;br /&gt;
&lt;br /&gt;
== Typical Triangle Counts ==&lt;br /&gt;
The typical triangle count for a game mesh depends on many factors. Here are some examples, but the best bet is to ask your Lead Artist or Lead Programmer what should be used for each asset. &lt;br /&gt;
&lt;br /&gt;
* [http://polycount.com/discussion/187926/poly-count-rules-of-thumb-full-chart Poly Count Rules of Thumb - Full Chart] Polycount Forum thread.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=141061 Polycounts in next gen games thread!] Polycount Forum thread. Triangle counts for 2013-2015 games, both characters and environments. Read the replies for various important considerations.&lt;br /&gt;
* [http://www.gameartisans.org/forums/threads/23520-Historical-Poly-Counts Historical Poly Counts] GameArtisans Forum thread. Triangle counts for various 1997-2010 games.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=126662 Triangle counts for assets from various videogames] Polycount Forum thread. Triangle counts for models in more than 130 games, in alphabetical order.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=40563 Low Poly Hardware Specs] Polycount Forum thread. Maximum triangles, texture specs, and rendering features for popular handheld and mobile hardware.&lt;br /&gt;
* [http://forum.beyond3d.com/showthread.php?t=43975 Yes, but how many polygons? (Beyond3D Forum)]. Even more specifics for console and PC games.&lt;br /&gt;
* [http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/ Yes, but how many polygons?] by [http://www.rsart.co.uk Rick Stirling]. Triangle counts &amp;amp; texture sizes used in some of the popular console and PC games.&lt;br /&gt;
* [http://www.rsart.co.uk/2006/11/20/how-many-polygons-in-a-piece-of-string/ How many polygons in a piece of string?]&amp;quot; by [http://www.rsart.co.uk Rick Stirling]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Vertex count is actually a more accurate gauge of performance, see above [[Polygon_Count#Triangle_Count_vs._Vertex_Count|Triangle Count vs. Vertex Count]].&lt;br /&gt;
&lt;br /&gt;
== Articles About Performance ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=50588 Too much optimization (do polygon counts really matter?)] from the Polycount forum. Discussion about the diminishing returns of optimizing meshes for most games.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=69183 # of sides on a barrel] from the Polycount forum. Discussion about how many sides to add to rounded meshes in a game.&lt;br /&gt;
* [http://www.ericchadwick.com/examples/provost/byf1.html Beautiful, Yet Friendly Part 1: Stop Hitting the Bottleneck] article by Guillaume Provost. Typical performance issues in game engines, and how the artwork affects them.&lt;br /&gt;
* [http://www.ericchadwick.com/examples/provost/byf2.html Beautiful, Yet Friendly Part 2: Maximizing Efficiency] article by Guillaume Provost. The article continues with tips on how to create efficient meshes.&lt;br /&gt;
* [[Framerate Optimization Tips]] from [http://www.warbeast.de/ Soenke Christian 'warby' Seidel]. A rundown of the best methods for improving the framerate for your game art.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:CharacterModeling]] [[Category:EnvironmentModeling]] [[Category:Rendering]][[Category:Topology]][[Category:Environment]][[Category:Character]][[Category:Props]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/User:RomanGrolimund</id>
		<title>User:RomanGrolimund</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/User:RomanGrolimund"/>
				<updated>2021-08-29T17:50:22Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wiki Editor&lt;br /&gt;
&lt;br /&gt;
https://www.artstation.com/groli02&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Whitepapers</id>
		<title>Whitepapers</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Whitepapers"/>
				<updated>2021-08-29T16:28:46Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: changed category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page has links to conference proceedings and research papers (aka whitepapers) about game graphics. &lt;br /&gt;
&lt;br /&gt;
== Company Whitepapers ==&lt;br /&gt;
* [http://www2.disney.co.uk/disneyinteractivestudios/blackrockstudio/technology/ Black Rock Studios] 2010&lt;br /&gt;
* [http://www1.cs.columbia.edu/CAVE/publications/ CAVE (Columbia U)] 2015&lt;br /&gt;
* [http://www.crytek.com/cryengine/presentations/ Crytek]  2014&lt;br /&gt;
* [https://www.unrealengine.com/resources Epic Games]&lt;br /&gt;
* [http://www.firaxis.com/?/blog Firaxis]  2014&lt;br /&gt;
* [http://www.guerrilla-games.com/publications/ Guerilla Games]2014&lt;br /&gt;
* [http://www.insomniacgames.com/category/research-development/ Insomniac Games] 2015&lt;br /&gt;
* [http://maverick.inria.fr/Publications/ Maverick]2015&lt;br /&gt;
* [http://www.naughtydog.com/tag/presentations/ Naughty Dog]?&lt;br /&gt;
* [http://developer.nvidia.com/page/documentation.html NVIDIA Developer Documentation]&lt;br /&gt;
* [http://research.nvidia.com/ NVIDIA Research]&lt;br /&gt;
* [http://graphics.pixar.com/library/ Pixar Library] 2015&lt;br /&gt;
* [http://www.splashdamage.com/publications Spash Damage] 2011&lt;br /&gt;
* [http://www.jp.square-enix.com/info/library/ Square-Enix] 2015&lt;br /&gt;
* [http://www.cg.tuwien.ac.at/research/rendering/publications/ Technische Universitat wien]2015&lt;br /&gt;
* [http://research.tri-ace.com/ Tri-Ace Research]2014&lt;br /&gt;
* [http://www.valvesoftware.com/publications.html Valve Software] 2015&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conference Whitepapers ==&lt;br /&gt;
* [http://kesen.realtimerendering.com/ Conference Whitepapers Master List]&lt;br /&gt;
* [http://kesen.realtimerendering.com/sig2011.html SIGGRAPH 2011]&lt;br /&gt;
* [http://www.gdcvault.com/free/category/ Game Developers Conference 2005-2015]&lt;br /&gt;
* [http://www.highperformancegraphics.org/index.php#3 High Performance Graphics]&lt;br /&gt;
&lt;br /&gt;
== Game Graphics Articles ==&lt;br /&gt;
How game engines work, game graphics examples, effect breakdowns, etc.&lt;br /&gt;
&lt;br /&gt;
* [http://simonschreibt.de/game-art-tricks/ Game Art Tricks] blog with game effect breakdowns by [http://www.polycount.com/forum/member.php?u=16123 Simon 'SimonT' Schreibt]. See the Polycount Forum thread [http://www.polycount.com/forum/showthread.php?p=1759176 Article: Game Art Art].&lt;br /&gt;
* [http://www.youtube.com/watch?v=wWi4hqTOoGQ Realtime Rendering - Overview and Optimisations for 3D Artists] a video by [http://mikepickton.co.uk/ Mike Pickton]&lt;br /&gt;
* [http://www.cgchannel.com/2010/10/cg-science-for-artists-part-1-real-time-and-offline-rendering/ CG Science for Artists – Part 1: Real-Time and Offline Rendering] by [http://www.cgchannel.com/about/ Leonard Teo]&lt;br /&gt;
* [http://www.cgchannel.com/2010/11/cg-science-for-artists-part-2-the-real-time-rendering-pipeline/ CG Science for Artists - Part 2: The Real-Time Rendering Pipeline] by [http://www.cgchannel.com/about/ Leonard Teo]&lt;br /&gt;
* [http://www.ericchadwick.com/examples/provost/byf1.html Beautiful, Yet Friendly Part 1: Stop Hitting the Bottleneck] by [http://ca.linkedin.com/in/gprovost Guillaume Provost]&lt;br /&gt;
* [http://www.ericchadwick.com/examples/provost/byf2.html Beautiful, Yet Friendly Part 2: Maximizing Efficiency] by [http://ca.linkedin.com/in/gprovost Guillaume Provost]&lt;br /&gt;
* [http://www.extremetech.com/article2/0,3973,9722,00.asp ExtremeTech 3D Pipeline Tutorial] by [http://www.extremetech.com/author_bio/0,1728,a%253D234,00.asp Dave Salvator]&lt;br /&gt;
* [http://legalizeadulthood.wordpress.com/the-direct3d-graphics-pipeline/ The Direct3D Graphics Pipeline] by [http://www.xmission.com/~legalize Richard Thomson]&lt;br /&gt;
* [http://artisaverb.info/Hygiene.html Efficient Art Production. Theory and practice] by [http://artisaverb.info/ Andrew Maximov]&lt;br /&gt;
* [[Polygon Count]]&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=50588 FAQ: Game art optimisation (do polygon counts really matter?)] from the Polycount forum&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=72921 How many textures per model is too many?] from the Polycount forum&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?p=971696#post971696 Why so blue?] thread on the Polycount forum has an informed discussion about texture compression.&lt;br /&gt;
* [http://fr.slideshare.net/TiagoAlexSousa/the-art-and-technology-behind-crysis-3-fmx-2013 The Art and Technology behind Crysis 3 (FMX 2013)]&lt;br /&gt;
&lt;br /&gt;
== Rendering ==&lt;br /&gt;
&lt;br /&gt;
* [http://fr.slideshare.net/DICEStudio/henrikgdc09-compat The Unique Lighting of Mirror's Edge (2010)]&lt;br /&gt;
* [http://fr.slideshare.net/DICEStudio/moving-frostbite-to-physically-based-rendering Moving Frostbite to Physically Based Rendering (2014)]&lt;br /&gt;
* [http://advances.realtimerendering.com/ Advances in Real-Time Rendering in 3D Graphics and Games]&lt;br /&gt;
* [http://www.gdcvault.com/play/1017873/LOD-Techniques-for-Boosting-Rendering LOD Techniques for Boosting Rendering Performance (Presented by Simplygon)]&lt;br /&gt;
&lt;br /&gt;
== PBR ==&lt;br /&gt;
&lt;br /&gt;
* [http://blog.selfshadow.com/publications/s2012-shading-course/ SIGGRAPH 2012 Course: Physically Based Shading in Theory and Practice]&lt;br /&gt;
* [http://blog.selfshadow.com/publications/s2013-shading-course/ SIGGRAPH 2013 Course: Physically Based Shading in Theory and Practice]&lt;br /&gt;
* [http://blog.selfshadow.com/publications/s2014-shading-course/ SIGGRAPH 2014 Course: Physically Based Shading in Theory and Practice]&lt;br /&gt;
* [http://blog.selfshadow.com/publications/s2015-shading-course/ SIGGRAPH 2015 Course: Physically Based Shading in Theory and Practice]&lt;br /&gt;
* [http://blog.selfshadow.com/publications/s2015-shading-course/chan/s2015_pbs_cod_aw_notes.pdf Real-World Measurements for Call of Duty: Advanced Warfare]&lt;br /&gt;
&lt;br /&gt;
== Outdated Whitepapers == &lt;br /&gt;
* [http://www.volition-inc.com/gdc/ Volition Inc.] 2008&lt;br /&gt;
* [http://www.research.scea.com/research/research.html Sony Computer Entertainment America] 2006&lt;br /&gt;
* [http://halo.bungie.net/Inside/publications.aspx Bungie] 2009&lt;br /&gt;
* [http://www.gamedev.net/reference/articles/article1698.asp Graphics Programming Black Book] by Michael Abrash (2001) - free download&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Glossary</id>
		<title>Category:Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Glossary"/>
				<updated>2021-08-29T16:27:50Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: changed category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
A glossary of game terms, derived from the [http://www.ericchadwick.com/portfolio/glossary/ old Polycount glossary]. See also the [http://archive.gamedev.net/archive/dict/browse567b.html?Section=0&amp;amp;CategoryID=7 GameDev.net glossary].&lt;br /&gt;
&lt;br /&gt;
[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Sound</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Sound"/>
				<updated>2021-08-29T16:14:04Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: add sound&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here you can find informations regarding sound designing and composing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Discipline]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Prop_Modeling</id>
		<title>Prop Modeling</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Prop_Modeling"/>
				<updated>2021-08-29T16:08:31Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: changed category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Props are environment models which are usually static in a game, or else used for simple interactions (throwable, destroyable). For example crates, rocks, trees, non-drivable vehicles. &lt;br /&gt;
&lt;br /&gt;
== Modeling Tutorials ==&lt;br /&gt;
* [https://gumroad.com/l/rkgg# 3D HQ Asset Creation Tutorial]($) by esfgames&lt;br /&gt;
* [https://www.artstation.com/artwork/JDqyA It's a Log Prop Creation Tutorial] by [https://www.artstation.com/artist/jeffparrott Jeff Parrott]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=120670 Creating a Modular Weapon Pipeline] thread on the Polycount Forum&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=118043 Tracker Knife - NextGen asset tutorial series] by [http://www.polycount.com/forum/member.php?u=41301 Joe Harford]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=100984 (TUTORIAL) Weapon creation (M37 Ithaca)] - by [http://millenia3d.net/ Hans 'Millenia' Palm]&lt;br /&gt;
* [http://www.3dtotal.com/articles/dominance_war4/sathe/domwar4_sathe_01.php Dominance War IV: Rail Gun videos 1-3] - by [http://www.polycount.com/forum/member.php?u=22339 Grant 'sathe' Warwick]&lt;br /&gt;
* [http://www.speedhunters.com/2011/11/behind_the_scenes_creating_cars_need_for_speed_run/ Behind The Scenes&amp;gt;&amp;gt; Creating The Cars For Need For Speed The Run - Speedhunters]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=128414 Weapon Creation Demo: G56 Concept Rifle] by [http://www.polycount.com/forum/member.php?u=41415 Ben Bolton]&lt;br /&gt;
----&lt;br /&gt;
[[Category:PropsModeling]][[Category:Props]][[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Modeling</id>
		<title>Modeling</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Modeling"/>
				<updated>2021-08-29T16:07:02Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: Discipline Modeling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Modeling describes the process of reacreating an object in 3d space&lt;br /&gt;
&lt;br /&gt;
[[Category:Discipline]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Concept</id>
		<title>Concept</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Concept"/>
				<updated>2021-08-29T15:57:16Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: minor edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Concept Art describes the process to visualize an initial idea, its not to be confused with illustration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Image Reference ==&lt;br /&gt;
* [[Reference]] = photo reference&lt;br /&gt;
* [[Concept Reference]] = concept art examples &lt;br /&gt;
&lt;br /&gt;
== To Be Added ==&lt;br /&gt;
These sub-categories will be added when we have content for them:&lt;br /&gt;
* [[Mechanical Concepts]]&lt;br /&gt;
* [[User Interface Concepts]] &lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
http://howtonotsuckatgamedesign.com/2014/02/lets-get-real-concept-art/&lt;br /&gt;
&lt;br /&gt;
http://www.autodestruct.com/thumbwar.htm&lt;br /&gt;
&lt;br /&gt;
https://forums.robertsspaceindustries.com/discussion/62768/concept-art-process-tutorial-how-to-create-hawt-ship-designs&lt;br /&gt;
&lt;br /&gt;
== Concept Art Fundamentals ==&lt;br /&gt;
*[[Concept Fundamentals]]&lt;br /&gt;
----&lt;br /&gt;
[[Category:Discipline]] [[Category:Concept]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Polycounter_Job_Census</id>
		<title>Polycounter Job Census</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Polycounter_Job_Census"/>
				<updated>2021-08-29T15:52:04Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: add archive categroy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
THIS LIST IS NOT ACCURATE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A list of game development studios, and the Polycount members who are employed there. &lt;br /&gt;
&lt;br /&gt;
== 2k Australia (Canberra, Australia) ==&lt;br /&gt;
&lt;br /&gt;
* sprunghunt&lt;br /&gt;
&lt;br /&gt;
== 2k Czech (Prague, Czech Republic) ==&lt;br /&gt;
&lt;br /&gt;
* searinox&lt;br /&gt;
&lt;br /&gt;
== 2k Games / Hangar 13 (Novato, CA) ==&lt;br /&gt;
&lt;br /&gt;
* MooseCommander&lt;br /&gt;
&lt;br /&gt;
== 22 Cans (Guildford, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* feanix&lt;br /&gt;
* Flynny&lt;br /&gt;
&lt;br /&gt;
== 3Point Studios ==&lt;br /&gt;
&lt;br /&gt;
* perna&lt;br /&gt;
&lt;br /&gt;
== 343 Industries (Redmond, WA) ==&lt;br /&gt;
&lt;br /&gt;
* AlexCatMasterSupreme&lt;br /&gt;
* JDinges&lt;br /&gt;
* KolbyJukes&lt;br /&gt;
* Shanthosa&lt;br /&gt;
* Thegodzero&lt;br /&gt;
* tottot&lt;br /&gt;
* vemadesign&lt;br /&gt;
&lt;br /&gt;
== 5TH Cell (Bellevue, WA) ==&lt;br /&gt;
&lt;br /&gt;
* boomz&lt;br /&gt;
* Funky Bunnies&lt;br /&gt;
&lt;br /&gt;
== 6waves Lolapps (Dallas, TX) ==&lt;br /&gt;
&lt;br /&gt;
* BradMyers82&lt;br /&gt;
* jlewis&lt;br /&gt;
* Junkie_XL&lt;br /&gt;
&lt;br /&gt;
== AAD Productions (Seattle, WA) ==&lt;br /&gt;
&lt;br /&gt;
* bgivenb&lt;br /&gt;
&lt;br /&gt;
== Adhesive Games (Los Angeles, CA) ==&lt;br /&gt;
&lt;br /&gt;
* wester&lt;br /&gt;
&lt;br /&gt;
== Amaze Entertainment (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* jpgourley&lt;br /&gt;
&lt;br /&gt;
== Allegorithmic (Clermont-Ferrand, France) ==&lt;br /&gt;
&lt;br /&gt;
* Froyok&lt;br /&gt;
&lt;br /&gt;
== Another Castle Studios (Charlottetown, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* Canadian Ink&lt;br /&gt;
&lt;br /&gt;
== ArenaNet (Bellevue, WA) ==&lt;br /&gt;
&lt;br /&gt;
* stoofoo&lt;br /&gt;
* Truth&lt;br /&gt;
* Perlinfalcon&lt;br /&gt;
&lt;br /&gt;
== Armature Studios (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* Cap&lt;br /&gt;
&lt;br /&gt;
== Art Bully Productions (NY) ==&lt;br /&gt;
&lt;br /&gt;
* Kitteh&lt;br /&gt;
&lt;br /&gt;
== Arrowhead Game Studios (Stockholm, Sweden) ==&lt;br /&gt;
&lt;br /&gt;
* Carl Brannstorm&lt;br /&gt;
* jimsvanberg&lt;br /&gt;
&lt;br /&gt;
== Atomic Games (Raleigh, NC) ==&lt;br /&gt;
&lt;br /&gt;
* Jet_Pilot&lt;br /&gt;
&lt;br /&gt;
== Avalanche Studios (Stockholm, Sweden) ==&lt;br /&gt;
&lt;br /&gt;
* Jon Jones&lt;br /&gt;
* sltrOlsson&lt;br /&gt;
* poly_bob&lt;br /&gt;
&lt;br /&gt;
== Backflip Studios (Boulder, CO) ==&lt;br /&gt;
&lt;br /&gt;
* Eclipse&lt;br /&gt;
&lt;br /&gt;
== Barbaroga (Chicago, IL) ==&lt;br /&gt;
&lt;br /&gt;
* Heather.Hughes&lt;br /&gt;
&lt;br /&gt;
== BattleCry Studios (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* Jon Rush&lt;br /&gt;
&lt;br /&gt;
== Beenox (Quebec City, Quebec) ==&lt;br /&gt;
&lt;br /&gt;
* Boyso&lt;br /&gt;
* JRancourt&lt;br /&gt;
* kaktuzlime&lt;br /&gt;
* kremrhi&lt;br /&gt;
* Lepothier&lt;br /&gt;
&lt;br /&gt;
== Behaviour (Montréal, BC) ==&lt;br /&gt;
&lt;br /&gt;
* Bruno Afonseca&lt;br /&gt;
&lt;br /&gt;
== Bend Studio (Bend, OR) ==&lt;br /&gt;
&lt;br /&gt;
* biofrost&lt;br /&gt;
* iangoold3d&lt;br /&gt;
* Rurouni Strife&lt;br /&gt;
&lt;br /&gt;
== Bethesda Game Studios (Rockville, MD) ==&lt;br /&gt;
&lt;br /&gt;
* aajohnny&lt;br /&gt;
* doc_rob&lt;br /&gt;
* e_x&lt;br /&gt;
* Geezus&lt;br /&gt;
* Higuy&lt;br /&gt;
&lt;br /&gt;
== Big Ant Studios (Melbourne, Australia) ==&lt;br /&gt;
&lt;br /&gt;
* DMoz&lt;br /&gt;
* duncan&lt;br /&gt;
&lt;br /&gt;
== Big Bang Entertainment (Phoenix, AZ) ==&lt;br /&gt;
&lt;br /&gt;
* Aldo&lt;br /&gt;
&lt;br /&gt;
== Big Sandwich Games (Vancouver, BC) ==&lt;br /&gt;
&lt;br /&gt;
* Quasar&lt;br /&gt;
* shinobix&lt;br /&gt;
* TS_Falcon&lt;br /&gt;
&lt;br /&gt;
== BigPark Inc (Vancouver, BC) ==&lt;br /&gt;
&lt;br /&gt;
* malcolm&lt;br /&gt;
&lt;br /&gt;
== Bioware (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* Ben Cloward&lt;br /&gt;
* Goat Justice&lt;br /&gt;
* Rob Galanakis&lt;br /&gt;
&lt;br /&gt;
== Bioware (Edmonton, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* Hazed_blue&lt;br /&gt;
&lt;br /&gt;
== Bioware (Montréal, BC) ==&lt;br /&gt;
&lt;br /&gt;
* Bad-Koala&lt;br /&gt;
* Grassetti&lt;br /&gt;
&lt;br /&gt;
== Bioware Mythic (Fairfax, VA) ==&lt;br /&gt;
&lt;br /&gt;
* Polymonkey&lt;br /&gt;
&lt;br /&gt;
== Blackbeard Games (Stockholm, Sweden) ==&lt;br /&gt;
&lt;br /&gt;
* Deadly Nightshade&lt;br /&gt;
&lt;br /&gt;
== Blizzard Entertainment (Irvine, CA) ==&lt;br /&gt;
&lt;br /&gt;
* [HP]&lt;br /&gt;
* Darkrusader&lt;br /&gt;
* Dom&lt;br /&gt;
* Dusty&lt;br /&gt;
* Empty&lt;br /&gt;
* foreverendering&lt;br /&gt;
* Hamish Bode&lt;br /&gt;
* IxenonI&lt;br /&gt;
* jarrede&lt;br /&gt;
* jbrophy&lt;br /&gt;
* Jeff Parrott&lt;br /&gt;
* Jessica Dinh&lt;br /&gt;
* KyleJensen&lt;br /&gt;
* MartinH&lt;br /&gt;
* mheyman&lt;br /&gt;
* Minos&lt;br /&gt;
* moof&lt;br /&gt;
* murph&lt;br /&gt;
* obson&lt;br /&gt;
* Orb&lt;br /&gt;
* Peris&lt;br /&gt;
* Ravenslayer&lt;br /&gt;
* Renaud Galand&lt;br /&gt;
* Rory_M&lt;br /&gt;
* Saiainoshi&lt;br /&gt;
* seven&lt;br /&gt;
* Soul&lt;br /&gt;
* T-Bone&lt;br /&gt;
* [SF]Three9&lt;br /&gt;
* turpedo&lt;br /&gt;
* Tully&lt;br /&gt;
&lt;br /&gt;
== Blur Studio (Culver City, CA) ==&lt;br /&gt;
&lt;br /&gt;
* jaaso&lt;br /&gt;
&lt;br /&gt;
== Bohemia Interactive Simulations (Hampshire, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* benji&lt;br /&gt;
&lt;br /&gt;
== Born Ready (Guildford, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Millenia&lt;br /&gt;
&lt;br /&gt;
== Brain In A Jar (Tarporley, Cheshire, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* A-N-P&lt;br /&gt;
&lt;br /&gt;
== Bungie Studios (Bellevue, WA) ==&lt;br /&gt;
&lt;br /&gt;
* Axiao&lt;br /&gt;
* Axios&lt;br /&gt;
* breakneck&lt;br /&gt;
* FatAssasin&lt;br /&gt;
* Grimm_Wrecking&lt;br /&gt;
* Haiasi&lt;br /&gt;
* PoopSock&lt;br /&gt;
* Pope Adam&lt;br /&gt;
* mLichy&lt;br /&gt;
* reverendK&lt;br /&gt;
* Spug&lt;br /&gt;
&lt;br /&gt;
== Buzz Monkey Software (Eugene, OR) ==&lt;br /&gt;
&lt;br /&gt;
* natetheartist&lt;br /&gt;
&lt;br /&gt;
== Capcom (Vancouver, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* glib&lt;br /&gt;
* Selaznog&lt;br /&gt;
&lt;br /&gt;
== Carbine Studios (Aliso Viejo, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Arkadius&lt;br /&gt;
* homes44&lt;br /&gt;
* Mrandk&lt;br /&gt;
* POFFINGTON&lt;br /&gt;
* Reverenddevil&lt;br /&gt;
&lt;br /&gt;
== Caspian Learning (Newcastle Upon Tyne, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* gateian&lt;br /&gt;
&lt;br /&gt;
== Cat Daddy Games (Kirkland, WA) ==&lt;br /&gt;
&lt;br /&gt;
* ebagg&lt;br /&gt;
&lt;br /&gt;
== CI Games (Warsaw, Poland) ==&lt;br /&gt;
&lt;br /&gt;
== CCP (Reykjavï¿½k, Iceland) ==&lt;br /&gt;
&lt;br /&gt;
* Flava-Fly&lt;br /&gt;
* undoz&lt;br /&gt;
&lt;br /&gt;
== CD Projekt Red (Warsaw, Poland) ==&lt;br /&gt;
&lt;br /&gt;
* MiAlx&lt;br /&gt;
&lt;br /&gt;
== CDRIN (Quebec, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* Felixenfeu&lt;br /&gt;
* LeRenart&lt;br /&gt;
&lt;br /&gt;
== Certain Affinity (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* Flewda&lt;br /&gt;
&lt;br /&gt;
== CGBot (Monterrey N.L., Mexico) ==&lt;br /&gt;
&lt;br /&gt;
* Justo&lt;br /&gt;
* lincqk&lt;br /&gt;
&lt;br /&gt;
== Chaotic Moon Studios (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* oobersli&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cloud Imperium Games (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* Elijah&lt;br /&gt;
* Lee3Dee&lt;br /&gt;
&lt;br /&gt;
== Cmune (Bejing, China) ==&lt;br /&gt;
&lt;br /&gt;
* cox&lt;br /&gt;
&lt;br /&gt;
== The Coalition Studio (Vancouver, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* malcolm&lt;br /&gt;
&lt;br /&gt;
== Codemasters (Southam, Warwickshire, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* urgaffel&lt;br /&gt;
&lt;br /&gt;
== Cold Iron Studios (Santa Clara, California) ==&lt;br /&gt;
&lt;br /&gt;
* BradMyers82&lt;br /&gt;
&lt;br /&gt;
== Colossal Games (London, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Yozora&lt;br /&gt;
&lt;br /&gt;
== Crazy Bump Software (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* Ryan Clark&lt;br /&gt;
&lt;br /&gt;
== The Creative Assembly (Horsham, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Baj Singh&lt;br /&gt;
* jestersheepy&lt;br /&gt;
* JohnnyRaptor&lt;br /&gt;
* marks&lt;br /&gt;
* Mr_Smo&lt;br /&gt;
* Rob_Blight&lt;br /&gt;
* PogoP&lt;br /&gt;
* saturnfive&lt;br /&gt;
* Sugus&lt;br /&gt;
* wallasaurus&lt;br /&gt;
* woogity&lt;br /&gt;
&lt;br /&gt;
== Cryptic Studios (Los Gatos, CA) ==&lt;br /&gt;
&lt;br /&gt;
* cman2k&lt;br /&gt;
* JnasconeArt&lt;br /&gt;
* Matt Fagan&lt;br /&gt;
* Tumerboy&lt;br /&gt;
&lt;br /&gt;
== Crytek (Frankfurt, Germany) ==&lt;br /&gt;
&lt;br /&gt;
* Bart&lt;br /&gt;
* Criminal&lt;br /&gt;
* e-freak&lt;br /&gt;
* freakadelle&lt;br /&gt;
* MaYdaY&lt;br /&gt;
* luke&lt;br /&gt;
&lt;br /&gt;
== Crytek (Nottingham, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* EzMeow&lt;br /&gt;
* Zubrowka&lt;br /&gt;
&lt;br /&gt;
== Cubic Corporation (San Diego, CA) ==&lt;br /&gt;
&lt;br /&gt;
* ghost123238&lt;br /&gt;
&lt;br /&gt;
== Curve Studios (London, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* GeeDave&lt;br /&gt;
&lt;br /&gt;
== Dadako Studios (Tokyo, Japan) ==&lt;br /&gt;
&lt;br /&gt;
* hawken &lt;br /&gt;
&lt;br /&gt;
== Dapper Ram ==&lt;br /&gt;
&lt;br /&gt;
* Marshal Banana&lt;br /&gt;
&lt;br /&gt;
== Day 1 Studios (Chicago, IL) ==&lt;br /&gt;
&lt;br /&gt;
* kaburan&lt;br /&gt;
&lt;br /&gt;
== Design Mill, Inc. (Dubuque, IA) ==&lt;br /&gt;
&lt;br /&gt;
* MegaMoogle&lt;br /&gt;
&lt;br /&gt;
== DICE - EA Digital Illusions CE (Stockholm, Sweden) ==&lt;br /&gt;
&lt;br /&gt;
* Cubik&lt;br /&gt;
* motives&lt;br /&gt;
* o2car&lt;br /&gt;
* Rens&lt;br /&gt;
* Synthesizer&lt;br /&gt;
* Wahlgren&lt;br /&gt;
* Xoliul&lt;br /&gt;
* zenpat&lt;br /&gt;
&lt;br /&gt;
== Digital Extremes (London, Ontario) ==&lt;br /&gt;
&lt;br /&gt;
* Fuse&lt;br /&gt;
* jordan.kocon&lt;br /&gt;
* kary&lt;br /&gt;
* mathes&lt;br /&gt;
* Pogo_Daddy&lt;br /&gt;
* shinobix&lt;br /&gt;
* StrangeFate&lt;br /&gt;
* tyl3r&lt;br /&gt;
&lt;br /&gt;
== Dinosaur Games (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* skankerzero&lt;br /&gt;
&lt;br /&gt;
== Direwolf Digital (Denver, CO) ==&lt;br /&gt;
&lt;br /&gt;
* Rayph&lt;br /&gt;
&lt;br /&gt;
== Disney Interactive (Glendale, CA) ==&lt;br /&gt;
&lt;br /&gt;
* .polygon&lt;br /&gt;
* Archanex&lt;br /&gt;
* Grumpntug&lt;br /&gt;
* hosfeph&lt;br /&gt;
* misterboogie&lt;br /&gt;
* Power_Mustache&lt;br /&gt;
* Wells&lt;br /&gt;
&lt;br /&gt;
== Dovetail Games (SE England, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Perry Stringer (pez_11)&lt;br /&gt;
* sheckee&lt;br /&gt;
&lt;br /&gt;
== Dream Forge Entertainment (Ruston, LA) ==&lt;br /&gt;
&lt;br /&gt;
* RyanTaylor3D&lt;br /&gt;
&lt;br /&gt;
== EA Canada (Barnaby, BC) ==&lt;br /&gt;
&lt;br /&gt;
* B18&lt;br /&gt;
* pangarang&lt;br /&gt;
* timotronprime&lt;br /&gt;
&lt;br /&gt;
== EA Firemonkeys (Melbourne, Australia) ==&lt;br /&gt;
&lt;br /&gt;
* Emil Mujanovic&lt;br /&gt;
&lt;br /&gt;
== EA Montréal (Montréal, BC)  ==&lt;br /&gt;
&lt;br /&gt;
* Marcan&lt;br /&gt;
&lt;br /&gt;
== EA Tiburon (Orlando, FL) ==&lt;br /&gt;
&lt;br /&gt;
* Kewon Decam&lt;br /&gt;
&lt;br /&gt;
== EA Sports (Vancouver, BC) ==&lt;br /&gt;
&lt;br /&gt;
* R3D&lt;br /&gt;
&lt;br /&gt;
== Edge of Reality (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* FunkaDelicDass&lt;br /&gt;
&lt;br /&gt;
== Eidos (Montréal, BC) ==&lt;br /&gt;
&lt;br /&gt;
* Fred2303&lt;br /&gt;
* Matroskin&lt;br /&gt;
* JacqueChoi&lt;br /&gt;
* Nysuatro&lt;br /&gt;
&lt;br /&gt;
== Electrified Games (San Francisco, CA) ==&lt;br /&gt;
&lt;br /&gt;
* 3shold&lt;br /&gt;
&lt;br /&gt;
== Emerald City Games (Vancouver, BC) ==&lt;br /&gt;
&lt;br /&gt;
* Uberren&lt;br /&gt;
&lt;br /&gt;
== Engine Software (Doetinchem, Netherlands) ==&lt;br /&gt;
&lt;br /&gt;
* EVIL&lt;br /&gt;
&lt;br /&gt;
== Epic Games (Raleigh, NC) ==&lt;br /&gt;
&lt;br /&gt;
* animatr&lt;br /&gt;
* da_milkman&lt;br /&gt;
* Frank&lt;br /&gt;
* JordanW&lt;br /&gt;
* kernersvillan&lt;br /&gt;
* Kevin Johnstone&lt;br /&gt;
* Moose&lt;br /&gt;
* osman&lt;br /&gt;
* paulsvoboda&lt;br /&gt;
* rawkstar&lt;br /&gt;
* rv_el&lt;br /&gt;
* scotthomer&lt;br /&gt;
* WarrenMarshall&lt;br /&gt;
&lt;br /&gt;
== Eurocom (Derby, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Mister Sentient&lt;br /&gt;
* Searlee&lt;br /&gt;
&lt;br /&gt;
== Evolution Studios (Runcorn, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* nathdevlin&lt;br /&gt;
&lt;br /&gt;
== Exis Interactive (Baltimore, MD) ==&lt;br /&gt;
&lt;br /&gt;
* NeoprofZ&lt;br /&gt;
* PeterK&lt;br /&gt;
* retardedmonkey&lt;br /&gt;
* shadows&lt;br /&gt;
&lt;br /&gt;
== Ubisoft Montréal (Montréal, BC) ==&lt;br /&gt;
&lt;br /&gt;
* wizo&lt;br /&gt;
&lt;br /&gt;
== Ubisoft Paris (Paris, France) ==&lt;br /&gt;
&lt;br /&gt;
* bobmartien&lt;br /&gt;
&lt;br /&gt;
== Ubisoft (Singapore) ==&lt;br /&gt;
&lt;br /&gt;
* MrNinjitsu&lt;br /&gt;
&lt;br /&gt;
== Fatshark (Stockholm, Sweden) ==&lt;br /&gt;
&lt;br /&gt;
* Belltann&lt;br /&gt;
* PixelGoat&lt;br /&gt;
&lt;br /&gt;
== Frima (Quebec City, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* Odow&lt;br /&gt;
&lt;br /&gt;
== Frozenbyte (Helsinki, Finland) ==&lt;br /&gt;
&lt;br /&gt;
* sande&lt;br /&gt;
&lt;br /&gt;
== Funcom (Oslo, Norway) ==&lt;br /&gt;
&lt;br /&gt;
* CgMonkey&lt;br /&gt;
&lt;br /&gt;
== Funcom (Montréal, BC) ==&lt;br /&gt;
&lt;br /&gt;
* CGMonkey&lt;br /&gt;
* Crash&lt;br /&gt;
&lt;br /&gt;
== Funcom (Durham, NC) ==&lt;br /&gt;
&lt;br /&gt;
* nyx702&lt;br /&gt;
* flakked&lt;br /&gt;
&lt;br /&gt;
== Future Games of London (London, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* torch&lt;br /&gt;
&lt;br /&gt;
== Gameloft (Auckland, New Zealand) ==&lt;br /&gt;
&lt;br /&gt;
* TehSplatt&lt;br /&gt;
* The Flying Monk&lt;br /&gt;
&lt;br /&gt;
== Gameloft (Cluj-Napoca, Romania) ==&lt;br /&gt;
&lt;br /&gt;
* Mime&lt;br /&gt;
&lt;br /&gt;
== Gameloft (Montréal, BC) ==&lt;br /&gt;
&lt;br /&gt;
* alexk&lt;br /&gt;
* arkhange&lt;br /&gt;
* fonfa&lt;br /&gt;
* guedin&lt;br /&gt;
* hobodactyl&lt;br /&gt;
* jocz&lt;br /&gt;
* kyalie&lt;br /&gt;
&lt;br /&gt;
== Gameloft (New Orleans, LA) ==&lt;br /&gt;
&lt;br /&gt;
* JamesHall&lt;br /&gt;
&lt;br /&gt;
== Gamerizon (Montréal, BC) ==&lt;br /&gt;
&lt;br /&gt;
* rorozilla&lt;br /&gt;
&lt;br /&gt;
== GameWorld7 (Haverfordwest, Wales, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* KRakarth&lt;br /&gt;
&lt;br /&gt;
== Game Mechanic Studios (Tarzana, CA) ==&lt;br /&gt;
&lt;br /&gt;
* G3L&lt;br /&gt;
&lt;br /&gt;
== Gearbox Software (Plano, TX) ==&lt;br /&gt;
&lt;br /&gt;
* AstroZombie&lt;br /&gt;
* Bbox85&lt;br /&gt;
* ceebee&lt;br /&gt;
* Chemical Alia&lt;br /&gt;
* Drywall&lt;br /&gt;
* mLink&lt;br /&gt;
* s6&lt;br /&gt;
&lt;br /&gt;
== Gentle Giant Studios (Burbank, CA) ==&lt;br /&gt;
&lt;br /&gt;
* r4ptur3&lt;br /&gt;
&lt;br /&gt;
== Giants Software (Zurich, Switzerland) ==&lt;br /&gt;
&lt;br /&gt;
* MaVCArt&lt;br /&gt;
&lt;br /&gt;
== Glu Mobile (Portland, OR) ==&lt;br /&gt;
&lt;br /&gt;
* octokitty&lt;br /&gt;
&lt;br /&gt;
== Griptonite Games (Kirkland, WA) ==&lt;br /&gt;
&lt;br /&gt;
* PixelFish&lt;br /&gt;
&lt;br /&gt;
== Guerrilla Games SCEE (Amsterdam, Netherlands) ==&lt;br /&gt;
&lt;br /&gt;
* fabiomsilva&lt;br /&gt;
* Arno&lt;br /&gt;
&lt;br /&gt;
== Gumi America (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* Jason Young&lt;br /&gt;
&lt;br /&gt;
== Gunfire Games (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* Progg&lt;br /&gt;
&lt;br /&gt;
== Gusto Games (Banbury, Oxfordshire, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Mimp&lt;br /&gt;
&lt;br /&gt;
== Hatalom Systems (Orlando, FL) ==&lt;br /&gt;
&lt;br /&gt;
* seforin&lt;br /&gt;
&lt;br /&gt;
== Havok (Dublin, Ireland) ==&lt;br /&gt;
&lt;br /&gt;
* Mangled Poly&lt;br /&gt;
&lt;br /&gt;
== Her Interactive (Bellevue, WA) ==&lt;br /&gt;
&lt;br /&gt;
* Karmageddon&lt;br /&gt;
&lt;br /&gt;
== Hi-Rez Studios (Alpharetta, GA) ==&lt;br /&gt;
&lt;br /&gt;
* 3DK.P.&lt;br /&gt;
* Daven&lt;br /&gt;
* Scott_W&lt;br /&gt;
* Sean McBride&lt;br /&gt;
* skylebones&lt;br /&gt;
* Slipstream&lt;br /&gt;
* Xelan101&lt;br /&gt;
&lt;br /&gt;
== Hibernum Creations (Montréal, BC) ==&lt;br /&gt;
&lt;br /&gt;
* Pioldes&lt;br /&gt;
&lt;br /&gt;
== High Moon Studios (San Diego, CA) ==&lt;br /&gt;
&lt;br /&gt;
* BradleyWascher&lt;br /&gt;
* NerfBatNinja&lt;br /&gt;
* opiumunknown&lt;br /&gt;
* Ott&lt;br /&gt;
&lt;br /&gt;
== Hidden Path Entertainment (Bellvue, WA) ==&lt;br /&gt;
&lt;br /&gt;
* adam crockett&lt;br /&gt;
&lt;br /&gt;
== Hoplon Infotainment (Florianopolis, Brazil) ==&lt;br /&gt;
&lt;br /&gt;
* cox&lt;br /&gt;
* felipealves&lt;br /&gt;
* felipefrango&lt;br /&gt;
* funkdelic&lt;br /&gt;
&lt;br /&gt;
== Human Head (Madison, WI) ==&lt;br /&gt;
&lt;br /&gt;
* leibarg&lt;br /&gt;
&lt;br /&gt;
== Icarus Studios (Cary, NC) ==&lt;br /&gt;
&lt;br /&gt;
* Rainyn&lt;br /&gt;
* spiderDude&lt;br /&gt;
* XenoAcid&lt;br /&gt;
&lt;br /&gt;
== id Software (Mesquite, TX) ==&lt;br /&gt;
&lt;br /&gt;
* DanK&lt;br /&gt;
* Lear&lt;br /&gt;
* roosterMAP&lt;br /&gt;
* Spark&lt;br /&gt;
* SquirrelyJones&lt;br /&gt;
* struve&lt;br /&gt;
* ZombieWells&lt;br /&gt;
* HitmonInfinity&lt;br /&gt;
&lt;br /&gt;
== Illfonic (Denver, CO) ==&lt;br /&gt;
&lt;br /&gt;
* heboltz3&lt;br /&gt;
* Kedhrin&lt;br /&gt;
* konstruct&lt;br /&gt;
&lt;br /&gt;
== Imagination Technologies (Kings Langley, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* barnesy&lt;br /&gt;
&lt;br /&gt;
== Industry Games (Gilbert, AZ) ==&lt;br /&gt;
&lt;br /&gt;
* killingpeople&lt;br /&gt;
&lt;br /&gt;
== Infinity Ward (Los Angeles, CA) ==&lt;br /&gt;
&lt;br /&gt;
* 00Zero&lt;br /&gt;
* josh_lynch&lt;br /&gt;
* seth.&lt;br /&gt;
&lt;br /&gt;
== iNiS (Tokyo, Japan) ==&lt;br /&gt;
&lt;br /&gt;
* Jonas Ronnegard&lt;br /&gt;
&lt;br /&gt;
== Insomniac Games (Burbank, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Arshlevon&lt;br /&gt;
* BlvdNights&lt;br /&gt;
* dustinbrown&lt;br /&gt;
* Gav&lt;br /&gt;
* jam-i-am&lt;br /&gt;
* N-gon&lt;br /&gt;
* Swizzle&lt;br /&gt;
&lt;br /&gt;
== Insomniac Games (Durham, NC) ==&lt;br /&gt;
&lt;br /&gt;
* Neolight&lt;br /&gt;
&lt;br /&gt;
== Interwave Studios (Sittard, Netherlands) ==&lt;br /&gt;
&lt;br /&gt;
* MightyPea&lt;br /&gt;
&lt;br /&gt;
== inXile Entertainment (Newport Beach, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Brian &amp;quot;Panda&amp;quot; Choi&lt;br /&gt;
* richkid&lt;br /&gt;
&lt;br /&gt;
== IO Interactive (Copenhagen, Denmark) ==&lt;br /&gt;
&lt;br /&gt;
* warby&lt;br /&gt;
&lt;br /&gt;
== Iron Tiger Studios / NCSoft (San Mateo, CA) ==&lt;br /&gt;
&lt;br /&gt;
* chronic&lt;br /&gt;
&lt;br /&gt;
== ISOTX (Luxembourg) ==&lt;br /&gt;
&lt;br /&gt;
* Kratilim&lt;br /&gt;
&lt;br /&gt;
== Jagex (Cambridge, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* lysaara&lt;br /&gt;
&lt;br /&gt;
== Jakks Pacific (Malibu, CA) ==&lt;br /&gt;
&lt;br /&gt;
* gilesruscoe&lt;br /&gt;
&lt;br /&gt;
== Jet Set Games (Las Vegas, NV) ==&lt;br /&gt;
&lt;br /&gt;
* McBradd&lt;br /&gt;
&lt;br /&gt;
== Just Add Water Ltd (Otley, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* tda&lt;br /&gt;
&lt;br /&gt;
== Kandu Studios (New York, NY) ==&lt;br /&gt;
&lt;br /&gt;
* Kandu&lt;br /&gt;
&lt;br /&gt;
== Kojima Productions (Tokyo, Japan) ==&lt;br /&gt;
&lt;br /&gt;
* David Brumbley&lt;br /&gt;
&lt;br /&gt;
== Krillbite Studio (Hamar, Norway) ==&lt;br /&gt;
&lt;br /&gt;
* Volantk&lt;br /&gt;
&lt;br /&gt;
== Kuju (London, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* ukresistant&lt;br /&gt;
&lt;br /&gt;
== Larian Studios (Ghent, Belgium) ==&lt;br /&gt;
&lt;br /&gt;
* DimSum&lt;br /&gt;
&lt;br /&gt;
== Lionhead Studios (Guildford, Surrey, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* ghib&lt;br /&gt;
&lt;br /&gt;
== Liquid Development (Portland, OR) ==&lt;br /&gt;
&lt;br /&gt;
* CJE&lt;br /&gt;
* cyborgguineapig&lt;br /&gt;
* glottis8&lt;br /&gt;
* nacire&lt;br /&gt;
&lt;br /&gt;
== Machine Games (Uppsala, Sweden) ==&lt;br /&gt;
&lt;br /&gt;
* o2_is_alright&lt;br /&gt;
* Stertman&lt;br /&gt;
&lt;br /&gt;
== Marmoset Co (Kansas City, MO) ==&lt;br /&gt;
&lt;br /&gt;
* GetAwesome&lt;br /&gt;
* MonkeyScience&lt;br /&gt;
* jeffdr&lt;br /&gt;
* EarthQuake&lt;br /&gt;
&lt;br /&gt;
== Massive Entertainment (Malmo, Sweden) ==&lt;br /&gt;
&lt;br /&gt;
* chrisradsby&lt;br /&gt;
* Frozan&lt;br /&gt;
* Matthew O&lt;br /&gt;
* TheWinterLord&lt;br /&gt;
* z0ltan&lt;br /&gt;
&lt;br /&gt;
== Microsoft Game Studios, Turn 10 (Redmond, WA) ==&lt;br /&gt;
&lt;br /&gt;
* Joshua Stubbles&lt;br /&gt;
&lt;br /&gt;
== Moji Moji Design (Worcester, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Chunkey&lt;br /&gt;
&lt;br /&gt;
== MonkeyScience Adhesive Games (Los Angeles, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Wengyuqiu&lt;br /&gt;
&lt;br /&gt;
== Moving Picture Company (Vancouver, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* RWolf&lt;br /&gt;
&lt;br /&gt;
== Music Mastermind (Calabasas, CA) ==&lt;br /&gt;
&lt;br /&gt;
* kream&lt;br /&gt;
* timwiese&lt;br /&gt;
&lt;br /&gt;
== N-Space (Orlando, FL) ==&lt;br /&gt;
&lt;br /&gt;
* ScubaSteve&lt;br /&gt;
&lt;br /&gt;
== Nadeo (Paris, France) ==&lt;br /&gt;
&lt;br /&gt;
* OgrO&lt;br /&gt;
&lt;br /&gt;
== Naked Sky Entertainment (Los Angeles, CA) ==&lt;br /&gt;
&lt;br /&gt;
* maltuna&lt;br /&gt;
&lt;br /&gt;
== Naughty Dog (Santa Monica, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Autocon&lt;br /&gt;
* d1ver&lt;br /&gt;
&lt;br /&gt;
== nDreams (Farnborough, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* kypo&lt;br /&gt;
&lt;br /&gt;
== Neon Play (Cirencester, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Ged&lt;br /&gt;
&lt;br /&gt;
== Nerjyzed Entertainment (Baton Rouge, LA) ==&lt;br /&gt;
&lt;br /&gt;
* Pencilninja&lt;br /&gt;
&lt;br /&gt;
== Neversoft Entertainment (Los Angeles, CA) ==&lt;br /&gt;
&lt;br /&gt;
* DrumBum&lt;br /&gt;
* mvelasquez&lt;br /&gt;
* Savage&lt;br /&gt;
* SuperOstrich&lt;br /&gt;
* ThatDon&lt;br /&gt;
&lt;br /&gt;
== New World Interactive (Denver, CO) ==&lt;br /&gt;
&lt;br /&gt;
* Steppenwolf&lt;br /&gt;
&lt;br /&gt;
== Ninja Theory (Cambridge, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* BigErn&lt;br /&gt;
&lt;br /&gt;
== NVIDIA (Germany) ==&lt;br /&gt;
&lt;br /&gt;
* Crazybutcher&lt;br /&gt;
&lt;br /&gt;
== Obsidian Entertainment (Irvine, CA) ==&lt;br /&gt;
&lt;br /&gt;
* leleuxart&lt;br /&gt;
* SouthpawSid&lt;br /&gt;
&lt;br /&gt;
== OMNOM! workshop (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* BoBo_the_seal&lt;br /&gt;
* BrianP&lt;br /&gt;
* Damytria&lt;br /&gt;
* Justin Meisse&lt;br /&gt;
&lt;br /&gt;
== Other Ocean Interactive (Charlottetown, PEI, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* JeremyK&lt;br /&gt;
* Kolgrima&lt;br /&gt;
* Winthrop&lt;br /&gt;
&lt;br /&gt;
== OutAct (Marlborough, MA) ==&lt;br /&gt;
&lt;br /&gt;
* Eric Chadwick&lt;br /&gt;
&lt;br /&gt;
== Outso (Nottingham, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Massbot&lt;br /&gt;
&lt;br /&gt;
== Pandemic Studios (Los Angeles, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Luxury&lt;br /&gt;
&lt;br /&gt;
== Paradigm (Carrolton, TX) ==&lt;br /&gt;
&lt;br /&gt;
* Foehammer&lt;br /&gt;
&lt;br /&gt;
== Pelesys (Richmond, BC, Canada ==&lt;br /&gt;
&lt;br /&gt;
* pliang&lt;br /&gt;
&lt;br /&gt;
== People Can Fly (Warsaw, Poland) ==&lt;br /&gt;
&lt;br /&gt;
* Hatred&lt;br /&gt;
&lt;br /&gt;
== Petroglyph (Las Vegas, NV) ==&lt;br /&gt;
&lt;br /&gt;
* sprunghunt&lt;br /&gt;
* Xenobond&lt;br /&gt;
&lt;br /&gt;
== Phantom EFX (Cedar Falls, IA) ==&lt;br /&gt;
&lt;br /&gt;
* Tigerfeet&lt;br /&gt;
&lt;br /&gt;
== Piranha Bytes (Ruhr, Germany) ==&lt;br /&gt;
&lt;br /&gt;
* aphexx&lt;br /&gt;
&lt;br /&gt;
== Pirhana Games (Vancouver, BC, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* ae.&lt;br /&gt;
&lt;br /&gt;
== Pitbull Studios (Guildford, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* ambershee&lt;br /&gt;
&lt;br /&gt;
== Pixelante Game Studios ==&lt;br /&gt;
&lt;br /&gt;
* acc&lt;br /&gt;
&lt;br /&gt;
== PlatinumGames (Osaka, Japan) ==&lt;br /&gt;
&lt;br /&gt;
* Mik2121&lt;br /&gt;
&lt;br /&gt;
== PlaySide VR (Melbourne, Victoria) ==&lt;br /&gt;
&lt;br /&gt;
* Steve Schulze&lt;br /&gt;
&lt;br /&gt;
== Playful Corp (McKinney, TX)&amp;lt;/font&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
* EvanL&lt;br /&gt;
&lt;br /&gt;
== Polarbit (Stockholm, Sweden) ==&lt;br /&gt;
&lt;br /&gt;
* Deadly Nightshade&lt;br /&gt;
&lt;br /&gt;
== Polygonal Design (France) ==&lt;br /&gt;
&lt;br /&gt;
* Thierry86&lt;br /&gt;
&lt;br /&gt;
== Psyonix (San Diego, CA) ==&lt;br /&gt;
&lt;br /&gt;
* ErichWK&lt;br /&gt;
* gamedev&lt;br /&gt;
* MorganFX&lt;br /&gt;
&lt;br /&gt;
== Pushbutton Labs ==&lt;br /&gt;
&lt;br /&gt;
* Ajax&lt;br /&gt;
&lt;br /&gt;
== Quantic Dream (Paris, France) ==&lt;br /&gt;
&lt;br /&gt;
* Bal&lt;br /&gt;
&lt;br /&gt;
== Rabbit Hole Interactive (Vancouver, CA) ==&lt;br /&gt;
&lt;br /&gt;
* ScudzAlmighty&lt;br /&gt;
&lt;br /&gt;
== Rainmaker Entertainment (Vancouver, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* Ryswick&lt;br /&gt;
&lt;br /&gt;
== Rare (Coventry, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Leyvin&lt;br /&gt;
&lt;br /&gt;
== Raven Software (Madison, WI) ==&lt;br /&gt;
&lt;br /&gt;
* Cojax&lt;br /&gt;
* Jbradford&lt;br /&gt;
&lt;br /&gt;
== Reactor Zero (Ann Arbor, MI) ==&lt;br /&gt;
&lt;br /&gt;
* 8-bit&lt;br /&gt;
&lt;br /&gt;
== Ready At Dawn Studios (Irvine, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Alberto Rdrgz&lt;br /&gt;
* LLamaStar&lt;br /&gt;
&lt;br /&gt;
== Real U (Singapore) ==&lt;br /&gt;
&lt;br /&gt;
* LoTekK&lt;br /&gt;
* sandman&lt;br /&gt;
* Snowfly&lt;br /&gt;
&lt;br /&gt;
== Rebellion (Oxford, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Optinium&lt;br /&gt;
* Nelis&lt;br /&gt;
* tharle&lt;br /&gt;
&lt;br /&gt;
== Redemption Games (Carlsbad, CA) ==&lt;br /&gt;
&lt;br /&gt;
* MeshModeler&lt;br /&gt;
&lt;br /&gt;
== Red 5 Studios (Irvine, CA) ==&lt;br /&gt;
&lt;br /&gt;
* acanaday&lt;br /&gt;
&lt;br /&gt;
== Red Fly Studio (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* Andrew Morris&lt;br /&gt;
&lt;br /&gt;
== Red Storm Entertainment (Cary, NC ) ==&lt;br /&gt;
&lt;br /&gt;
* dtschultz&lt;br /&gt;
&lt;br /&gt;
== Red Tribe (Melbourne, Australia) ==&lt;br /&gt;
&lt;br /&gt;
* DavidCoen&lt;br /&gt;
&lt;br /&gt;
== Redjade (London, ON) ==&lt;br /&gt;
&lt;br /&gt;
* airbursh&lt;br /&gt;
&lt;br /&gt;
== Relic Entertainment (Vancouver, B.C.) ==&lt;br /&gt;
&lt;br /&gt;
* Goldo_O&lt;br /&gt;
* Tulkamir&lt;br /&gt;
&lt;br /&gt;
== Reloaded Productions (Edinburgh, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* BeardyDan&lt;br /&gt;
* SaferDan&lt;br /&gt;
&lt;br /&gt;
== Remedy Entertainment (Espoo, Finland) ==&lt;br /&gt;
&lt;br /&gt;
* 3dwit&lt;br /&gt;
&lt;br /&gt;
== Respawn Entertainment ==&lt;br /&gt;
&lt;br /&gt;
* Papa_Austin&lt;br /&gt;
* jaythurm&lt;br /&gt;
&lt;br /&gt;
== Retro Studios (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* OrganizedChaos&lt;br /&gt;
* onelung&lt;br /&gt;
&lt;br /&gt;
== Rhythm and Hues ==&lt;br /&gt;
&lt;br /&gt;
* Archanex&lt;br /&gt;
&lt;br /&gt;
== Riot Games (Culver City, CA) ==&lt;br /&gt;
&lt;br /&gt;
* bugo&lt;br /&gt;
* ChaosEidolon&lt;br /&gt;
* Drachis&lt;br /&gt;
* Josh_Singh&lt;br /&gt;
* Parasite7&lt;br /&gt;
* TerraBite&lt;br /&gt;
* STRIKER&lt;br /&gt;
* X-Convict&lt;br /&gt;
&lt;br /&gt;
== Robotoki (Los Angeles, CA) ==&lt;br /&gt;
&lt;br /&gt;
* cmgillett&lt;br /&gt;
&lt;br /&gt;
== Rocket Gaming Systems (Las Vegas, NV) ==&lt;br /&gt;
&lt;br /&gt;
* UNCCheezy&lt;br /&gt;
&lt;br /&gt;
== Rocksteady Studios (London, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* ImSlightlyBored&lt;br /&gt;
* Karl Stjernberg&lt;br /&gt;
* vik&lt;br /&gt;
&lt;br /&gt;
== Rockstar Leeds (Leeds, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* danr&lt;br /&gt;
* Dazz3r&lt;br /&gt;
* guplik&lt;br /&gt;
* prs-phil&lt;br /&gt;
* Talon&lt;br /&gt;
&lt;br /&gt;
== Rockstar New England (Andover, MA) ==&lt;br /&gt;
&lt;br /&gt;
* RexM&lt;br /&gt;
* Silva_Spoon&lt;br /&gt;
&lt;br /&gt;
== Rockstar North (Edinburgh, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* benclark&lt;br /&gt;
* BHJ&lt;br /&gt;
* Ex-Ray&lt;br /&gt;
* headengine&lt;br /&gt;
* Kilkus&lt;br /&gt;
* Lokter&lt;br /&gt;
* PaulP&lt;br /&gt;
* Rick Stirling&lt;br /&gt;
* SHEPEIRO&lt;br /&gt;
* solar&lt;br /&gt;
* Thermidor&lt;br /&gt;
* Wesley&lt;br /&gt;
&lt;br /&gt;
== Rodeofx ==&lt;br /&gt;
&lt;br /&gt;
* maze&lt;br /&gt;
&lt;br /&gt;
== Rooster Teeth Productions ==&lt;br /&gt;
&lt;br /&gt;
* RiotForQuiet&lt;br /&gt;
&lt;br /&gt;
== Runic Games (Seattle, WA) ==&lt;br /&gt;
&lt;br /&gt;
* Jashugan&lt;br /&gt;
* Matabus&lt;br /&gt;
&lt;br /&gt;
== Ruffian Games ==&lt;br /&gt;
&lt;br /&gt;
* Aneurexorcyst&lt;br /&gt;
&lt;br /&gt;
== SCE San Diego Studio ==&lt;br /&gt;
&lt;br /&gt;
* keosar&lt;br /&gt;
&lt;br /&gt;
== Sea Ape Entertainment ==&lt;br /&gt;
&lt;br /&gt;
* fabio brasilien&lt;br /&gt;
&lt;br /&gt;
== Seed Studios (Porto, Portugal) ==&lt;br /&gt;
&lt;br /&gt;
* ultra&lt;br /&gt;
&lt;br /&gt;
== Shadows in Darkness (Coral Springs, FL) ==&lt;br /&gt;
&lt;br /&gt;
* Cyberoxide&lt;br /&gt;
* jeremiah_bigley&lt;br /&gt;
* raithen&lt;br /&gt;
&lt;br /&gt;
== Shapefarm (Helsingborg, Sweden)  ==&lt;br /&gt;
&lt;br /&gt;
* BigErn&lt;br /&gt;
&lt;br /&gt;
== Sidhe Interactive (Wellington, New Zealand) ==&lt;br /&gt;
&lt;br /&gt;
* Jackablade&lt;br /&gt;
* Nizza_waaarg&lt;br /&gt;
&lt;br /&gt;
== Simian Squared (London, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Chimp&lt;br /&gt;
&lt;br /&gt;
== Slant Six Games (Vancouver, BC) ==&lt;br /&gt;
&lt;br /&gt;
* Jay Evans&lt;br /&gt;
&lt;br /&gt;
== Sledgehammer Games (Foster City, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Amsterdam Hilton Hotel&lt;br /&gt;
* Gonzo&lt;br /&gt;
* MalloryW&lt;br /&gt;
* Oniram&lt;br /&gt;
* roderickweise&lt;br /&gt;
&lt;br /&gt;
== Slipgate Ironworks (San Mateo, CA) ==&lt;br /&gt;
&lt;br /&gt;
* AHotHandSandwich&lt;br /&gt;
* Bashomaru&lt;br /&gt;
&lt;br /&gt;
== Sony Computer Entertainment America (Foster City, CA) ==&lt;br /&gt;
&lt;br /&gt;
* HellMark&lt;br /&gt;
&lt;br /&gt;
== Sony Computer Entertainment Japan (Tokyo, Japan) ==&lt;br /&gt;
&lt;br /&gt;
* rasmus&lt;br /&gt;
&lt;br /&gt;
== Sony Computer Entertainment London (London, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Crack Panda&lt;br /&gt;
* Del&lt;br /&gt;
* Mr Bear&lt;br /&gt;
* polycrunch&lt;br /&gt;
&lt;br /&gt;
== Sony Online Entertainment(Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* r13&lt;br /&gt;
&lt;br /&gt;
== Sony Santa Monica (Santa Monica, CA) ==&lt;br /&gt;
&lt;br /&gt;
* grassetti&lt;br /&gt;
* Kbrom12&lt;br /&gt;
&lt;br /&gt;
== Spacetime Studios (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* Kevin Albers&lt;br /&gt;
&lt;br /&gt;
== Spark Unlimited (Los Angeles, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Orgoth02&lt;br /&gt;
&lt;br /&gt;
== Splash Damage (London, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* JFletcher&lt;br /&gt;
* Jsargent&lt;br /&gt;
* Kimono&lt;br /&gt;
* MoP&lt;br /&gt;
* Myles&lt;br /&gt;
* spacemonkey&lt;br /&gt;
* Vahl&lt;br /&gt;
&lt;br /&gt;
== Square Enix (Montréal, BC) ==&lt;br /&gt;
&lt;br /&gt;
* Arcanox&lt;br /&gt;
&lt;br /&gt;
== Stainless Games (Newport, Isle of Wight, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* A-N-P&lt;br /&gt;
&lt;br /&gt;
== Starbreeze / Overkill (Stockholm, Sweden) ==&lt;br /&gt;
&lt;br /&gt;
* Brygelsmack&lt;br /&gt;
* Generalvivi&lt;br /&gt;
* maxivz&lt;br /&gt;
&lt;br /&gt;
== Storm8 (Redwood City, CA) ==&lt;br /&gt;
&lt;br /&gt;
* haZe&lt;br /&gt;
&lt;br /&gt;
== Sucker Punch Productions (Bellevue, WA) ==&lt;br /&gt;
&lt;br /&gt;
* Filbot&lt;br /&gt;
&lt;br /&gt;
== Sumo Digital (Sheffield,  United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* kymbyli&lt;br /&gt;
&lt;br /&gt;
== TabTale (Tel Aviv, Israel) ==&lt;br /&gt;
&lt;br /&gt;
* Sukotto&lt;br /&gt;
&lt;br /&gt;
== Tantalus Interactive (Melbourne, Australia) ==&lt;br /&gt;
&lt;br /&gt;
* Conor&lt;br /&gt;
* Junkers&lt;br /&gt;
&lt;br /&gt;
== Tarsier Studios (Malmo, Sweden) ==&lt;br /&gt;
&lt;br /&gt;
* AimBiz&lt;br /&gt;
* c0ldhands&lt;br /&gt;
&lt;br /&gt;
== Techland (Wroclaw, Poland) ==&lt;br /&gt;
&lt;br /&gt;
* e=mc^2&lt;br /&gt;
&lt;br /&gt;
== Telos Entertainment (Charlottetown, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* Canadian Ink&lt;br /&gt;
&lt;br /&gt;
== Threewave Software (Vancouver, BC) ==&lt;br /&gt;
&lt;br /&gt;
* jouste&lt;br /&gt;
* Dakkon&lt;br /&gt;
* Renalicious&lt;br /&gt;
&lt;br /&gt;
== Torn Banner Studios (Toronto, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* darbeenbo&lt;br /&gt;
* Dylan Brady&lt;br /&gt;
* JasonLavoie&lt;br /&gt;
&lt;br /&gt;
== Toys for Bob (Novato, CA) ==&lt;br /&gt;
&lt;br /&gt;
* gauravcm&lt;br /&gt;
&lt;br /&gt;
== Traveller's Tales (Maidenhead, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* AdamE87&lt;br /&gt;
&lt;br /&gt;
== Trendy Entertainment (Gainesville, Florida) ==&lt;br /&gt;
&lt;br /&gt;
* GabrielP&lt;br /&gt;
&lt;br /&gt;
== Treyarch (Santa Monica, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Jesse Moody&lt;br /&gt;
* beefaroni&lt;br /&gt;
&lt;br /&gt;
== Trion Worlds (Redwood City, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Daz&lt;br /&gt;
* Haikai&lt;br /&gt;
* prototyp3&lt;br /&gt;
* shrew81&lt;br /&gt;
&lt;br /&gt;
== Tripwire Interactive (Atlanta, GA) ==&lt;br /&gt;
&lt;br /&gt;
* ohnein&lt;br /&gt;
&lt;br /&gt;
== TT Fusion (Manchester, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* East&lt;br /&gt;
* Flynny&lt;br /&gt;
* SirCalalot&lt;br /&gt;
&lt;br /&gt;
== Turbine, Inc (Westwood, MA) ==&lt;br /&gt;
&lt;br /&gt;
* DLoud&lt;br /&gt;
* HopeTorture&lt;br /&gt;
* Fireflights&lt;br /&gt;
&lt;br /&gt;
== Turtle Rock Studios (Lake Forest, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Keen&lt;br /&gt;
&lt;br /&gt;
== U4iA Games (Bellevue, WA) ==&lt;br /&gt;
&lt;br /&gt;
* iamtravis316&lt;br /&gt;
* nrek&lt;br /&gt;
&lt;br /&gt;
== Ubisoft Annecy (Annecy, France) ==&lt;br /&gt;
&lt;br /&gt;
* trebor777&lt;br /&gt;
&lt;br /&gt;
== Ubisoft BlueByte (Dusseldorf, Germany) ==&lt;br /&gt;
&lt;br /&gt;
* Spoon&lt;br /&gt;
&lt;br /&gt;
== Ubisoft (Montréal, BC) ==&lt;br /&gt;
&lt;br /&gt;
* A-Train&lt;br /&gt;
* evillair&lt;br /&gt;
* PixelMasher&lt;br /&gt;
* LincolnHughes&lt;br /&gt;
* imyj&lt;br /&gt;
* megalmn2000&lt;br /&gt;
* ShadowM8&lt;br /&gt;
&lt;br /&gt;
== Ubisoft (Toronto, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* adam&lt;br /&gt;
* deceiver&lt;br /&gt;
* haiddasalami&lt;br /&gt;
* hainek&lt;br /&gt;
* Mistry10&lt;br /&gt;
* shabba&lt;br /&gt;
* slipsius&lt;br /&gt;
* Uly&lt;br /&gt;
&lt;br /&gt;
== Ubisoft (Singapore) ==&lt;br /&gt;
&lt;br /&gt;
* akramparvez&lt;br /&gt;
&lt;br /&gt;
== Ubisoft Reflections (Newcastle, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* _Calix_&lt;br /&gt;
* Shiv&lt;br /&gt;
* Stinger88&lt;br /&gt;
* underfox&lt;br /&gt;
&lt;br /&gt;
== United Front Games (Vancouver, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* TWilson&lt;br /&gt;
* Hebs&lt;br /&gt;
&lt;br /&gt;
== Valkyrie Entertainment (Seattle, WA) ==&lt;br /&gt;
&lt;br /&gt;
* Diminished-self&lt;br /&gt;
* ENODMI&lt;br /&gt;
* fattkid&lt;br /&gt;
* Ferg&lt;br /&gt;
* isaac&lt;br /&gt;
* okkun&lt;br /&gt;
* Ryno&lt;br /&gt;
&lt;br /&gt;
== Valve Software (Bellevue, WA) ==&lt;br /&gt;
&lt;br /&gt;
* kite&lt;br /&gt;
* Paul Pepera&lt;br /&gt;
&lt;br /&gt;
== Variable State (London, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* HiFiHair&lt;br /&gt;
&lt;br /&gt;
== Vicious Cycle Software (Chapel Hill, NC) ==&lt;br /&gt;
&lt;br /&gt;
* matthewjvia&lt;br /&gt;
&lt;br /&gt;
== Vicarious Visions (Menands, NY) ==&lt;br /&gt;
&lt;br /&gt;
* Devoid&lt;br /&gt;
* Donavonyoung&lt;br /&gt;
* wassum&lt;br /&gt;
&lt;br /&gt;
== Virtual 3D (Boca Raton, FL) ==&lt;br /&gt;
&lt;br /&gt;
* Mechadus&lt;br /&gt;
&lt;br /&gt;
== Virtual Toys (Madrid, Spain) ==&lt;br /&gt;
&lt;br /&gt;
* german01&lt;br /&gt;
&lt;br /&gt;
== Virtuos Games (Shanghai) ==&lt;br /&gt;
&lt;br /&gt;
* akramparvez&lt;br /&gt;
* Kwramm&lt;br /&gt;
&lt;br /&gt;
== Visceral Games ==&lt;br /&gt;
&lt;br /&gt;
* stimpack&lt;br /&gt;
* G3L&lt;br /&gt;
* Sean VanGorder&lt;br /&gt;
&lt;br /&gt;
== Visual Concepts (Novato, CA) ==&lt;br /&gt;
&lt;br /&gt;
* dnorth&lt;br /&gt;
&lt;br /&gt;
== Volition Inc ==&lt;br /&gt;
&lt;br /&gt;
* Boraxman&lt;br /&gt;
* Delo&lt;br /&gt;
* Ghostscape&lt;br /&gt;
* HarlequiN&lt;br /&gt;
* J0NNYquid&lt;br /&gt;
* Millah&lt;br /&gt;
* retleks&lt;br /&gt;
* Swampbug&lt;br /&gt;
* Zergxes&lt;br /&gt;
* gsokol&lt;br /&gt;
&lt;br /&gt;
== Wargaming.net (Cyprus) ==&lt;br /&gt;
&lt;br /&gt;
* downarmy&lt;br /&gt;
&lt;br /&gt;
== Wargaming West (Chicago, IL) ==&lt;br /&gt;
&lt;br /&gt;
* Amatobahn&lt;br /&gt;
* skyline5gtr&lt;br /&gt;
&lt;br /&gt;
== Warner Brothers Games (Montréal, BC) ==&lt;br /&gt;
&lt;br /&gt;
* eyo&lt;br /&gt;
&lt;br /&gt;
== WMS Gaming ==&lt;br /&gt;
&lt;br /&gt;
* WipEout&lt;br /&gt;
&lt;br /&gt;
== Wolfire Games (Berkeley, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Ninjas&lt;br /&gt;
&lt;br /&gt;
== The Workshop (Marina Del Rey, CA) ==&lt;br /&gt;
&lt;br /&gt;
* r4ptur3&lt;br /&gt;
&lt;br /&gt;
== YAGER Development GmbH (Berlin, Germany) ==&lt;br /&gt;
&lt;br /&gt;
* EbolaV&lt;br /&gt;
* JO420&lt;br /&gt;
&lt;br /&gt;
== You Kick Ass (Bellevue, WA) ==&lt;br /&gt;
&lt;br /&gt;
* GarageBay9&lt;br /&gt;
&lt;br /&gt;
== Zenimax (Hunt Valley, MD) ==&lt;br /&gt;
&lt;br /&gt;
* Cody&lt;br /&gt;
* Em.&lt;br /&gt;
* toren3d&lt;br /&gt;
* Vidar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This list was originally on the forum, in a thread named [http://polycount.com/discussion/49362/polycounter-job-census/p1 Polycounter Job Census]. When we upgraded the forum software, the latest list was lost. The list was restored from [https://web.archive.org/web/20150410044056/http://www.polycount.com/forum/showthread.php?t=49362 a backup] on the [https://archive.org/web/ Internet Archive Wayback Machine].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Information]][[Category:GameIndustry]] [[Category:Archive]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Reflection</id>
		<title>Reflection</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Reflection"/>
				<updated>2021-07-16T11:20:19Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: Created page with &amp;quot;Describes the reflection of an medium. so the light emitted from the source return to the source because of the reflection properties of the medium that got hit&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Describes the reflection of an medium. so the light emitted from the source return to the source because of the reflection properties of the medium that got hit&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Refraction</id>
		<title>Refraction</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Refraction"/>
				<updated>2021-07-16T11:16:15Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: Created page with &amp;quot;Refraction describes the change of direction of a light through an object&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Refraction describes the change of direction of a light through an object&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Dispersion</id>
		<title>Dispersion</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Dispersion"/>
				<updated>2021-07-16T11:14:19Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: Created page with &amp;quot;Dispersion describes the process of white light getting scattered in different wavelengths&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dispersion describes the process of white light getting scattered in different wavelengths&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Chromatic_aberration</id>
		<title>Chromatic aberration</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Chromatic_aberration"/>
				<updated>2021-07-16T11:03:01Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: Created page with &amp;quot;Chromatic aberration describes a optical failure. Its describes when the light gets scattered and can’t be focused at one point&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chromatic aberration describes a optical failure.&lt;br /&gt;
Its describes when the light gets scattered and can’t be focused at one point&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Deferred_Shading</id>
		<title>Deferred Shading</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Deferred_Shading"/>
				<updated>2021-07-02T22:55:35Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: Created page with &amp;quot;Deferred Shading describes the shading part of rendering pipeline.  It seperates the Geometry Pass (G-Buffer) from the Light Pass.  The Light is applied as a 2d postprocess  T...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Deferred Shading describes the shading part of rendering pipeline.&lt;br /&gt;
&lt;br /&gt;
It seperates the Geometry Pass (G-Buffer) from the Light Pass.&lt;br /&gt;
&lt;br /&gt;
The Light is applied as a 2d postprocess&lt;br /&gt;
&lt;br /&gt;
The other is foward shading&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Ptex</id>
		<title>Ptex</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Ptex"/>
				<updated>2021-07-01T16:27:17Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: Created page with &amp;quot;Ptex is a per-face texture mapping method developed by Disney Its an alternative to UV-Mapping. Mostly used in offline rendering there was an attempt to adapt it to realtime....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ptex is a per-face texture mapping method developed by Disney Its an alternative to UV-Mapping. Mostly used in offline rendering there was an attempt to adapt it to realtime. While it works there is a performance drawback&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
Siggraph paper from Nvidia: http://developer.download.nvidia.com/assets/gamedev/docs/RealtimePtex-siggraph2011.pdf&lt;br /&gt;
https://ptex.us/index.html&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Krita</id>
		<title>Krita</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Krita"/>
				<updated>2021-06-30T20:28:53Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: Created page with &amp;quot;Krita is a free, open source drawing software  https://krita.org/en  Category:Tools&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Krita is a free, open source drawing software&lt;br /&gt;
&lt;br /&gt;
https://krita.org/en&lt;br /&gt;
&lt;br /&gt;
[[Category:Tools]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Rendering</id>
		<title>Rendering</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Rendering"/>
				<updated>2021-06-29T22:32:39Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Topics explaining how game engines render an artist's artwork.&lt;br /&gt;
&lt;br /&gt;
== Rendering Techniques ==&lt;br /&gt;
Rendering for games usually means the scene has to be rendered in real-time, in response to the player changing the 3D world. &lt;br /&gt;
&lt;br /&gt;
In real-time rendering, the scene needs to be re-rendered very quickly, at least 30 frames per second (fps). Rendering techniques for games are speedy hacks, they are &amp;quot;close enough&amp;quot; to create good results, without taking minutes or hours to render each frame.&lt;br /&gt;
&lt;br /&gt;
Rendering for games is constantly evolving, as new consumer hardware gets faster and faster, allowing graphics programmers to implement ever-better rendering features. Games are increasingly adding rendering techniques that were once only used for non-real-time special effects rendering in movies and commercials.&lt;br /&gt;
&lt;br /&gt;
These are some of the most famous rendering techniques or more correct shading techniques&lt;br /&gt;
&lt;br /&gt;
* Lambert Shading&lt;br /&gt;
* Gourard Shading&lt;br /&gt;
* Phong Shading&lt;br /&gt;
* Blinn-Phong Shading&lt;br /&gt;
* Non-Photorealistic Rendering (NPR)&lt;br /&gt;
* Physically Based Rendering ([[PBR]]).&lt;br /&gt;
&lt;br /&gt;
* [[GameRenderingTerminology]]&lt;br /&gt;
&lt;br /&gt;
== Rendering Articles ==&lt;br /&gt;
* [https://engineering.riotgames.com/news/trip-down-lol-graphics-pipeline A Trip Down The LoL Graphics Pipeline] by Riot Games Engineering.&lt;br /&gt;
* [http://polycount.com/discussion/148473/life-of-a-triangle-gpu-rasterization/p1 life of a triangle (GPU rasterization)] on the Polycount Forums.&lt;br /&gt;
* [http://simonschreibt.de/gat/renderhell/ Render Hell 1.1] by Simon Schreibt.&lt;br /&gt;
* [http://simonschreibt.de/game-art-tricks/ Game Art Tricks] by Simon Schreibt. See also the Polycount Forum thread [http://www.polycount.com/forum/showthread.php?p=1759176 Article: Game Art Art].&lt;br /&gt;
* [http://www.fxguide.com/featured/the-state-of-rendering/ The State of Rendering] by Mike Seymour at fxguide.com - a great overview of rendering techniques, mostly those used in the VFX industry, but it provides an excellent background for bleeding-edge games-related rendering techniques.&lt;br /&gt;
* [http://www.manufato.com/?p=902 Brief Considerations About Materials] by [http://www.manufato.com/?page_id=2 Pedro Toledo] - a great explanation of how specular works in computer graphics, including dialetric and conductor surfaces, and why people use inverse-hue specular color maps. In the [http://polycount.com/discussion/comment/1226770/#Comment_1226770 Polycount thread] about this article, [http://mutantspoon.com/ Jordan 'JordanW' Walker] explains how gamma affects specular color as well.&lt;br /&gt;
* [[Model Presentation]] Polycount wiki page has links to rendering tutorials.&lt;br /&gt;
* [[Whitepapers]] has conference proceedings and research papers about game graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Rendering]][[Category:Technology]][[Category:Lighting]][[Category:Portfolio]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/LevelOfDetail</id>
		<title>LevelOfDetail</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/LevelOfDetail"/>
				<updated>2021-06-29T22:27:19Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''L'''evel '''o'''f '''D'''etail model ([[LOD]]) is a lower-resolution version of a game model. The lower-res version is used to improve performance by being swapped in whenever the higher-resolution of the game model is not apparent anymore, for example when it is a certain distance from the player. Usually LODs have a lower vertex count (50% or so) and simpler [[:Category:Shaders|shader]] (diffuse only, for example).&lt;br /&gt;
&lt;br /&gt;
== LOD Levels ==&lt;br /&gt;
LOD0 is the highest level of detail, your original model. Zero is always the highest because the number of LODs is unknown, so if you need more LODs you can just increment the number.&lt;br /&gt;
&lt;br /&gt;
LOD1 is sometimes done by hand, especially for rigged organics (creatures, people, etc.). A lot of game developers automate LOD2, LOD3, LOD4, etc. with automatic [[Decimation]] tools.&lt;br /&gt;
&lt;br /&gt;
LODs can have different UVs. There's reasons both for and against keeping the same UVs. If you keep the same UVs, that means you can use the same texture for whatever LODs use the same UVs. However, this also means you're now likely holding a higher res texture in memory for models that probably don't need that higher resolution texture. That rabbit hole gets deeper, but the short answer is: They can use the same UVs, or they can use different UVs. There is no hard and fast rule.&lt;br /&gt;
&lt;br /&gt;
If you are using the same texture/uv layout for the LODs, won't the texture decrease in resolution as it goes down the LOD chain? In short: It's complicated, and in many cases you're still paying the cost for the highest resolution of the texture. A quick-and-dirty way of reducing a significant amount of that cost is to do a mip-split, where you actually split the top mip level from the rest.&lt;br /&gt;
&lt;br /&gt;
== LOD Metrics ==&lt;br /&gt;
There are many methods for determining when to swap; the most common is based on distance. Another method is to swap depending on how fast the player is moving, because a player typically won't notice the drop in quality for a fast-moving object. Yet another method is to drop to lower LODs when the framerate drops below a certain number. &lt;br /&gt;
&lt;br /&gt;
== Automatic LOD ==&lt;br /&gt;
&lt;br /&gt;
When using automatic LOD generation there are different approaches how a algorithm handles it&lt;br /&gt;
*Vertex Removal: new triangles are formed&lt;br /&gt;
*Triangle Removal: a triangle is removed&lt;br /&gt;
*Edge Removal:a edge is collapsed into a point&lt;br /&gt;
*Triangle Collapse: a triangle is collapsed to a point&lt;br /&gt;
&lt;br /&gt;
These method are the reason why sometimes a mesh doesn't look it should. Because a algorithm can't determine what you need to keep and what not&lt;br /&gt;
While the terms are here used in the automatic lod generation the same concepts can be applied to hand-made LOD's&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://polycount.com/discussion/198436/questioning-my-lod-workflow Questioning my LOD workflow] on the Polycount Forum&lt;br /&gt;
* [[PolygonCount|Polygon Count]] on the Polycount Wiki &lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=74619 LOD resources/information anyone?] on the Polycount Forum&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=89241 LoDs: From how many tris does it make sense?] on the Polycount Forum&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:CharacterModeling]] [[Category:EnvironmentModeling]] [[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/LevelOfDetail</id>
		<title>LevelOfDetail</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/LevelOfDetail"/>
				<updated>2021-06-29T22:26:24Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''L'''evel '''o'''f '''D'''etail model ([[LOD]]) is a lower-resolution version of a game model. The lower-res version is used to improve performance by being swapped in whenever the higher-resolution of the game model is not apparent anymore, for example when it is a certain distance from the player. Usually LODs have a lower vertex count (50% or so) and simpler [[:Category:Shaders|shader]] (diffuse only, for example).&lt;br /&gt;
&lt;br /&gt;
== LOD Levels ==&lt;br /&gt;
LOD0 is the highest level of detail, your original model. Zero is always the highest because the number of LODs is unknown, so if you need more LODs you can just increment the number.&lt;br /&gt;
&lt;br /&gt;
LOD1 is sometimes done by hand, especially for rigged organics (creatures, people, etc.). A lot of game developers automate LOD2, LOD3, LOD4, etc. with automatic [[Decimation]] tools.&lt;br /&gt;
&lt;br /&gt;
LODs can have different UVs. There's reasons both for and against keeping the same UVs. If you keep the same UVs, that means you can use the same texture for whatever LODs use the same UVs. However, this also means you're now likely holding a higher res texture in memory for models that probably don't need that higher resolution texture. That rabbit hole gets deeper, but the short answer is: They can use the same UVs, or they can use different UVs. There is no hard and fast rule.&lt;br /&gt;
&lt;br /&gt;
If you are using the same texture/uv layout for the LODs, won't the texture decrease in resolution as it goes down the LOD chain? In short: It's complicated, and in many cases you're still paying the cost for the highest resolution of the texture. A quick-and-dirty way of reducing a significant amount of that cost is to do a mip-split, where you actually split the top mip level from the rest.&lt;br /&gt;
&lt;br /&gt;
== LOD Metrics ==&lt;br /&gt;
There are many methods for determining when to swap; the most common is based on distance. Another method is to swap depending on how fast the player is moving, because a player typically won't notice the drop in quality for a fast-moving object. Yet another method is to drop to lower LODs when the framerate drops below a certain number. &lt;br /&gt;
&lt;br /&gt;
== Automatic LOD ==&lt;br /&gt;
&lt;br /&gt;
When using automatic LOD generation there are different approaches how a algorithm handles it&lt;br /&gt;
*Vertex Removal: new triangles are formed&lt;br /&gt;
*Triangle Removal: a triangle is removed&lt;br /&gt;
*Edge Removal:a edge is collapsed into a point&lt;br /&gt;
*Triangle Collapse: a triangle is collapsed to a point&lt;br /&gt;
&lt;br /&gt;
These method are the reason why sometimes a mesh doesn't look it should. Because a algorithm can't determine what you need to keep and what not&lt;br /&gt;
While the terms are here used in the automatic lod generation the same concepts can be applied to hand-made LOD's&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://polycount.com/discussion/198436/questioning-my-lod-workflow Questioning my LOD workflow] on the Polycount Forum&lt;br /&gt;
* [[PolygonCount|Polygon Count]] on the Polycount Wiki &lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=74619 LOD resources/information anyone?] on the Polycount Forum&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=89241 LoDs: From how many tris does it make sense?] on the Polycount Forum&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:CharacterModeling]] [[Category:EnvironmentModeling]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Landscape</id>
		<title>Landscape</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Landscape"/>
				<updated>2021-06-29T22:18:27Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Landscape also called terrain.&lt;br /&gt;
&lt;br /&gt;
Terrain can described with different approaches&lt;br /&gt;
*Terrain Cover: Vegetation,water,desert, dry,soil, snow, roads, buildings&lt;br /&gt;
*Landform: endogenic: internal forces ( tetonic, volcanic, hotspring)| exogenic: glacier forms, marine forms, karst forms (relief)&lt;br /&gt;
*Landmarks: high mountains,high plateau, low mountain, hills&lt;br /&gt;
&lt;br /&gt;
And it can be further described by&lt;br /&gt;
*Terrain features: river,lakes, coast lines, roads, railways, settlements&lt;br /&gt;
*Natural ressources: soil,vegetation, geology, climate&lt;br /&gt;
&lt;br /&gt;
In CG we try to replicate the reality. For this we use a heightmap. It describes the elevation in grey values from 0-255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Terrain Modeling ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=127161 Track AND Terrain] thread on the Polycount forum.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=108030 Welcome to CeleryLand!] - by [http://www.futurepoly.com/ Jason 'futurepoly' Stokes], also see his [https://www.youtube.com/user/Futurepoly Youtube channel].&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=91066 Pirate castle (UDK)] - by [http://ennelia.com/ Guillaume 'romy' Provost]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=89151 Blade &amp;amp; Soul Environments] Polycount forum thread, plus info on large terrains in UE3 (Unreal Engine 3).&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=88933 How to make terrains for games] - by [http://www.polycount.com/forum/member.php?u=21965 'choco']&lt;br /&gt;
* [http://www.polycount.com/forum/showpost.php?p=1424523&amp;amp;postcount=8591 Erosion Terrain Tutorial] - by [http://www.polycount.com/forum/member.php?u=21965 'choco']&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=76556 Best way to go about making Terrain?] thread on the Polycount forum.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=74720 (UDK) Helms Deep &amp;amp; Fort HornBurg] - by [http://www.mayvin.be/ Vincent 'ParoXum' Mayeur]&lt;br /&gt;
* [http://udn.epicgames.com/Three/Landscape.html Landscape system in Unreal Engine 3] - by [http://epicgames.com Epic Games]&lt;br /&gt;
&lt;br /&gt;
== Terrain Texturing ==&lt;br /&gt;
* [http://udn.epicgames.com/Three/TerrainAdvancedTextures.html Terrain Advanced Textures] - by [http://epicgames.com Epic Games]&lt;br /&gt;
* [http://udn.epicgames.com/Three/LandscapeMaterials.html Landscape Materials in Unreal Engine 3] - by [http://epicgames.com Epic Games]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=100011 Landscape Layer Blend] thread on the Polycount forum.&lt;br /&gt;
* [http://udn.epicgames.com/Two/VertexBlendingTutorial.html UDN UnrealEngine2 Vertex Blending Tutorial] - by [http://epicgames.com Epic Games]&lt;br /&gt;
* [http://www.slideshare.net/repii/terrain-rendering-in-frostbite-using-procedural-shader-splatting-presentation Terrain Rendering in Frostbite using Procedural Shader Splatting] - by [http://dice.se/ DICE] (Siggraph 2007)&lt;br /&gt;
* [http://www.hourences.com/book/tutorialsue3terrain.htm UE3 Terrain Tutorial] - by [http://www.hourences.com Sjoerd 'hourences' De Jong]&lt;br /&gt;
* [[EnvironmentSculpting#Tilable_Cliffs]]&lt;br /&gt;
* [[MultiTexture]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Environment]] [[Category:EnvironmentTerrain]] [[Category:EnvironmentModeling]] [[Category:EnvironmentTexturing]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Flat_Shading</id>
		<title>Flat Shading</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Flat_Shading"/>
				<updated>2021-06-29T22:01:56Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flat Shading describes a method were the polygon are all shaded individually &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Picture add here&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Smooth_Shading</id>
		<title>Smooth Shading</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Smooth_Shading"/>
				<updated>2021-06-29T22:01:29Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: Created page with &amp;quot;Shading is applied per pixel-basis, bilinear-interpolation is used  Smooth Shading is a generic term more specialisced are * Gourad Shading * Phong Shading  Category:Glossary&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shading is applied per pixel-basis, bilinear-interpolation is used&lt;br /&gt;
&lt;br /&gt;
Smooth Shading is a generic term more specialisced are&lt;br /&gt;
* Gourad Shading&lt;br /&gt;
* Phong Shading&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Flat_Shading</id>
		<title>Flat Shading</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Flat_Shading"/>
				<updated>2021-06-29T21:57:39Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: Created page with &amp;quot;Flat Shading describes a method were the polygon are all shaded individually     Picture add here&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flat Shading describes a method were the polygon are all shaded individually &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Picture add here&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Rendering</id>
		<title>Rendering</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Rendering"/>
				<updated>2021-06-29T21:50:18Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Topics explaining how game engines render an artist's artwork.&lt;br /&gt;
&lt;br /&gt;
== Rendering Techniques ==&lt;br /&gt;
Rendering for games usually means the scene has to be rendered in real-time, in response to the player changing the 3D world. &lt;br /&gt;
&lt;br /&gt;
In real-time rendering, the scene needs to be re-rendered very quickly, at least 30 frames per second (fps). Rendering techniques for games are speedy hacks, they are &amp;quot;close enough&amp;quot; to create good results, without taking minutes or hours to render each frame.&lt;br /&gt;
&lt;br /&gt;
Rendering for games is constantly evolving, as new consumer hardware gets faster and faster, allowing graphics programmers to implement ever-better rendering features. Games are increasingly adding rendering techniques that were once only used for non-real-time special effects rendering in movies and commercials.&lt;br /&gt;
&lt;br /&gt;
* Lambert Shading&lt;br /&gt;
* Gourard Shading&lt;br /&gt;
* Phong Shading&lt;br /&gt;
* Blinn-Phong Shading&lt;br /&gt;
* Non-Photorealistic Rendering (NPR)&lt;br /&gt;
* Physically Based Rendering ([[PBR]]).&lt;br /&gt;
&lt;br /&gt;
* [[GameRenderingTerminology]]&lt;br /&gt;
&lt;br /&gt;
== Rendering Articles ==&lt;br /&gt;
* [https://engineering.riotgames.com/news/trip-down-lol-graphics-pipeline A Trip Down The LoL Graphics Pipeline] by Riot Games Engineering.&lt;br /&gt;
* [http://polycount.com/discussion/148473/life-of-a-triangle-gpu-rasterization/p1 life of a triangle (GPU rasterization)] on the Polycount Forums.&lt;br /&gt;
* [http://simonschreibt.de/gat/renderhell/ Render Hell 1.1] by Simon Schreibt.&lt;br /&gt;
* [http://simonschreibt.de/game-art-tricks/ Game Art Tricks] by Simon Schreibt. See also the Polycount Forum thread [http://www.polycount.com/forum/showthread.php?p=1759176 Article: Game Art Art].&lt;br /&gt;
* [http://www.fxguide.com/featured/the-state-of-rendering/ The State of Rendering] by Mike Seymour at fxguide.com - a great overview of rendering techniques, mostly those used in the VFX industry, but it provides an excellent background for bleeding-edge games-related rendering techniques.&lt;br /&gt;
* [http://www.manufato.com/?p=902 Brief Considerations About Materials] by [http://www.manufato.com/?page_id=2 Pedro Toledo] - a great explanation of how specular works in computer graphics, including dialetric and conductor surfaces, and why people use inverse-hue specular color maps. In the [http://polycount.com/discussion/comment/1226770/#Comment_1226770 Polycount thread] about this article, [http://mutantspoon.com/ Jordan 'JordanW' Walker] explains how gamma affects specular color as well.&lt;br /&gt;
* [[Model Presentation]] Polycount wiki page has links to rendering tutorials.&lt;br /&gt;
* [[Whitepapers]] has conference proceedings and research papers about game graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Rendering]][[Category:Technology]][[Category:Lighting]][[Category:Portfolio]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Quake_2</id>
		<title>Quake 2</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Quake_2"/>
				<updated>2021-06-29T21:03:51Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: Archived&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quake 2 is a 3D first person shooter game by [http://www.idsoftware.com id Software]. The Polycount Forums have [http://www.polycount.com/about/ their roots] in the Quake 2 modding community.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Released in 1997, Quake 2 (or Quake II) by Id Software was the first multiplayer game to natively support plug-in player models. Id software has a long history of cultivating end user modifiable content, but Quake 2 was the turning point, and of course the genesis for Polycount itself in its initial iteration as the [[Q2PMP]].  &lt;br /&gt;
&lt;br /&gt;
== About PPMs ==&lt;br /&gt;
PPMs are plug-in player models/player plug-in models.&lt;br /&gt;
&lt;br /&gt;
The information here is written for vanilla quake 2. If you are using an updated q2 engine the information might not be correct.&lt;br /&gt;
&lt;br /&gt;
Player models are stored in the baseq2/players/*modelName* directory. &lt;br /&gt;
&lt;br /&gt;
A player model consists of three types of files. .md2 contains the mesh and vertex animations, .pcx contains the textures and .wav contains the sound effects.&lt;br /&gt;
&lt;br /&gt;
Certain files are needed for a model to work:&lt;br /&gt;
* tris.md2 - contains the player mesh and it's animations. (Animation list can be found in the reference section)&lt;br /&gt;
* weapon.md2 - contains the player weapon and it's animations. (Animation list can be found in the reference section)&lt;br /&gt;
* weapon.pcx - contains the texture for the weapon model. &lt;br /&gt;
* skinName.pcx - contains the skin texture.&lt;br /&gt;
* skinName_i.pcx - contain the icon for the skin texture.&lt;br /&gt;
&lt;br /&gt;
Additional skin textures can be added by including including another skinName.pcx and skinName_i.pcx file.&lt;br /&gt;
&lt;br /&gt;
Sound effects can be added to your PPM by the files:&lt;br /&gt;
* death1.wav - &lt;br /&gt;
* death2.wav - &lt;br /&gt;
* death3.wav - &lt;br /&gt;
* death4.wav - &lt;br /&gt;
* drown1.wav - Played when you drown. (This file is never played as the default male drown1.wav is always played)??? &lt;br /&gt;
* fall1.wav - &lt;br /&gt;
* fall2.wav -&lt;br /&gt;
* gurp1.wav - &lt;br /&gt;
* gurp2.wav - &lt;br /&gt;
* jump1.wav - &lt;br /&gt;
* pain100_1.wav - &lt;br /&gt;
* pain100_2.wav - &lt;br /&gt;
* pain25_1.wav - &lt;br /&gt;
* pain25_2.wav - &lt;br /&gt;
* pain50_1.wav - &lt;br /&gt;
* pain50_2.wav - &lt;br /&gt;
* pain75_1.wav - &lt;br /&gt;
* pain75_2.wav - &lt;br /&gt;
&lt;br /&gt;
If you wanted to add VWep support you need to include the following files.(If you are using the original weapon models you do not need to include the skin (.pcx) files. You can just link to the skin textures in the pak0.pak archive by using NST.) All of the extra weapon .md2's need to be animated like the default weapon.md2.&lt;br /&gt;
&lt;br /&gt;
* w_bfg.md2 - model that replaces the BFG.&lt;br /&gt;
* w_bfg.pcx - skin for the BFG replacement.&lt;br /&gt;
* w_blaster.md2 - model the replaces the Blaster &lt;br /&gt;
* w_blaster.pcx - skin for the Blaster replacement. &lt;br /&gt;
* w_chaingun.md2 - model that replaces the Chaingun. &lt;br /&gt;
* w_chaingun.pcx - skin for the Chaingun replacement.&lt;br /&gt;
* w_glauncher.md2 - model that replaces the Grenade Launcher. &lt;br /&gt;
* w_glauncher.pcx - skin for the Gernade Launcher replacement.&lt;br /&gt;
* w_hyperblaster.md2 - model that replaces the Hyper Blaster. &lt;br /&gt;
* w_hyperblaster.pcx - skin for the Hyper Blaster replacement.&lt;br /&gt;
* w_machinegun.md2 - model that replaces the Machinegun. &lt;br /&gt;
* w_machinegun.pcx - skin for the Machinegun replacement.&lt;br /&gt;
* w_railgun.md2 - model that replaces the Railgun. &lt;br /&gt;
* w_railgun.pcx - skin for the Railgunreplacement.&lt;br /&gt;
* w_rlauncher.md2 - model that replaces the Rocket Launcher. &lt;br /&gt;
* w_rlauncher.pcx - skin for the Rocket Launcher replacement.&lt;br /&gt;
* w_shotgun.md2 - model that replaces the Shotgun. &lt;br /&gt;
* w_shotgun.pcx - skin for the Shotgun replacement.&lt;br /&gt;
* w_sshotgun.md2 - model that replaces the Super Shotgun.&lt;br /&gt;
* w_sshotgun.pcx - skin for the Super Shotgun replacement.&lt;br /&gt;
&lt;br /&gt;
If you want the VWep to support all the offical addons to Quake 2 you will need to also include:&lt;br /&gt;
&lt;br /&gt;
* w_chainfist.md2 - model that replaces the Chainfist. &lt;br /&gt;
* w_chainfist.pcx - skin for the Chainfist replacement.&lt;br /&gt;
* w_disrupt.md2 - model that replaces the &lt;br /&gt;
* w_disrupt.pcx - skin for the replacement.&lt;br /&gt;
* w_etfrifle.md2 - model that replaces the &lt;br /&gt;
* w_etfrifle.pcx - skin for the replacement.&lt;br /&gt;
* w_grapple.md2 - model that replaces the Grapple. &lt;br /&gt;
* w_grapple.pcx - skin for the Grapple replacement.&lt;br /&gt;
* w_phalanx.md2 - model that replaces the Phalanx. &lt;br /&gt;
* w_phalanx.pcx - skin for the Phalanx replacement.&lt;br /&gt;
* w_plasma.md2 - model that replaces the &lt;br /&gt;
* w_plasma.pcx - skin for the replacement.&lt;br /&gt;
* w_plauncher.md2 - model that replaces the &lt;br /&gt;
* w_plauncher.pcx - skin for the replacement.&lt;br /&gt;
* w_ripper.md2 - model that replaces the Ripper.&lt;br /&gt;
* w_ripper.pcx - skin for the ripper replacement.&lt;br /&gt;
&lt;br /&gt;
== Limitations of the file formats ==&lt;br /&gt;
&lt;br /&gt;
Limitations of the .md2 model format.&lt;br /&gt;
* Vertices - 2048???&lt;br /&gt;
* Triangles - 4096???&lt;br /&gt;
* Skin Resolution - 640*480???&lt;br /&gt;
* Frames - 512???&lt;br /&gt;
* There can be seperate objects in the .md2 but they all must be solid.&lt;br /&gt;
* .md2 has a small vertex array which will give a model vert boil.&lt;br /&gt;
&lt;br /&gt;
Limitations of the .pcx skin format&lt;br /&gt;
* Limited 256 colour Pallete(Can be downloaded here) &lt;br /&gt;
* No alpha channel. &lt;br /&gt;
&lt;br /&gt;
Limitations of the Quake 2 .wav format&lt;br /&gt;
* PCM 22,050 kHz, 16 bit, Mono. (44kHz CAN play in the game, however the sound system in Q2 can only mix up to 22kHz. Ditto for Q3A)&lt;br /&gt;
&lt;br /&gt;
== PPM statistic information ==&lt;br /&gt;
&lt;br /&gt;
OOTB PPM information&lt;br /&gt;
* Vertices - &lt;br /&gt;
* Triangles - &lt;br /&gt;
* Image Resolution - &lt;br /&gt;
&lt;br /&gt;
OOTB Weapon model information&lt;br /&gt;
* Vertices - &lt;br /&gt;
* Triangles - &lt;br /&gt;
* Image Resolution - &lt;br /&gt;
&lt;br /&gt;
Custom player model information&lt;br /&gt;
* Poly - &lt;br /&gt;
* Verts - &lt;br /&gt;
* Image Resolution - 256*256 &lt;br /&gt;
&lt;br /&gt;
Custom Weapon model information&lt;br /&gt;
* Vertices - &lt;br /&gt;
* Triangles - &lt;br /&gt;
* Image Resolution - 128*128&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
Animation List&lt;br /&gt;
&lt;br /&gt;
* tris.md2 needs to contain all 198 frames.&lt;br /&gt;
* weapon.md2( and all VWep.md2's) contain 173 frames. Crouch Death, Death1, Death2 and Death3 aren't needed as the weapon disappears when the player dies.&lt;br /&gt;
* Extra frames can be added after the 198 or 173 frames. These can be useful for creating poses that would be helpful when skinning. &lt;br /&gt;
&lt;br /&gt;
Liek fuck am I converting an html frame list to wikicacká. :D&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
* Vert boil - Vert boil occurs when the file format doesn't have a large enough vertex array. Vertices can't be placed with the accuracy needed so the mesh takes on a jelly like effect. The Quake 2 powered game Kingpin suffered alot from this issue.&lt;br /&gt;
* VWep - After the release of Quake 2 a new feature was added VWep(viewable weapons). VWep added the ability for the player model to visually hold individual weapons depending on which weapon the player was using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Archive]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Ogre3D</id>
		<title>Ogre3D</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Ogre3D"/>
				<updated>2021-06-29T21:00:18Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: Created page with &amp;quot;Ogre3D is a free open-source gameengine  https://www.ogre3d.org/  Category:GameEngines&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ogre3D is a free open-source gameengine&lt;br /&gt;
&lt;br /&gt;
https://www.ogre3d.org/&lt;br /&gt;
&lt;br /&gt;
[[Category:GameEngines]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Amazon_Lumberyard</id>
		<title>Amazon Lumberyard</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Amazon_Lumberyard"/>
				<updated>2021-06-29T20:56:44Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: forgot category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Amazon Lumberyard is a free, open-source gameengine developed by Amazon&lt;br /&gt;
&lt;br /&gt;
https://aws.amazon.com/lumberyard/&lt;br /&gt;
&lt;br /&gt;
[[Category:GameEngines]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Amazon_Lumberyard</id>
		<title>Amazon Lumberyard</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Amazon_Lumberyard"/>
				<updated>2021-06-29T20:56:17Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: Created page with &amp;quot;Amazon Lumberyard is a free, open-source gameengine developed by Amazon  https://aws.amazon.com/lumberyard/&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Amazon Lumberyard is a free, open-source gameengine developed by Amazon&lt;br /&gt;
&lt;br /&gt;
https://aws.amazon.com/lumberyard/&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Whitepapers</id>
		<title>Whitepapers</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Whitepapers"/>
				<updated>2021-06-29T20:47:38Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page has links to conference proceedings and research papers (aka whitepapers) about game graphics. &lt;br /&gt;
&lt;br /&gt;
== Company Whitepapers ==&lt;br /&gt;
* [http://www2.disney.co.uk/disneyinteractivestudios/blackrockstudio/technology/ Black Rock Studios] 2010&lt;br /&gt;
* [http://www1.cs.columbia.edu/CAVE/publications/ CAVE (Columbia U)] 2015&lt;br /&gt;
* [http://www.crytek.com/cryengine/presentations/ Crytek]  2014&lt;br /&gt;
* [https://www.unrealengine.com/resources Epic Games]&lt;br /&gt;
* [http://www.firaxis.com/?/blog Firaxis]  2014&lt;br /&gt;
* [http://www.guerrilla-games.com/publications/ Guerilla Games]2014&lt;br /&gt;
* [http://www.insomniacgames.com/category/research-development/ Insomniac Games] 2015&lt;br /&gt;
* [http://maverick.inria.fr/Publications/ Maverick]2015&lt;br /&gt;
* [http://www.naughtydog.com/tag/presentations/ Naughty Dog]?&lt;br /&gt;
* [http://developer.nvidia.com/page/documentation.html NVIDIA Developer Documentation]&lt;br /&gt;
* [http://research.nvidia.com/ NVIDIA Research]&lt;br /&gt;
* [http://graphics.pixar.com/library/ Pixar Library] 2015&lt;br /&gt;
* [http://www.splashdamage.com/publications Spash Damage] 2011&lt;br /&gt;
* [http://www.jp.square-enix.com/info/library/ Square-Enix] 2015&lt;br /&gt;
* [http://www.cg.tuwien.ac.at/research/rendering/publications/ Technische Universitat wien]2015&lt;br /&gt;
* [http://research.tri-ace.com/ Tri-Ace Research]2014&lt;br /&gt;
* [http://www.valvesoftware.com/publications.html Valve Software] 2015&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conference Whitepapers ==&lt;br /&gt;
* [http://kesen.realtimerendering.com/ Conference Whitepapers Master List]&lt;br /&gt;
* [http://kesen.realtimerendering.com/sig2011.html SIGGRAPH 2011]&lt;br /&gt;
* [http://www.gdcvault.com/free/category/ Game Developers Conference 2005-2015]&lt;br /&gt;
* [http://www.highperformancegraphics.org/index.php#3 High Performance Graphics]&lt;br /&gt;
&lt;br /&gt;
== Game Graphics Articles ==&lt;br /&gt;
How game engines work, game graphics examples, effect breakdowns, etc.&lt;br /&gt;
&lt;br /&gt;
* [http://simonschreibt.de/game-art-tricks/ Game Art Tricks] blog with game effect breakdowns by [http://www.polycount.com/forum/member.php?u=16123 Simon 'SimonT' Schreibt]. See the Polycount Forum thread [http://www.polycount.com/forum/showthread.php?p=1759176 Article: Game Art Art].&lt;br /&gt;
* [http://www.youtube.com/watch?v=wWi4hqTOoGQ Realtime Rendering - Overview and Optimisations for 3D Artists] a video by [http://mikepickton.co.uk/ Mike Pickton]&lt;br /&gt;
* [http://www.cgchannel.com/2010/10/cg-science-for-artists-part-1-real-time-and-offline-rendering/ CG Science for Artists – Part 1: Real-Time and Offline Rendering] by [http://www.cgchannel.com/about/ Leonard Teo]&lt;br /&gt;
* [http://www.cgchannel.com/2010/11/cg-science-for-artists-part-2-the-real-time-rendering-pipeline/ CG Science for Artists - Part 2: The Real-Time Rendering Pipeline] by [http://www.cgchannel.com/about/ Leonard Teo]&lt;br /&gt;
* [http://www.ericchadwick.com/examples/provost/byf1.html Beautiful, Yet Friendly Part 1: Stop Hitting the Bottleneck] by [http://ca.linkedin.com/in/gprovost Guillaume Provost]&lt;br /&gt;
* [http://www.ericchadwick.com/examples/provost/byf2.html Beautiful, Yet Friendly Part 2: Maximizing Efficiency] by [http://ca.linkedin.com/in/gprovost Guillaume Provost]&lt;br /&gt;
* [http://www.extremetech.com/article2/0,3973,9722,00.asp ExtremeTech 3D Pipeline Tutorial] by [http://www.extremetech.com/author_bio/0,1728,a%253D234,00.asp Dave Salvator]&lt;br /&gt;
* [http://legalizeadulthood.wordpress.com/the-direct3d-graphics-pipeline/ The Direct3D Graphics Pipeline] by [http://www.xmission.com/~legalize Richard Thomson]&lt;br /&gt;
* [http://artisaverb.info/Hygiene.html Efficient Art Production. Theory and practice] by [http://artisaverb.info/ Andrew Maximov]&lt;br /&gt;
* [[Polygon Count]]&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=50588 FAQ: Game art optimisation (do polygon counts really matter?)] from the Polycount forum&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=72921 How many textures per model is too many?] from the Polycount forum&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?p=971696#post971696 Why so blue?] thread on the Polycount forum has an informed discussion about texture compression.&lt;br /&gt;
* [http://fr.slideshare.net/TiagoAlexSousa/the-art-and-technology-behind-crysis-3-fmx-2013 The Art and Technology behind Crysis 3 (FMX 2013)]&lt;br /&gt;
&lt;br /&gt;
== Rendering ==&lt;br /&gt;
&lt;br /&gt;
* [http://fr.slideshare.net/DICEStudio/henrikgdc09-compat The Unique Lighting of Mirror's Edge (2010)]&lt;br /&gt;
* [http://fr.slideshare.net/DICEStudio/moving-frostbite-to-physically-based-rendering Moving Frostbite to Physically Based Rendering (2014)]&lt;br /&gt;
* [http://advances.realtimerendering.com/ Advances in Real-Time Rendering in 3D Graphics and Games]&lt;br /&gt;
* [http://www.gdcvault.com/play/1017873/LOD-Techniques-for-Boosting-Rendering LOD Techniques for Boosting Rendering Performance (Presented by Simplygon)]&lt;br /&gt;
&lt;br /&gt;
== PBR ==&lt;br /&gt;
&lt;br /&gt;
* [http://blog.selfshadow.com/publications/s2012-shading-course/ SIGGRAPH 2012 Course: Physically Based Shading in Theory and Practice]&lt;br /&gt;
* [http://blog.selfshadow.com/publications/s2013-shading-course/ SIGGRAPH 2013 Course: Physically Based Shading in Theory and Practice]&lt;br /&gt;
* [http://blog.selfshadow.com/publications/s2014-shading-course/ SIGGRAPH 2014 Course: Physically Based Shading in Theory and Practice]&lt;br /&gt;
* [http://blog.selfshadow.com/publications/s2015-shading-course/ SIGGRAPH 2015 Course: Physically Based Shading in Theory and Practice]&lt;br /&gt;
* [http://blog.selfshadow.com/publications/s2015-shading-course/chan/s2015_pbs_cod_aw_notes.pdf Real-World Measurements for Call of Duty: Advanced Warfare]&lt;br /&gt;
&lt;br /&gt;
== Outdated Whitepapers == &lt;br /&gt;
* [http://www.volition-inc.com/gdc/ Volition Inc.] 2008&lt;br /&gt;
* [http://www.research.scea.com/research/research.html Sony Computer Entertainment America] 2006&lt;br /&gt;
* [http://halo.bungie.net/Inside/publications.aspx Bungie] 2009&lt;br /&gt;
* [http://www.gamedev.net/reference/articles/article1698.asp Graphics Programming Black Book] by Michael Abrash (2001) - free download&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Information]] [[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/User:RomanGrolimund</id>
		<title>User:RomanGrolimund</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/User:RomanGrolimund"/>
				<updated>2021-06-29T20:45:54Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: Created page with &amp;quot;Wiki Editor   Implement some links in the wiki https://docs.google.com/document/d/149ELt7-NZUuwIai7Lre8ewcgoz3PZZjFUt_BoQOo080/edit?usp=sharing&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wiki Editor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Implement some links in the wiki&lt;br /&gt;
https://docs.google.com/document/d/149ELt7-NZUuwIai7Lre8ewcgoz3PZZjFUt_BoQOo080/edit?usp=sharing&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Photogrammetry</id>
		<title>Photogrammetry</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Photogrammetry"/>
				<updated>2021-06-29T20:38:23Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Origin ==&lt;br /&gt;
&lt;br /&gt;
Photogrammetry is older than one might think. The name goes back to a preussian architect Albrecht Meydenbauer. First called Photometrographie. It's said that the name comes from photos= light ; gramma= which is drawn; metron = measure. But that was not the first time the idea came up. In the year 1849 A. Laussedaut thought about how photos could be used to create elevation maps. But between his version and today's photogrammetry there is a huge difference. In its early days photogrammetry was mostly used for creating DTM (Digital Terrain Model) for a military purpose. Eventually it emerged into geography and was used for GIS. Photogrammetry went through a process from analog to numerical to analytical to digital.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
&lt;br /&gt;
In the most basic sense you determine the position of  photos in a &lt;br /&gt;
3-dimensional room. The overlap of the photographs is where the geometry is created.&lt;br /&gt;
For the best result you need to create a stereo image. A stereo image is described as a photo that has two angles from a single focus point. It works like these images you probably have seen as a kid, where you need these red/cyan glasses to see them correctly. it's essentially that, the difference is that the computer defines the coordinates while you do not.&lt;br /&gt;
While there are other methods this is the way most photogrammetry software works, when you use photos. While today algorithms can produce good results without this practice, it's more likely to get good results if you use this method.&lt;br /&gt;
&lt;br /&gt;
Surfaces created from photogrammetry can either be:&lt;br /&gt;
*point based&lt;br /&gt;
*triangle based &lt;br /&gt;
*grid based (mostly landscape)&lt;br /&gt;
*or a hybrid&lt;br /&gt;
&lt;br /&gt;
Because photogrammetry delivers too much information there needs to be an approximation. In this case it is interpolation. It reduces redundant data. We can differentiate, in the most basic form, between.&lt;br /&gt;
Linear Interpolation: surface defined from 3 points&lt;br /&gt;
Bilinear Interpolation: surface defined from 4 points&lt;br /&gt;
&lt;br /&gt;
Other issues with photogrammetry are: Doesn't work very well with translucent Object, doesn't work well with to thin surfaces and has too much trinagles for some use cases&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other variations of photogrammetry ==&lt;br /&gt;
&lt;br /&gt;
Lidar&lt;br /&gt;
&lt;br /&gt;
Lidar stands for Light Detection and Ranging. Lidar sends electromagnetic energy(infrared) and records the scattering that is happening(it works similar to radar). It can achieve a more accurate reproduction of an environment, but that doesn’t mean it's the golden egg. Most of the time classic photogrammetry achieves the same results and it is cheaper.&lt;br /&gt;
&lt;br /&gt;
Radar&lt;br /&gt;
&lt;br /&gt;
Radar stands for Radio Detection and Ranging. It sends out radio magnetic energy. It is normally used to determine the distance , angle, or (velocity) of objects. While it can produce fairly good results it is limited by its range, susceptibility to interference(noise, clutter, jamming) and the problem with the doppler effect.&lt;br /&gt;
&lt;br /&gt;
GPS&lt;br /&gt;
&lt;br /&gt;
GPS stands for Global Positioning System. It may seem odd. What does GPS have to do with photogrammetry? If you have three points you can triangulate(determine) your position. If you now create different photographs you can align them accordingly to their position. With this method you can create a terrain-map. And because GPS also gets the height you now have a 3d Map.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
==== Free ====&lt;br /&gt;
*[https://alicevision.org/ AliceVision Meshroom]&lt;br /&gt;
*[https://www.regard3d.org/ Regard3d]&lt;br /&gt;
*[https://github.com/openMVG OpenMVG]&lt;br /&gt;
*[https://github.com/colmap/colmap Colmap]&lt;br /&gt;
&lt;br /&gt;
==== Paid ====&lt;br /&gt;
*[https://www.agisoft.com/ Agisoft Metascape]&lt;br /&gt;
*[https://www.capturingreality.com/ RealityCapture]&lt;br /&gt;
*[https://www.autodesk.com/products/recap/overview?us_oa=dotcom-us&amp;amp;us_si=d4e7a1a1-f380-4d2b-af77-6b5a45df7151&amp;amp;us_st=recap&amp;amp;us_pt=RECAPPRODUCTS&amp;amp;term=1-YEAR Autodesk Recap]&lt;br /&gt;
*[https://www.photomodeler.com/ Photomodeler]&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/140949/photogrammetry-thread-best-practice/p1 Photogrammetry Thread, best practice] Polycount Forum thread.&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Photogrammetry</id>
		<title>Photogrammetry</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Photogrammetry"/>
				<updated>2021-06-29T20:37:45Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: minor changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Origin ==&lt;br /&gt;
&lt;br /&gt;
Photogrammetry is older than one might think. The name goes back to a preussian architect Albrecht Meydenbauer. First called Photometrographie. It's said that the name comes from photos= light ; gramma= which is drawn; metron = measure. But that was not the first time the idea came up. In the year 1849 A. Laussedaut thought about how photos could be used to create elevation maps. But between his version and today's photogrammetry there is a huge difference. In its early days photogrammetry was mostly used for creating DTM (Digital Terrain Model) for a military purpose. Eventually it emerged into geography and was used for GIS. Photogrammetry went through a process from analog to numerical to analytical to digital.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
&lt;br /&gt;
In the most basic sense you determine the position of  photos in a &lt;br /&gt;
3-dimensional room. The overlap of the photographs is where the geometry is created.&lt;br /&gt;
For the best result you need to create a stereo image. A stereo image is described as a photo that has two angles from a single focus point. It works like these images you probably have seen as a kid, where you need these red/cyan glasses to see them correctly. it's essentially that, the difference is that the computer defines the coordinates while you do not.&lt;br /&gt;
While there are other methods this is the way most photogrammetry software works, when you use photos. While today algorithms can produce good results without this practice, it's more likely to get good results if you use this method.&lt;br /&gt;
&lt;br /&gt;
Surfaces created from photogrammetry can either be:&lt;br /&gt;
*point based&lt;br /&gt;
*triangle based &lt;br /&gt;
*grid based (mostly landscape)&lt;br /&gt;
*or a hybrid&lt;br /&gt;
&lt;br /&gt;
Because photogrammetry delivers too much information there needs to be an approximation. In this case it is interpolation. It reduces redundant data. We can differentiate, in the most basic form, between.&lt;br /&gt;
Linear Interpolation: surface defined from 3 points&lt;br /&gt;
Bilinear Interpolation: surface defined from 4 points&lt;br /&gt;
&lt;br /&gt;
Other issues with photogrammetry are: Doesn't work very well with translucent Object, doesn't work well with to thin surfaces and has too much trinagles for some use cases&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Variation of photogrammetry ==&lt;br /&gt;
&lt;br /&gt;
Lidar&lt;br /&gt;
&lt;br /&gt;
Lidar stands for Light Detection and Ranging. Lidar sends electromagnetic energy(infrared) and records the scattering that is happening(it works similar to radar). It can achieve a more accurate reproduction of an environment, but that doesn’t mean it's the golden egg. Most of the time classic photogrammetry achieves the same results and it is cheaper.&lt;br /&gt;
&lt;br /&gt;
Radar&lt;br /&gt;
&lt;br /&gt;
Radar stands for Radio Detection and Ranging. It sends out radio magnetic energy. It is normally used to determine the distance , angle, or (velocity) of objects. While it can produce fairly good results it is limited by its range, susceptibility to interference(noise, clutter, jamming) and the problem with the doppler effect.&lt;br /&gt;
&lt;br /&gt;
GPS&lt;br /&gt;
&lt;br /&gt;
GPS stands for Global Positioning System. It may seem odd. What does GPS have to do with photogrammetry? If you have three points you can triangulate(determine) your position. If you now create different photographs you can align them accordingly to their position. With this method you can create a terrain-map. And because GPS also gets the height you now have a 3d Map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
==== Free ====&lt;br /&gt;
*[https://alicevision.org/ AliceVision Meshroom]&lt;br /&gt;
*[https://www.regard3d.org/ Regard3d]&lt;br /&gt;
*[https://github.com/openMVG OpenMVG]&lt;br /&gt;
*[https://github.com/colmap/colmap Colmap]&lt;br /&gt;
&lt;br /&gt;
==== Paid ====&lt;br /&gt;
*[https://www.agisoft.com/ Agisoft Metascape]&lt;br /&gt;
*[https://www.capturingreality.com/ RealityCapture]&lt;br /&gt;
*[https://www.autodesk.com/products/recap/overview?us_oa=dotcom-us&amp;amp;us_si=d4e7a1a1-f380-4d2b-af77-6b5a45df7151&amp;amp;us_st=recap&amp;amp;us_pt=RECAPPRODUCTS&amp;amp;term=1-YEAR Autodesk Recap]&lt;br /&gt;
*[https://www.photomodeler.com/ Photomodeler]&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/140949/photogrammetry-thread-best-practice/p1 Photogrammetry Thread, best practice] Polycount Forum thread.&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/TeamFortress2</id>
		<title>TeamFortress2</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/TeamFortress2"/>
				<updated>2021-06-29T20:34:27Z</updated>
		
		<summary type="html">&lt;p&gt;RomanGrolimund: changed category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Team Fortress 2 is a game by Valve Software, and the subject of [http://www.polycount.com/forum/forumdisplay.php?f=74 various competitions] on the Polycount Forums.&lt;br /&gt;
&lt;br /&gt;
== Import/Export ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?p=1110076  Getting your TF2 hat in game as a Physics prop] - A tutorial on how to import, setup and export hats for TF2 by Zipfinator from the Polycount Forum&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=74078  How to EASILY get your item in-game.] by [http://larolaro.blogspot.com/  larolaro] from the Polycount Forum&lt;br /&gt;
&lt;br /&gt;
== Texturing ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=73559  Texturing for Team Fortress 2] - A short guide to painted textures by [http://www.xavierck.com/  Swizzle] from the Polycount Forum&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=71324  TF2 Texturing - Making Of] - A short guide on how to create TF2 style textures from photos by [iWi] from the Polycount Forum&lt;br /&gt;
&lt;br /&gt;
== Submitting Items to Valve ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.teamfortress.com/contribute/ Team Fortress 2 - Steam Workshop Instructions]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Archive]]&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

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