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Getting Technical: Best Practices for UV Unwrapping

This post was originally created by Nat Iwata for another site but never got posted. Today we’re sharing some “master’s secrets.” The examples shown are all from Wind Up Robots.

1: Use a good UV grid texture

A good UV texture can easily be found online. Using a texture with multiple colors and numbers, as opposed to a simple checker pattern, will help make it easier to keep track of where each UV shell is located  on the UV space as it relates to the model.

Use a good UV grid texture

2: Keep scale consistent

All of the individual UV shells should be scaled so that they show the same sized pixel density on the model. When using a UV grid texture, this will mean that the grid is the same size across the model.

Keep scale consistent

The exception to this rule would come when certain parts of a model were never going to be close to the camera, in which case these UV’s could be scaled accordingly.

3: Minimize seams and stretching

It’s often a balancing act trying to minimize both the seams and stretching/distortion when laying out UV’s. Seams can be hidden by placing them at less visible parts of the model (e. g. under the arm of the character), or by placing them on hard edges.

While distortion can often be solved by splitting the shell up with more seams, this can make it very difficult for the texture artist to paint.

Something to always keep in mind is “What is the texture going to be?” Are there linear lines or patterns, or is it a more organic shape? A texture with straight lines, or geometric shapes will be much more obviously affected by distortion, as opposed to a more organic looking texture. Especially in low poly modeling, different methods of stacking and folding UV’s can help with seams. Choose wisely and be creative.

4: Consistent Orientation

Although it can sometimes interfere with laying out your UV’s with the least amount of wasted space, orienting UV shells in a consistent manner will make it easier for the texture artist to visualize how things are going to look on the model.

Especially when painting any lighting or highlights, orienting UV’s so that up is positive Y on the model is a good idea. Again, this practice needs to be balanced with good tight UV layout. Making things a little easier on the texture artist is not worth losing a lot of pixel resolution because of wasted space on the sheet.

Consistent Orientation
5: Don’t Waste Space!

Less wasted space on your UV sheet directly translates into greater pixel density for the texture on your model. Not to completely conflict with the previous practices, things can be rotated or seams added if it means being able to utilize more space. Again, you may have a lot more creative freedom with this if you are working on low poly game models. Multiple parts with the same texture, or even very similar texture, can often be stacked and share the same UV space. Sometimes splitting a mesh down the center so that it’s texture can be mirrored is worth more in gained UV space than it is to have unique textures on each side.

Don't Waste Space!

Posted 3 months, 1 week ago at 2:49 pm.

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Ultimate Coder Ultrabook Challenge: Week 6 and it is a wrap!

73
That time of year thou mayst in me behold
When yellow leaves, or none, or few, do hang
Upon those boughs which shake against the cold,
Bare ruin’d choirs, where late the sweet birds sang.
In me thou seest the twilight of such day
As after sunset fadeth in the west,
Which by and by black night doth take away,
Death’s second self, that seals up all in rest.
In me thou see’st the glowing of such fire
That on the ashes of his youth doth lie,
As the death-bed whereon it must expire,
Consum’d with that which it was nourish’d by.
This thou perceivest, which makes thy love more strong,
To love that well which thou must leave ere long.

Alas – our Ultrabook Challenge is coming to a close and too soon it seems the lights dim to reveal what is left…and what is lost.

When we got Intel’s invitation we frankly had to first get our heads around it. We’ve been steeped in mobile technology since 2008 and the idea of an Ultrabook first had to work its way past all of our expectations on handsets and tablets. But in a fairly short time – especially once the hardware arrived (!) – we saw that there was a LOT to work with here…


What we came up with is a game called Wind Up Football or WUF – a multiplayer, multi-touch, pick-up-and-play robot melee. In the scope doc under ‘what makes this game fun?’ I wrote “S&!^ goes flying.” and that’s pretty much been the guiding principle.
Now while the challenge was specifically to build something that made use of the Ultrabook’s strengths we also took the challenge a step further by cleaving to other high-value targets Intel has set for us in the past, specifically ‘multi-platform’ deployment. In other words, while we optimized for Ultrabook we built WUF with a much wider distribution target in mind and we’ll launch the app on iPad, iPhone and Android devices all at roughly the same time. This kind of thing is made possible by the magic of Unity 3D and the sweet tools they provide.

Of course the hardware drives a lot of what’s possible in an app. Things like GPUs, processor power and built in sensors all effect what we can do so WUF will change depending on the platform its being deployed on. For this case, the Ultrabook has the most horsepower of all the target platforms so it gets a slew of extra eye-candy and special effects that simply won’t fly on weaker machines. Explosions, environmental cues, dynamic lighting, dancing Bok Choy Boys…it’s all possible because the Ultrabook gives us headroom that the iPad frankly never has.

In the end, we’re pretty proud of what we produced in a rather tight development cycle. Not only were we able to come up with a playable and marketable game but it is something that has a lot of room to grow and we expect we’ll see WUF evolve into a bigger, better and funnier game as we get feedback from players and time to reflect.

Now there is an obligatory part of this wrap-up post where I’m supposed to convince the judges why we should win so I’ll take a stab at this.

I’m always aware that the other folks in this competition are better programmers than our team – it’s a demonstrable fact and I’m always wowed by the things these people can do with a keyboard. But in the end, despite the ‘ultimate coder‘ name of this competition, it really isn’t about code…it’s about user experience. If the iPhone explosion proved one thing it’s that we all want the experience of an app to be smooth and slick and lovely. The sterile utilitarianism of Windows productivity software has given way to the charming but often pointless elegance of iEverything. And in the realm of art, UX and fun – I think we can hold our own. Soma Games has a history of celebrated visuals, above-par sound and unique gameplay. Wind Up Football has already been picked up by GREE as part of their iOS launch and we’re off to a great start with showing the world a fun game that risks a world where multi-touch is not a possibility – but a requirement. Windup Football is a great example of how the Ultrabook is a string entry to an increasingly mobile ecosystem and yet stands head and shoulders above its nearest competitors.

Long Live the Ultrabook!
Long Live Wind Up Football!

Posted 8 months, 4 weeks ago at 8:17 am.

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Ultimate Coder: Ultrabook Challenge Post #1 Wind Up Football

Soma Games along with five other developers have been chosen to participate in the Ultimate Coder: Ultrabook Challenge being held by Intel. For the contest, we are building Wind Up Football for the new Ultrabook with Ivy Bridge technology, touch screen, and accelerometer.

We have been enjoying the first generation Ultrabook coolness through an Asus Zenbook since MArch this year. In fact I just returned from a 3 week trip throughout Asia where I purposefully replaced my 15″ Macbook Pro with the Zenbook. I was no worse for wear at all. The Zenbook’s feather lightness, super long battery life and instant on capabilities made it the perfect media travel companion.

Now back to Wind Up Football (WUF). We decided to use WUF for the contest because it just made sense. We took the original gameplay of our successful game Wind Up Robots and designed a smashem, bashem, tackle casual game where the robots kill some time in Zach’s back yard in-between defending his dreams against the onslaught of monsters. Even warriors need a break, right?

So as we develop a touch sensor, graphics and gameplay intensive game for the iPad, we will also be pushing the new Ultrabook and Windows 8 to the limits.

Here is Gavin, our programming lead and I unboxing the unit and talking about our plans. Be sure to vote for us on the Challenge website and follow along here every Monday.

Se you next week,
John

Posted 10 months, 1 week ago at 12:36 pm.

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An Open Letter To Kris Vallotton (et al.)

(This was originally written as an email to the above mentioned addressee. But then I thought, “I wonder if that busy guy would ever have the chance to actually read mail from a stranger?”
Then I thought that except for a few details, it’s really a letter I should write to a bunch of leaders, teachers, and encouragers we’ve been lucky enough to brush shoulders* with over the last couple of years. Folks like Ralph Bagley, Gary Barkalow, Georgian Banov, David Cook, John Eldredge, Michael Hyatt, Rick Joyner, Morgan Snyder, Rick Warren, and many others. (yeah, that list is alphabetical)
I’ll still send a genuine letter to all these folks but maybe a Google alert on their name will be more likely to catch their attention.)

————

Dear Mr. Vallotton,

Roughly a year and a half ago I briefly met you in McMinville, Oregon. You were speaking at a local church and we had a few minutes to talk between sessions. I own a company making video games with a Christian worldview. Not educational bible games for kids but rather mainstream games for adults with Jesus in the mix. More Lord of The Rings than Thomas the Tank Engine.

At the time you shared some great ideas and some good advice. I have no illusion that you’d remember that 5 minutes but I did say I’d let you know how we were progressing and I reckon I owe you a quick update.

Soma Games launched its second mobile title called Wind Up Robots (http://thatwinduprobotgame.com/) just before Christmas. It’s on iPhone, Android, and AppUp but we all know that the iPhone is the only platform that really matters. ;)
Dad opened some awesome doors and the game has received some really great pickups and reviews including a Kotaku feature, an Amazon feature and Apple even had it listed in their “hot” category over the Christmas holiday – we really couldn’t have asked for a better launch.

The game is an allegorical tale of a young boy with a big destiny who is haunted by bad dreams. But really it’s a story about Calling and the spiritual warfare surrounding that. The game also touches on themes like spirit vs. flesh, our position ‘in the heavenlies’ and divine healing.

Our next project is a take on the Noah’s ark story but set in a Sci-Fi, Steampunk space world. Rather than a flannel graph story featuring a bearded old man with lots of pets, we’re tapping into the very grown up features of the story…chapter one, G Prime, should be out later this year.**

On top of the games we’ve also been fired up by a wide range of speaking engagements to address increasingly large groups on topics like Gaming for Good, Games with a Moral Compass and similar topics. IDF, Elements, Casual Connect, NRB, and Serious Play are just a few of the conferences we’ve spoken to – and the invitations creep coming. Our dad keeps on making things come together that we could never do for ourselves and that’s been pretty darn exciting. In “seven mountains” terminology we seem to making many great contacts on that entertainment mountain as well as folks from many other sprees of influence. On top of exciting…its darn humbling.

I’ll wrap this up as I’m certain you’re busy. But I wanted to keep my word to let you know how we’re doing and also to say thank you. The advice, encouragement and prophecy we’ve received from people like yourself has been immensely formative and words like those are what keep us pushing when things may look dim. Thank you again and may the Lord bless you an keep you.

————
* Just to be perfectly clear, except in a few cases I don’t “know” these people in any deep sense of the word. But I have been lucky enough to trade a few lines of conversation with each of them, and all have been influential in one way or another. So no, I can’t get any autographs for you.

** Technically, G Prime is a reboot of the first chapter that we published in 2009 but that’s the kind of detail I probably shouldn’t expect a (mostly) stranger to really have to worry about.

Posted 1 year ago at 7:18 pm.

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Flurry Friday Episode 18 April 6th 2012

 

Wind Up Football, Mobile Gamers getting some respect, G Prime concept art, and shout out to friend Lyla Foggia.

 

 

Posted 1 year, 2 months ago at 7:31 pm.

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Flurry Friday 11 – WUR featured by Kotaku

No video today.  A few weeks have gone by since our last update. We took some much needed time away over Christmas and New Years. Wind Up Robots and Santa’s Giftship was featured for the third week in a row on iTunes as New and Noteworthy.  Today we were pleased to see that Wind Up Robots has been chosen as Gaming App of the Day alongside picks like Temple Run and Bejeweled on the front page of Kotaku! Go read the article, share it out and have a great weekend.

Posted 1 year, 5 months ago at 5:08 pm.

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Flurry Friday Episode 10 – Double Feature…and rest

Today was just a great day to set us off on a long needed period of rest.

Wind Up Robots launched last week and today it was featured on Apple’s New and Noteworthy section of iTunes. On Tuesday we launched Santa’s Giftship (under our Code-Monkeys label) and it too was featured. That’s two featured apps in the store as we move into the busiest season of the store – what a fantastic opportunity…what a great blessing.

Look, we worked hard on these games, especially Wind Up Robots, but once they go out the door, the reality is that we have a pretty limited ability to effect what happens next. It’s hard to get a break with so much great stuff out there.

But Proverbs has this great line: The horses are prepared for battle..but the victory belongs to the Lord.

So we do a little Tebow, say thank you to our papa, and now we all settle down for time with family and hopefully stop wearing out the F5 keys and obsessing over ranks. :)

Posted 1 year, 5 months ago at 11:41 pm.

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Flurry Friday Episode 9- Dec 16th: WUR live on iTunes-Santa’s Giftship Update!

What a week! Wind Up Robots (WUR) went live on the iTunes yesterday and positive reviews are streaming in. Right now it is being featured in the New and Noteworthy section.

On the Code-Monkeys side we finished a crazy two week development of Santa’s Giftship. And that is from the initial concept idea to finish. For the video update today we decided to take the game to George Fox University and see what the first reactions were from student. On a side note Chris will be giving the Mid-Year Commencement address this Saturday at Fox. You can watch live by following the link on the commencement page. If you have bought WUR we would love your reviews on iTunes. Have a great weekend!

Posted 1 year, 6 months ago at 8:04 am.

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Flurry Friday Episode 8- Dec 9th: WUR Approved!

We are excited to announce that Wind Up Robots has been approved by Apple and will be available in iTunes for the iPad, iPhone and iPod Touch December 15th (next Thursday). We also are about to release our Christmas Game Santa’s Gun Ship through our sister company, Code-Monkeys. For more details on both, please watch the video.

Posted 1 year, 6 months ago at 10:08 pm.

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Flurry Friday Episode 7- Dec 2nd WUR Submit & Christmas Game

So we did it. Wind Up Robots is submitted first to Apple and as of yesterday The Barnes and Nobles Store for the Nook and the Amazon Store for the Kindle Fire and the Intel AppUp store for PC’s. It will also be available for the the Android Marketplace soon. The game should be available very soon.

On another note our sister company Code-Monkeys has launched a new game that will be coming out Christmas week. The whole shop loves what Limbic Studios did with Zombie Gunship. In a tribute to them we are publishing our ode to thier mighty craft in a game called Santa’s Gift Ship. Now let your imagination go wild there for a minute and you will basically fall on what our team has come up with. We know you are going to love it.

Posted 1 year, 6 months ago at 8:34 pm.

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