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	<title>mikeblackney</title>
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	<link>http://mikeblackney.com</link>
	<description>Game Developer</description>
	<lastBuildDate>Fri, 22 Feb 2013 02:22:45 +0000</lastBuildDate>
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		<title>Sci-fi tiles in Filter Forge</title>
		<link>http://mikeblackney.com/?p=337</link>
		<comments>http://mikeblackney.com/?p=337#comments</comments>
		<pubDate>Fri, 22 Feb 2013 02:21:45 +0000</pubDate>
		<dc:creator>Mike Blackney</dc:creator>
				<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://mikeblackney.com/?p=337</guid>
		<description><![CDATA[Some helpful tips on making procedural textures for games.  These sci-fi panels are made in Filter Forge.]]></description>
				<content:encoded><![CDATA[<p>Making procedural textures can be daunting to begin with, but with a little persistence it can save you masses of time!</p>
<p>Here are some pointers on how I&#8217;ve made a batch of techy plate textures.</p>
<p><a href="http://mikeblackney.com/wp-content/uploads/2013/02/Technique.png"><img src="http://mikeblackney.com/wp-content/uploads/2013/02/Technique.png" alt="Technique" width="688" height="1120" class="alignleft size-full wp-image-339" /></a></p>
<p>It does take a number of nodes together to get a good result.  The Filter Forge network for the rough base is below-left.  The final textures are created with the network below-right.  Click either image to view full.</p>
<p><a href="http://mikeblackney.com/wp-content/uploads/2013/02/FF_Network_Base.png"><img src="http://mikeblackney.com/wp-content/uploads/2013/02/FF_Network_Base-300x174.png" alt="FF_Network_Base" width="300" height="174" class="alignleft size-medium wp-image-338" /></a><br/></p>
<p><a href="http://mikeblackney.com/wp-content/uploads/2013/02/FF_Network.png"><img src="http://mikeblackney.com/wp-content/uploads/2013/02/FF_Network-300x174.png" alt="FF_Network" width="300" height="174" class="alignleft size-medium wp-image-340" /></a></p>
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		<item>
		<title>Andre&#8217;s Large Cranial Ember</title>
		<link>http://mikeblackney.com/?p=303</link>
		<comments>http://mikeblackney.com/?p=303#comments</comments>
		<pubDate>Sat, 15 Sep 2012 11:15:39 +0000</pubDate>
		<dc:creator>Mike Blackney</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://mikeblackney.com/?p=303</guid>
		<description><![CDATA[Here&#8217;s my first texture replacement pack for Dark Souls: Andre&#8217;s Large Cranial Ember. It just replaces the diffuse/spec/normals for character heads, and the diffuse for hollow heads and bodies. Update: Andre&#8217;s Cranial pack 2! This version has significantly nicer normal textures, and the diffuse textures have been reworked. It also contains new, higher definition eye [...]]]></description>
				<content:encoded><![CDATA[<p><del datetime="2012-09-16T07:24:40+00:00">Here&#8217;s my first texture replacement pack for Dark Souls: Andre&#8217;s Large Cranial Ember.  It just replaces the diffuse/spec/normals for character heads, and the diffuse for hollow heads and bodies.<br />
</del></p>
<p><del datetime="2012-09-19T14:09:00+00:00">Update: Andre&#8217;s Cranial pack 2!  This version has significantly nicer normal textures, and the diffuse textures have been reworked.  It also contains new, higher definition eye textures.<br />
</del></p>
<p><del datetime="2012-09-25T14:40:00+00:00"><strong>Latest: Andre&#8217;s Cranial pack 3!</strong>  Now, with separate textures for men and women, and greatly improved diffuse textures.  It&#8217;s now much more subtle and realistic than the previous versions.<br />
</del></p>
<p>Andre&#8217;s Cranial Pack 4!  Now with much nicer, more well-developed textures, and significantly sexier eyes!</p>
<p>To install:</p>
<ul>
<li> <a href="http://mikeblackney.com/downloads/AndresHeadpack4.0.zip" title="download">download Andre&#8217;s Large Cranial Ember</a></li>
<li> Install the latest <a href="http://blog.metaclassofnil.com/?tag=dsfix" title="dsfix">dsfix</a>, if you don&#8217;t have it yet</li>
<li> Unzip the package to your Dark Souls dsfix\tex_override folder
</ul>
<p>I&#8217;ve also uploaded the base meshes I used for sculpting the textures.  If you want to have a go, <a href="http://mikeblackney.com/downloads/AndresHeads_OBJ.zip" title="download">grab the head pack from here</a>.  It contains two .OBJ models &#8211; one has front-facing UVs and the other has side-view UVs.  Dark Souls uses two UV sets for heads, and your normal and specular maps need to be baked both front-facing and side-view.</p>
<p><a href="http://mikeblackney.com/wp-content/uploads/2012/09/Preview_04d.gif"><img src="http://mikeblackney.com/wp-content/uploads/2012/09/Preview_04d.gif" alt="" title="Preview_04d" width="640" height="480" class="alignleft size-full wp-image-323" /></a></p>
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		<title>Weapon Kit</title>
		<link>http://mikeblackney.com/?p=293</link>
		<comments>http://mikeblackney.com/?p=293#comments</comments>
		<pubDate>Sun, 13 May 2012 03:25:03 +0000</pubDate>
		<dc:creator>Mike Blackney</dc:creator>
				<category><![CDATA[Art]]></category>

		<guid isPermaLink="false">http://mikeblackney.com/?p=293</guid>
		<description><![CDATA[Some weapons for Tacticool. Each weapon can be broken up into a number of parts so that players can kitbash their own weapons. There are also a number of different patterns and materials you can apply to your weapons so you can match the weapons to the style of your soldiers.]]></description>
				<content:encoded><![CDATA[<p>Some weapons for Tacticool.  Each weapon can be broken up into a number of parts so that players can kitbash their own weapons.  There are also a number of different patterns and materials you can apply to your weapons so you can match the weapons to the style of your soldiers.</p>
<p><a href="http://mikeblackney.com/wp-content/uploads/2012/05/GunDemo_04.jpg"><img src="http://mikeblackney.com/wp-content/uploads/2012/05/GunDemo_04-1024x524.jpg" alt="" title="GunDemo_04" width="669" height="342" class="alignleft size-large wp-image-295" /></a><br />
<a href="http://mikeblackney.com/wp-content/uploads/2012/05/GunDemo_03.gif"><img src="http://mikeblackney.com/wp-content/uploads/2012/05/GunDemo_03.gif" alt="" title="GunDemo_03" width="669" height="519" class="alignleft size-full wp-image-294" /></a><br />
<a href="http://mikeblackney.com/wp-content/uploads/2012/05/GunDemo_05.gif"><img src="http://mikeblackney.com/wp-content/uploads/2012/05/GunDemo_05.gif" alt="" title="GunDemo_05" width="669" height="446" class="alignleft size-full wp-image-300" /></a></p>
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		<title>Procedural Pixel Environment</title>
		<link>http://mikeblackney.com/?p=265</link>
		<comments>http://mikeblackney.com/?p=265#comments</comments>
		<pubDate>Tue, 02 Aug 2011 13:25:44 +0000</pubDate>
		<dc:creator>Mike Blackney</dc:creator>
				<category><![CDATA[Art]]></category>

		<guid isPermaLink="false">http://mikeblackney.com/?p=265</guid>
		<description><![CDATA[Procedural texturing is amazing fun. Grab Filter Forge some time and have a go. Recently I&#8217;ve been trying to make some simple, convincing procedural pixel art. Here are a few of the latest ones. Here are the raw textures (click to view full). This is what the textures look like when applied to a 3d [...]]]></description>
				<content:encoded><![CDATA[<p>Procedural texturing is amazing fun.  Grab Filter Forge some time and have a go.</p>
<p>Recently I&#8217;ve been trying to make some simple, convincing procedural pixel art.  Here are a few of the latest ones.<br />
<br/></p>
<p style="clear:both">
<br/><br />
Here are the raw textures (click to view full).<br />
<a href="http://mikeblackney.com/wp-content/uploads/2011/08/Procedural_1.png"><img src="http://mikeblackney.com/wp-content/uploads/2011/08/Procedural_1-150x150.png" alt="" title="Procedural_1" width="150" height="150" class="alignleft size-thumbnail wp-image-266" /></a><a href="http://mikeblackney.com/wp-content/uploads/2011/08/Procedural_2.png"><img src="http://mikeblackney.com/wp-content/uploads/2011/08/Procedural_2-150x150.png" alt="" title="Procedural_2" width="150" height="150" class="alignleft size-thumbnail wp-image-267" /></a><a href="http://mikeblackney.com/wp-content/uploads/2011/08/Procedural_3.png"><img src="http://mikeblackney.com/wp-content/uploads/2011/08/Procedural_3-150x150.png" alt="" title="Procedural_3" width="150" height="150" class="alignleft size-thumbnail wp-image-268" /></a><br />
<br/>
</p>
<p><br/></p>
<p style="clear:both">
This is what the textures look like when applied to a 3d scene (click to view full):<br />
<br/><br />
<a href="http://mikeblackney.com/wp-content/uploads/2011/08/Procedural_3d_1.png"><img src="http://mikeblackney.com/wp-content/uploads/2011/08/Procedural_3d_1-300x230.png" alt="" title="Procedural_3d_1" width="300" height="230" class="alignleft size-medium wp-image-270" /></a>
</p>
<p><br/></p>
<p style="clear:both">
Each texture has 16 colours and was procedurally downsampled from a higher colour, procedurally generated bitmap.  If you grab Filter Forge, you can try editing the following Filter Forge filter and try your hand at it: <a href='http://mikeblackney.com/wp-content/uploads/2011/08/Procedural-Pixel-Levels.zip'>Procedural Pixel Levels</a></p>
<p>Hope you get something out of this <img src='http://mikeblackney.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Competition Fail</title>
		<link>http://mikeblackney.com/?p=255</link>
		<comments>http://mikeblackney.com/?p=255#comments</comments>
		<pubDate>Tue, 02 Aug 2011 12:57:01 +0000</pubDate>
		<dc:creator>Mike Blackney</dc:creator>
				<category><![CDATA[Art]]></category>

		<guid isPermaLink="false">http://mikeblackney.com/?p=255</guid>
		<description><![CDATA[Before I started entering online art comps I was constantly disappointed when entrants failed to make it to the finish line. I said to myself that surely I&#8217;d never be one of those people and that for the sake of everyone interested in my art I&#8217;d make sure that I always finished. Flash forward three [...]]]></description>
				<content:encoded><![CDATA[<p>Before I started entering online art comps I was constantly disappointed when entrants failed to make it to the finish line.  I said to myself that surely I&#8217;d never be one of those people and that for the sake of everyone interested in my art I&#8217;d make sure that I always finished.</p>
<p>Flash forward three years and I&#8217;ve finished many fewer competitions than I&#8217;ve started&#8230;  Here&#8217;s some of my collected failures </p>
<p style="clear:both">
Dominance War V<br />
<img src="http://mikeblackney.com/wp-content/uploads/2011/02/01-Nightmare-Void-20b1.jpg" alt="" title="01 Nightmare Void 20b" width="654" height="573" class="alignleft size-full wp-image-222" /><br />
<img src="http://mikeblackney.com/wp-content/uploads/2011/02/01-Nightmare-Void-17-Colours.jpg" alt="" title="01 Nightmare Void 17 Colours" width="507" height="557" class="alignleft size-full wp-image-217" />
</p>
<p style="clear:both">
Chicks Riding Stuff<br />
<img src="http://mikeblackney.com/wp-content/uploads/2011/08/Model_02a-300x183.jpg" alt="" title="Model_02a" width="300" height="183" class="alignleft size-medium wp-image-258" />
</p>
<p style="clear:both">
Gameartisans Chess Challenge &#8211; The Knight<br />
<img src="http://mikeblackney.com/wp-content/uploads/2011/08/Knight-03b-1024x1019.png" alt="" title="Knight 03b" width="450" height="447" class="alignleft size-large wp-image-259" /></p>
]]></content:encoded>
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