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	<description>artings from Janelle Desborough</description>
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		<title>DGPX &#8211; Starting the Medium</title>
		<link>http://desboroughdesigns.wordpress.com/2012/02/17/dgpx-starting-the-medium/</link>
		<comments>http://desboroughdesigns.wordpress.com/2012/02/17/dgpx-starting-the-medium/#comments</comments>
		<pubDate>Fri, 17 Feb 2012 05:06:59 +0000</pubDate>
		<dc:creator>Janelle Desborough</dc:creator>
				<category><![CDATA[3D Artwork]]></category>
		<category><![CDATA[Artwork]]></category>
		<category><![CDATA[Unreal]]></category>
		<category><![CDATA[Vehicles]]></category>
		<category><![CDATA[Work-in-Progress]]></category>
		<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[Destruction Grand Prix]]></category>
		<category><![CDATA[DGPX]]></category>
		<category><![CDATA[Medium]]></category>
		<category><![CDATA[mid poly]]></category>
		<category><![CDATA[Team Game Production]]></category>
		<category><![CDATA[Unreal Development Kit]]></category>
		<category><![CDATA[Unreal Engine 3]]></category>
		<category><![CDATA[vehicle]]></category>

		<guid isPermaLink="false">http://desboroughdesigns.wordpress.com/?p=218</guid>
		<description><![CDATA[Destruction Grand Prix is a UDK racing game that I&#8217;ve been working on for nearly nine months now. It&#8217;s part of a class called Team Game Production, in which we work as a team on a student-pitched, student-created game. The game itself has a production cycle of about one year, so new students are always [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=desboroughdesigns.wordpress.com&amp;blog=21488812&amp;post=218&amp;subd=desboroughdesigns&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><em>Destruction Grand Prix</em> is a UDK racing game that I&#8217;ve been working on for nearly nine months now. It&#8217;s part of a class called Team Game Production, in which we work as a team on a student-pitched, student-created game. The game itself has a production cycle of about one year, so new students are always rotating in, and in most cases those who start a project graduate before seeing it completed.</p>
<p>I&#8217;ve been long done with Team Game Production, but have volunteered as a consultant for my last quarter (meaning I&#8217;m &#8220;in&#8221; on the project without being enrolled, and doing work outside of school). I haven&#8217;t posted about this project yet because I&#8217;ve been the sole custom vehicle scripter for six months, and code doesn&#8217;t make for the prettiest of posts. I am however producing a massive tutorial (or potentially a book) covering all that I&#8217;ve done, as I was able to really dig into UnrealScript for vehicles. Something is going to come of that, so keep an eye out!</p>
<p>Currently I am the lead of the Vehicle Team, and guide teammates in the creation of vehicles for the game. Beyond scripting work, I am also charged with modeling and texturing the one fully functional vehicle that will be playable in-game. It&#8217;s a futuristic beast known as the Medium, originally conceptualized by classmate Max Davenport, and recently redesigned by Keith Rice. Up until last week we were using a mock-up of the model I made at the beginning of the project, and getting the scripts working was more important than making it pretty. Now that we have official concepts done by our Concept Team, I&#8217;m finally working on the actual art side of things. The only downside is that I have a very short span of time to complete a high poly version for an in-game model viewer (<em>Forza</em>-style), a low poly for the game, textures, scripting cleanup, and damage morph targets. I&#8217;m hoping to do all of this in about a week, as I want to have my portion of the project complete before I leave school (partially so I don&#8217;t dump it on my teammates, and partially because it&#8217;s my baby). I also need it modeled and working for my demo reel, which is due to be complete in about three weeks, and there are render times to consider.</p>
<p>So! Here&#8217;s a few quick renders of the model after one day of work.</p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/02/post-015_02-16-12_001.jpg"><img class="aligncenter size-full wp-image-219" title="Post-015_02-16-12_001" src="http://desboroughdesigns.files.wordpress.com/2012/02/post-015_02-16-12_001.jpg?w=604&#038;h=409" alt="" width="604" height="409" /></a></p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/02/post-015_02-16-12_002.jpg"><img class="aligncenter size-full wp-image-220" title="Post-015_02-16-12_002" src="http://desboroughdesigns.files.wordpress.com/2012/02/post-015_02-16-12_002.jpg?w=604&#038;h=409" alt="" width="604" height="409" /></a></p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/02/post-015_02-16-12_003.jpg"><img class="aligncenter size-full wp-image-221" title="Post-015_02-16-12_003" src="http://desboroughdesigns.files.wordpress.com/2012/02/post-015_02-16-12_003.jpg?w=604&#038;h=409" alt="" width="604" height="409" /></a></p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/02/post-015_02-16-12_004.jpg"><img class="aligncenter size-full wp-image-222" title="Post-015_02-16-12_004" src="http://desboroughdesigns.files.wordpress.com/2012/02/post-015_02-16-12_004.jpg?w=604&#038;h=409" alt="" width="604" height="409" /></a></p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/02/post-015_02-16-12_005.jpg"><img class="aligncenter size-full wp-image-223" title="Post-015_02-16-12_005" src="http://desboroughdesigns.files.wordpress.com/2012/02/post-015_02-16-12_005.jpg?w=604&#038;h=409" alt="" width="604" height="409" /></a></p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/02/post-015_02-16-12_006.jpg"><img class="aligncenter size-full wp-image-224" title="Post-015_02-16-12_006" src="http://desboroughdesigns.files.wordpress.com/2012/02/post-015_02-16-12_006.jpg?w=604&#038;h=409" alt="" width="604" height="409" /></a></p>
<p>To see more about the DGPX project, <a title="TGP-DGPX" href="http://tgp-dgpx.blogspot.com/?zx=19afaf8d239f6626" target="_blank">visit our class blog (TGP &#8211; DGPX)</a>. It&#8217;s updated by each team at least once a week, and production is really ramping up. To see the work that I&#8217;ve already done on the Medium, including vehicle scripting and the beginnings of that tutorial I mentioned, check out the <a href="http://tgp-dgpx.blogspot.com/search/label/Character%20and%20Vehicle?updated-max=2011-11-10T08:15:00-05:00&amp;max-results=20" target="_blank">Character/Vehicle Team</a> in particular, as well as the <a href="http://tgp-dgpx.blogspot.com/search/label/Engine" target="_blank">Engine Team</a> (which I&#8217;m not technically on, but work closely with).</p>
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		<title>Wilwood Dynapro 6 Big Brake</title>
		<link>http://desboroughdesigns.wordpress.com/2012/01/31/wilwood-dynapro-6-big-brake/</link>
		<comments>http://desboroughdesigns.wordpress.com/2012/01/31/wilwood-dynapro-6-big-brake/#comments</comments>
		<pubDate>Tue, 31 Jan 2012 16:43:09 +0000</pubDate>
		<dc:creator>Janelle Desborough</dc:creator>
				<category><![CDATA[3D Artwork]]></category>
		<category><![CDATA[Artwork]]></category>
		<category><![CDATA[Completed Artwork]]></category>
		<category><![CDATA[Environments and Props]]></category>
		<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[brake]]></category>
		<category><![CDATA[Dynapro]]></category>
		<category><![CDATA[high poly]]></category>
		<category><![CDATA[low poly]]></category>
		<category><![CDATA[prop]]></category>
		<category><![CDATA[Wilwood]]></category>

		<guid isPermaLink="false">http://desboroughdesigns.wordpress.com/?p=198</guid>
		<description><![CDATA[This is the final Pre-Portfolio era project that I have to share, which went along with the previous Enkei rim. This was as much a technical study as it was modeling practice. I spent a lot of time researching brake assemblies and attempted to correctly model each piece, and that happily lodged some of the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=desboroughdesigns.wordpress.com&amp;blog=21488812&amp;post=198&amp;subd=desboroughdesigns&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>This is the final Pre-Portfolio era project that I have to share, which went along with the previous Enkei rim.</p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/01/post-014_01-23-12_001.jpg"><img class="aligncenter size-full wp-image-170" title="Post-014_01-23-12_001" src="http://desboroughdesigns.files.wordpress.com/2012/01/post-014_01-23-12_001.jpg?w=604&#038;h=356" alt="" width="604" height="356" /></a></p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/01/post-014_01-23-12_002.jpg"><img class="aligncenter size-full wp-image-171" title="Post-014_01-23-12_002" src="http://desboroughdesigns.files.wordpress.com/2012/01/post-014_01-23-12_002.jpg?w=604&#038;h=472" alt="" width="604" height="472" /></a></p>
<p>This was as much a technical study as it was modeling practice. I spent a lot of time researching brake assemblies and attempted to correctly model each piece, and that happily lodged some of the part names in my head. At times it felt as though I was working on at least three models instead of just one, and it took up more time than I had anticipated, but I got a lot of good knowledge out of it both technically and artistically.</p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/01/post-014_01-23-12_003.jpg"><img class="aligncenter size-full wp-image-172" title="Post-014_01-23-12_003" src="http://desboroughdesigns.files.wordpress.com/2012/01/post-014_01-23-12_003.jpg?w=604&#038;h=524" alt="" width="604" height="524" /></a></p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/01/post-014_01-23-12_004.jpg"><img class="aligncenter size-full wp-image-173" title="Post-014_01-23-12_004" src="http://desboroughdesigns.files.wordpress.com/2012/01/post-014_01-23-12_004.jpg?w=604&#038;h=524" alt="" width="604" height="524" /></a></p>
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		<title>Enkei F Spoke</title>
		<link>http://desboroughdesigns.wordpress.com/2012/01/30/enkei-f-spoke/</link>
		<comments>http://desboroughdesigns.wordpress.com/2012/01/30/enkei-f-spoke/#comments</comments>
		<pubDate>Mon, 30 Jan 2012 16:18:12 +0000</pubDate>
		<dc:creator>Janelle Desborough</dc:creator>
				<category><![CDATA[3D Artwork]]></category>
		<category><![CDATA[Artwork]]></category>
		<category><![CDATA[Completed Artwork]]></category>
		<category><![CDATA[Environments and Props]]></category>
		<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[car parts]]></category>
		<category><![CDATA[Enkei]]></category>
		<category><![CDATA[high poly]]></category>
		<category><![CDATA[low poly]]></category>
		<category><![CDATA[rims]]></category>

		<guid isPermaLink="false">http://desboroughdesigns.wordpress.com/?p=194</guid>
		<description><![CDATA[This is one of the few new pieces that I made for Pre-Portfolio. Rims are always a mixture of fun and problem solving when it comes to car modeling for me, and I tend to put a lot of time into them. So I thought it could make for a good exercise to just model [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=desboroughdesigns.wordpress.com&amp;blog=21488812&amp;post=194&amp;subd=desboroughdesigns&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>This is one of the few new pieces that I made for Pre-Portfolio. Rims are always a mixture of fun and problem solving when it comes to car modeling for me, and I tend to put a lot of time into them. So I thought it could make for a good exercise to just model one on its own which could then be used in a future model if I wanted. In fact, building a whole library of car parts may be something that I pursue, similar to how character artists commonly have a library of base meshes to quickly create final models.</p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/01/post-013_01-23-12_001.jpg"><img class="aligncenter size-full wp-image-164" title="Post-013_01-23-12_001" src="http://desboroughdesigns.files.wordpress.com/2012/01/post-013_01-23-12_001.jpg?w=604&#038;h=420" alt="" width="604" height="420" /></a></p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/01/post-013_01-23-12_002.jpg"><img class="aligncenter size-full wp-image-165" title="Post-013_01-23-12_002" src="http://desboroughdesigns.files.wordpress.com/2012/01/post-013_01-23-12_002.jpg?w=604&#038;h=420" alt="" width="604" height="420" /></a></p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/01/post-013_01-23-12_003.jpg"><img class="aligncenter size-full wp-image-166" title="Post-013_01-23-12_003" src="http://desboroughdesigns.files.wordpress.com/2012/01/post-013_01-23-12_003.jpg?w=604&#038;h=420" alt="" width="604" height="420" /></a></p>
<p>The textured models above are screen captures taken straight from the 3ds Max viewport. I like to use <a href="http://xoliulshader.com/">Xoliulshader</a> when texturing, and lately have been using it instead of scanline rendering for showing off stills since it gives a better idea of how the mesh would look in a game environment. <a href="http://leslievdb.com/grabviewport.htm">Grabviewport</a> is an excellent pair to Xoliulshader, though it can limit the size of your images a bit.</p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/01/post-013_01-23-12_004.jpg"><img class="aligncenter size-full wp-image-167" title="Post-013_01-23-12_004" src="http://desboroughdesigns.files.wordpress.com/2012/01/post-013_01-23-12_004.jpg?w=604&#038;h=420" alt="" width="604" height="420" /></a></p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/01/post-013_01-23-12_005.jpg"><img class="aligncenter size-full wp-image-168" title="Post-013_01-23-12_005" src="http://desboroughdesigns.files.wordpress.com/2012/01/post-013_01-23-12_005.jpg?w=604&#038;h=420" alt="" width="604" height="420" /></a></p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/01/post-013_01-23-12_006.jpg"><img class="aligncenter size-full wp-image-169" title="Post-013_01-23-12_006" src="http://desboroughdesigns.files.wordpress.com/2012/01/post-013_01-23-12_006.jpg?w=604&#038;h=420" alt="" width="604" height="420" /></a></p>
<p>Above is the high poly mesh. There is something oddly zen about making nice, sub-div friendly text&#8230;that or I&#8217;m just a crazy person.</p>
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		<title>Tricade</title>
		<link>http://desboroughdesigns.wordpress.com/2012/01/29/tricade/</link>
		<comments>http://desboroughdesigns.wordpress.com/2012/01/29/tricade/#comments</comments>
		<pubDate>Sun, 29 Jan 2012 18:49:43 +0000</pubDate>
		<dc:creator>Janelle Desborough</dc:creator>
				<category><![CDATA[3D Artwork]]></category>
		<category><![CDATA[Artwork]]></category>
		<category><![CDATA[Completed Artwork]]></category>
		<category><![CDATA[Environments and Props]]></category>
		<category><![CDATA[Unreal]]></category>
		<category><![CDATA[Video]]></category>
		<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[environment]]></category>
		<category><![CDATA[level design]]></category>
		<category><![CDATA[Unreal Development Kit]]></category>
		<category><![CDATA[Unreal Engine 3]]></category>

		<guid isPermaLink="false">http://desboroughdesigns.wordpress.com/?p=180</guid>
		<description><![CDATA[Now this is an oldie&#8230; My first experience with the Unreal Engine (or any game engine for that matter), done in July of 2010. Tricade went through a lot of redesign and rebuilds, and even switched from the newly released UDK to UT3 after we discovered a bug that would cause custom death match type [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=desboroughdesigns.wordpress.com&amp;blog=21488812&amp;post=180&amp;subd=desboroughdesigns&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Now this is an oldie&#8230; My first experience with the Unreal Engine (or any game engine for that matter), done in July of 2010. Tricade went through a lot of redesign and rebuilds, and even switched from the newly released UDK to UT3 after we discovered a bug that would cause custom death match type maps to crash during LAN play. Even though it&#8217;s dated, it was one of my more memorable projects to work on.</p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/01/post-012_01-23-12_0011.jpg"><img class="aligncenter size-full wp-image-185" title="Post-012_01-23-12_001" src="http://desboroughdesigns.files.wordpress.com/2012/01/post-012_01-23-12_0011.jpg?w=604&#038;h=377" alt="" width="604" height="377" /></a></p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/01/post-012_01-23-12_0021.jpg"><img class="aligncenter size-full wp-image-186" title="Post-012_01-23-12_002" src="http://desboroughdesigns.files.wordpress.com/2012/01/post-012_01-23-12_0021.jpg?w=604&#038;h=377" alt="" width="604" height="377" /></a></p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/01/post-012_01-23-12_0031.jpg"><img class="aligncenter size-full wp-image-187" title="Post-012_01-23-12_003" src="http://desboroughdesigns.files.wordpress.com/2012/01/post-012_01-23-12_0031.jpg?w=604&#038;h=377" alt="" width="604" height="377" /></a></p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/01/post-012_01-23-12_0041.jpg"><img class="aligncenter size-full wp-image-188" title="Post-012_01-23-12_004" src="http://desboroughdesigns.files.wordpress.com/2012/01/post-012_01-23-12_0041.jpg?w=604&#038;h=377" alt="" width="604" height="377" /></a></p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/01/post-012_01-23-12_0051.jpg"><img class="aligncenter size-full wp-image-189" title="Post-012_01-23-12_005" src="http://desboroughdesigns.files.wordpress.com/2012/01/post-012_01-23-12_0051.jpg?w=604&#038;h=377" alt="" width="604" height="377" /></a></p>
<span style="text-align:center; display: block;"><a href="http://desboroughdesigns.wordpress.com/2012/01/29/tricade/"><img src="http://img.youtube.com/vi/07z2NK3w0Tg/2.jpg" alt="" /></a></span>
<p>This is a walkthrough of the level, as well as a few recorded clips that a fellow student collected on my behalf during our final playtesting session. It&#8217;s a treat to first be able to walk around something you&#8217;ve designed and built, and then to see others play in the same space!</p>
<p>Another project done around the same time was based on the concept of a Russian prison. We were asked to create both an interior and exterior space based on a few proffered options. These were created completely within 3ds Max at the time, but it was an optional plus to play around with recreating one of them in an engine as well. Most of the scene was unplayable due to my limited (read: nonexistent) knowledge of UDK scale and collision at the time, but I recently went back and reworked a few things. I also experimented with weather and atmospherics, which you can see below:</p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/01/post-012_01-23-12_0071.jpg"><img class="aligncenter size-full wp-image-190" title="Post-012_01-23-12_007" src="http://desboroughdesigns.files.wordpress.com/2012/01/post-012_01-23-12_0071.jpg?w=604&#038;h=395" alt="" width="604" height="395" /></a></p>
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		<title>GUI Reboot &#8211; Heavenly Sword</title>
		<link>http://desboroughdesigns.wordpress.com/2012/01/28/gui-reboot-heavenly-sword/</link>
		<comments>http://desboroughdesigns.wordpress.com/2012/01/28/gui-reboot-heavenly-sword/#comments</comments>
		<pubDate>Sat, 28 Jan 2012 18:49:27 +0000</pubDate>
		<dc:creator>Janelle Desborough</dc:creator>
				<category><![CDATA[Artwork]]></category>
		<category><![CDATA[2D Artwork]]></category>
		<category><![CDATA[Video]]></category>
		<category><![CDATA[Completed Artwork]]></category>
		<category><![CDATA[HUD]]></category>
		<category><![CDATA[Interface Design]]></category>
		<category><![CDATA[Heavenly Sword]]></category>

		<guid isPermaLink="false">http://desboroughdesigns.wordpress.com/?p=156</guid>
		<description><![CDATA[Back when I had Interface Design around April 2011, one of our projects was to take an existing game and recreate a new HUD and menu system that fit the world. We then had to create and animate our new HUD overtop of actual video from the real game. I chose to work with Heavenly [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=desboroughdesigns.wordpress.com&amp;blog=21488812&amp;post=156&amp;subd=desboroughdesigns&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Back when I had Interface Design around April 2011, one of our projects was to take an existing game and recreate a new HUD and menu system that fit the world. We then had to create and animate our new HUD overtop of actual video from the real game. I chose to work with <em>Heavenly Sword</em>.</p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/01/post-011_01-23-12_001.jpg"><img class="aligncenter size-full wp-image-153" title="Post-011_01-23-12_001" src="http://desboroughdesigns.files.wordpress.com/2012/01/post-011_01-23-12_001.jpg?w=604&#038;h=441" alt="" width="604" height="441" /></a></p>
<p><a href="http://desboroughdesigns.files.wordpress.com/2012/01/post-011_01-23-12_002.jpg"><img class="aligncenter size-full wp-image-154" title="Post-011_01-23-12_002" src="http://desboroughdesigns.files.wordpress.com/2012/01/post-011_01-23-12_002.jpg?w=604&#038;h=441" alt="" width="604" height="441" /></a></p>
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<p>The overall objective that I wanted to accomplish was to make the glyph meter (at the bottom) a bit more noticeable without getting in the way, and to replace the ring that told the player health and the status of &#8220;superstyle&#8221; abilities with something that still matched the game but was easier to read at a glance.</p>
<span style="text-align:center; display: block;"><a href="http://desboroughdesigns.wordpress.com/2012/01/28/gui-reboot-heavenly-sword/"><img src="http://img.youtube.com/vi/-l7txmjCGC4/2.jpg" alt="" /></a></span>
<p>This was the complete menu system and new HUD, on top of an existing <em>Heavenly Sword</em> trailer. Be aware that the concept art, soundtrack, and video are all property of Ninja Theory &#8211; I am only responsible for the menu system and the replaced animated HUD. If you haven&#8217;t played the game, I highly recommend checking it out! <a href="http://www.heavenlysword.com/" target="_blank">Here&#8217;s a link to the official <em>Heavenly Sword</em> webpage.</a></p>
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