<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	>
<channel>
	<title>Comments on: Blender Art Magazine #7</title>
	<atom:link href="http://www.blendernation.com/2006/11/27/blender-art-magazine-7/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.blendernation.com/2006/11/27/blender-art-magazine-7/</link>
	<description>Fresh Blender News, Every Day</description>
	<pubDate>Mon, 13 Oct 2008 05:58:11 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.6.2</generator>
		<item>
		<title>By: frank</title>
		<link>http://www.blendernation.com/2006/11/27/blender-art-magazine-7/#comment-46898</link>
		<dc:creator>frank</dc:creator>
		<pubDate>Fri, 02 Feb 2007 18:50:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/11/27/blender-art-magazine-7/#comment-46898</guid>
		<description>why dont U have stuff about using DarkTree Simbionts
w\ Blender.</description>
		<content:encoded><![CDATA[<p>why dont U have stuff about using DarkTree Simbionts<br />
w\ Blender.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mike Wach</title>
		<link>http://www.blendernation.com/2006/11/27/blender-art-magazine-7/#comment-21073</link>
		<dc:creator>Mike Wach</dc:creator>
		<pubDate>Wed, 29 Nov 2006 07:05:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/11/27/blender-art-magazine-7/#comment-21073</guid>
		<description>@Alexander Ewering

You're right. I never tried displacement mapping on something as low-poly as a cube. You need to subdivide your polygons manually if the geometry isn't already at a high enough resolution.

I will revise the article.

I personally think we should make a revised version of the entire issue, it needs a little love... I'd be more than willing to help

@Gary Kurtz

Thanks for the support!</description>
		<content:encoded><![CDATA[<p>@Alexander Ewering</p>
<p>You&#039;re right. I never tried displacement mapping on something as low-poly as a cube. You need to subdivide your polygons manually if the geometry isn&#039;t already at a high enough resolution.</p>
<p>I will revise the article.</p>
<p>I personally think we should make a revised version of the entire issue, it needs a little love&#8230; I&#039;d be more than willing to help</p>
<p>@Gary Kurtz</p>
<p>Thanks for the support!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Gary Kurtz</title>
		<link>http://www.blendernation.com/2006/11/27/blender-art-magazine-7/#comment-21042</link>
		<dc:creator>Gary Kurtz</dc:creator>
		<pubDate>Tue, 28 Nov 2006 23:57:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/11/27/blender-art-magazine-7/#comment-21042</guid>
		<description>Nice Tutorial Mike W. I haven't read the mag. version yet, guess I don't have to. This was great for me. Thanks

PS. I would buy the Mag. Also.</description>
		<content:encoded><![CDATA[<p>Nice Tutorial Mike W. I haven&#039;t read the mag. version yet, guess I don&#039;t have to. This was great for me. Thanks</p>
<p>PS. I would buy the Mag. Also.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Alexander Ewering</title>
		<link>http://www.blendernation.com/2006/11/27/blender-art-magazine-7/#comment-21033</link>
		<dc:creator>Alexander Ewering</dc:creator>
		<pubDate>Tue, 28 Nov 2006 23:20:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/11/27/blender-art-magazine-7/#comment-21033</guid>
		<description>Mike: No, Blender does not create additional geometry. Not trying to be harsh, but if you write a specialized tutorial on a particular topic, please be sure that you *know* what you're writing about. Anyone can guess that "Disp" means "Displacement". The important piece of information - how to get the additional necessary geometry - would just have been the thing that would justify a tutorial at all.</description>
		<content:encoded><![CDATA[<p>Mike: No, Blender does not create additional geometry. Not trying to be harsh, but if you write a specialized tutorial on a particular topic, please be sure that you *know* what you&#039;re writing about. Anyone can guess that &#034;Disp&#034; means &#034;Displacement&#034;. The important piece of information - how to get the additional necessary geometry - would just have been the thing that would justify a tutorial at all.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: frr</title>
		<link>http://www.blendernation.com/2006/11/27/blender-art-magazine-7/#comment-21028</link>
		<dc:creator>frr</dc:creator>
		<pubDate>Tue, 28 Nov 2006 22:21:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/11/27/blender-art-magazine-7/#comment-21028</guid>
		<description>Kernon:

I'm sorry that you took my post as an insult; I was merely giving my opinion on the strengths and weaknesses of the magazine.

I'm not entirely sure what you mean with your 'thesis' comment, but if you're saying that you like the result as it is, then that's up to you. I was just using the comments box to . . . well, comment.

And yes, I'd be glad to proofread an article or two for you.</description>
		<content:encoded><![CDATA[<p>Kernon:</p>
<p>I&#039;m sorry that you took my post as an insult; I was merely giving my opinion on the strengths and weaknesses of the magazine.</p>
<p>I&#039;m not entirely sure what you mean with your &#039;thesis&#039; comment, but if you&#039;re saying that you like the result as it is, then that&#039;s up to you. I was just using the comments box to . . . well, comment.</p>
<p>And yes, I&#039;d be glad to proofread an article or two for you.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Kernon</title>
		<link>http://www.blendernation.com/2006/11/27/blender-art-magazine-7/#comment-21021</link>
		<dc:creator>Kernon</dc:creator>
		<pubDate>Tue, 28 Nov 2006 22:03:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/11/27/blender-art-magazine-7/#comment-21021</guid>
		<description>@frr:
BTW, the door is always open for you to participate as one of the proofreaders...put your expertise to work.</description>
		<content:encoded><![CDATA[<p>@frr:<br />
BTW, the door is always open for you to participate as one of the proofreaders&#8230;put your expertise to work.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Kernon</title>
		<link>http://www.blendernation.com/2006/11/27/blender-art-magazine-7/#comment-21019</link>
		<dc:creator>Kernon</dc:creator>
		<pubDate>Tue, 28 Nov 2006 22:01:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/11/27/blender-art-magazine-7/#comment-21019</guid>
		<description>@frr:
Please don't insult the hard work of others, thank you.

There are proofreaders for the magazine. In fact, we now have about three or four. The fact of the matter is that many of the articles are written by people whose first language is not English. Blenderart magazine is an international publication so, that is to be expected. Also, like you said, with proofreaders "MOST of the problems will be gone". I can assure you that, had you seen the original articles, you would agree that "most of the problems" are gone. We also don't want it to read like a thesis, nor do we want to be in the business of rewriting articles.</description>
		<content:encoded><![CDATA[<p>@frr:<br />
Please don&#039;t insult the hard work of others, thank you.</p>
<p>There are proofreaders for the magazine. In fact, we now have about three or four. The fact of the matter is that many of the articles are written by people whose first language is not English. Blenderart magazine is an international publication so, that is to be expected. Also, like you said, with proofreaders &#034;MOST of the problems will be gone&#034;. I can assure you that, had you seen the original articles, you would agree that &#034;most of the problems&#034; are gone. We also don&#039;t want it to read like a thesis, nor do we want to be in the business of rewriting articles.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mike Wach</title>
		<link>http://www.blendernation.com/2006/11/27/blender-art-magazine-7/#comment-20997</link>
		<dc:creator>Mike Wach</dc:creator>
		<pubDate>Tue, 28 Nov 2006 19:27:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/11/27/blender-art-magazine-7/#comment-20997</guid>
		<description>@Alexander Ewering

I wrote the article on displacement mapping and I wasn't sure what you meant in your post: 

"The displacement mapping tutorial is a bit wrong. It states that displacement mapping creates additional geometry according to the displacement map’s properties. Have fun watching the newbies trying to displacement-map their default cube, and getting desperate ;)"

In other software programs (Maya, Max, etc..) displacement maps create additional polygons, so I assumed Blender 3D does the same. Am I right?

Also I'd like to say that somewhere along the line my article became very deformed compared to my original design submission. If you are interested in seeing it, here's the link:

&lt;a href="http://www.mikewach.com/additions/mapping.pdf" rel="nofollow"&gt;http://www.mikewach.com/additions/mapping.pdf&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>@Alexander Ewering</p>
<p>I wrote the article on displacement mapping and I wasn&#039;t sure what you meant in your post: </p>
<p>&#034;The displacement mapping tutorial is a bit wrong. It states that displacement mapping creates additional geometry according to the displacement map’s properties. Have fun watching the newbies trying to displacement-map their default cube, and getting desperate ;)&#034;</p>
<p>In other software programs (Maya, Max, etc..) displacement maps create additional polygons, so I assumed Blender 3D does the same. Am I right?</p>
<p>Also I&#039;d like to say that somewhere along the line my article became very deformed compared to my original design submission. If you are interested in seeing it, here&#039;s the link:</p>
<p><a href="http://www.mikewach.com/additions/mapping.pdf" rel="nofollow">http://www.mikewach.com/additions/mapping.pdf</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: frr</title>
		<link>http://www.blendernation.com/2006/11/27/blender-art-magazine-7/#comment-20986</link>
		<dc:creator>frr</dc:creator>
		<pubDate>Tue, 28 Nov 2006 17:25:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/11/27/blender-art-magazine-7/#comment-20986</guid>
		<description>Oh, I don't doubt for a second that a lot of effort goes into it. All you need to do is hire a good proofreader and most of the problems will be gone.</description>
		<content:encoded><![CDATA[<p>Oh, I don&#039;t doubt for a second that a lot of effort goes into it. All you need to do is hire a good proofreader and most of the problems will be gone.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Sandra aka dreamsgate</title>
		<link>http://www.blendernation.com/2006/11/27/blender-art-magazine-7/#comment-20971</link>
		<dc:creator>Sandra aka dreamsgate</dc:creator>
		<pubDate>Tue, 28 Nov 2006 15:23:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/11/27/blender-art-magazine-7/#comment-20971</guid>
		<description>Lol, as usual, we have proofing errors. But we are constantly trying to improve. Eventually we will get it to the point where there are no errors when released. 

Until then keep in mind, while you are learning blender from the magazine, we are learning how to make magazines. :p  You wouldn't think it was that hard, but you would be surprised.</description>
		<content:encoded><![CDATA[<p>Lol, as usual, we have proofing errors. But we are constantly trying to improve. Eventually we will get it to the point where there are no errors when released. </p>
<p>Until then keep in mind, while you are learning blender from the magazine, we are learning how to make magazines. :p  You wouldn&#039;t think it was that hard, but you would be surprised.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

<!-- Dynamic Page Served (once) in 0.104 seconds -->
