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	<title>Pixil.info &#187; videopixil</title>
	<atom:link href="http://pixil.info/tag/videopixil/feed/" rel="self" type="application/rss+xml" />
	<link>http://pixil.info</link>
	<description>We make video tuts on design and development.</description>
	<lastBuildDate>Fri, 23 Jul 2010 22:33:48 +0000</lastBuildDate>
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		<title>Using iChat to Control Final Cut</title>
		<link>http://pixil.info/tutorials/using-ichat-to-control-final-cut/</link>
		<comments>http://pixil.info/tutorials/using-ichat-to-control-final-cut/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 03:27:25 +0000</pubDate>
		<dc:creator>Pedro Ruiz</dc:creator>
				<category><![CDATA[Final Cut]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[control]]></category>
		<category><![CDATA[editing]]></category>
		<category><![CDATA[Hardware]]></category>
		<category><![CDATA[iChat]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[monitor]]></category>
		<category><![CDATA[pedro ruiz]]></category>
		<category><![CDATA[remote]]></category>
		<category><![CDATA[videopixil]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://pixil.info/?p=549</guid>
		<description><![CDATA[Coming up on this episode of Pixil: Today, we&#8217;ll look at how remote editing has become easier with the introduction...]]></description>
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<p><strong>Coming up on this episode of Pixil:</strong><br />
Today, we&#8217;ll look at how remote editing has become easier with the introduction of Final cut 7.Streaming draft previews is accomplished with the new iChat Theater option.<br />
<span id="more-549"></span><br />
This very useful feature is great way to show off the latest cut to your clients. This option essentially  feeds your Final Cut Canvas screen to an iChat video message. Lets check out how the workflow I use in performing an iChat remote edit. When preforming a remote edit, it always helps to see a better frame rate. Editing across the net is never fun, but sometime necessary when completing deadlines.</p>
<p>When combined with remote access software, like logmein, iChat one can use a more powerful machine  to edit off location! To do this we active the remote software on the remote computer. Offsite we log in and active iChat on both computers. Using two different iChat accounts we&#8217;ll message the control the host computer through Final Cut. We&#8217;ll start off by going into Final Cut</p>
<blockquote><p>Under: View > iChat Theater > Start Sharing</p></blockquote>
<p>Hit OK to active. While still in the remote account, go to the iChat buddy list and connect to the controller account. On the control computer, accept the invite. Using a second monitor, we can drag the iChat video screen over. Okay, and now we have a better frame rate to remotely edit to!</p>
<p>Okay and that&#8217;s how control final cut with iChat. This isn&#8217;t the best editing experience, but on a deadline it gets the job done. And that&#8217;s it for this episode of Pixil.info. I&#8217;m Pedro for Pixil.info See you next time!</p>
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		<item>
		<title>Baking Texture Light Maps in Maya 2010</title>
		<link>http://pixil.info/tutorials/optimize-iphone-games-by-baking-texture-light-maps-in-maya-2010/</link>
		<comments>http://pixil.info/tutorials/optimize-iphone-games-by-baking-texture-light-maps-in-maya-2010/#comments</comments>
		<pubDate>Mon, 08 Feb 2010 17:07:23 +0000</pubDate>
		<dc:creator>Pedro Ruiz</dc:creator>
				<category><![CDATA[Maya]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[baking]]></category>
		<category><![CDATA[light maps]]></category>
		<category><![CDATA[maya 2010]]></category>
		<category><![CDATA[pedro ruiz]]></category>
		<category><![CDATA[videopixil]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://pixil.info/?p=316</guid>
		<description><![CDATA[Coming up on today&#8217;s epsiode: Optimize your iPhone games performance by Baking Texture Light Maps using Maya 2010. Today will...]]></description>
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<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>Optimize your iPhone games performance by Baking Texture Light Maps using Maya 2010. Today will be using Maya Baked Lightmaps to speed up game performance. The trick is getting fewer texture draw calls by baking your shadows into the texture.</p>
<p><span id="more-316"></span></p>
<p>First will start by creating a texture sheet. A texture sheet holds all of the textures that are used to make up characters and other models in the game. So by combining textures into one file, you can get a faster performance by using less cycles for each texture. For this tutorial we&#8217;ll be combining all the textures that make up this cell room.</p>
<p>For this example we&#8217;ll use a size of 1024&#215;786. After all the textures are combined, make sure even plain color shaders are also in the Texture sheet.</p>
<p>Link all your texture UVs to the sheet.</p>
<p>Now we&#8217;ll Adjust the lighting in the scene, check the render to see the were the shadow are casting.</p>
<p>Now Select all polygons and in the polygons menu under<br />
<blockquote>Mesh &lt; Combine</p></blockquote>
<p>Create a automatic poly projection for all the ploys in the polygons menu under<br />
<blockquote>Create &lt; UVs &lt; Automatic Mapping Option Box</p></blockquote>
<p>Using the default settings, under UV Set make sure the UV set name is: lightmap hit apply</p>
<p>Go into your UV Texture Editor and select the new UV set under: UV Sets &lt; and then the lightmap uv set You can switch to original uv coordinates if you need to here</p>
<p>While still having the ploys selected go to the Render Menu Under:<br />
<blockquote>Lighting/Shading &lt; Batch Bake (metal ray) Option Box</p></blockquote>
<p>The under Settings options check Back Shadows, the rest should be ok</p>
<p>under<br />
<blockquote>Texture Bake Set Override Color mode &lt; only light</p></blockquote>
<p>Under prefix: use the name of the room to easily spot them out</p>
<p>For the iPhone will use the X and Y resolution of 256&#215;256. Didn&#8217;t get any higher quality with a higher number so, We can leave the Number of samples to 4.</p>
<p>Fill Texture seams at: 3.0</p>
<p>Make sure Override mesh UV set assignments is checked with the UV set name to: lightmap</p>
<p>Click on convert to bake the map, This shouldn&#8217;t take too long</p>
<p>Ok, now if we look in our project file under<br />
<blockquote>renderData/mentalray/lightmap/.</p></blockquote>
<p> You can see the room0_lightmap.tif Maya created. Open it up to check it out, Pretty good</p>
<p>Ok we now have both of the UV sets in the scene and the baked lightmap.</p>
<p>Now we have to go to each object in the visible scene and create a Layered Texture shader for each. Then we have to attach the textures and UVs to the baked shadow&#8217;s UV set.</p>
<p>We can do this by right clicking on an object Assign new Texture &lt; layeredTexture</p>
<p>Object goes green, The first layer will hold the lightmap file. Add another file node and link it to the lightmap. For the Blend mode use: multiply.</p>
<p>now we can go to the second layer and select a file node. We&#8217;ll link that to the color texture sheet. The blend mode should be at: none.</p>
<p>Now we can link the UV sets together for this object and it&#8217;s texture.</p>
<p>To set up the UV relationship we&#8217;ll go Under<br />
<blockquote>Window &lt; Relationship Editors &lt; UV Linking &lt; UV-centric</p></blockquote>
<p>Scroll down to find the texture for this object. By default both are linked to the color texture. Select the lightmap and link it to the lightmap UVs</p>
<p>Map1 should deselect the  light map UVs from the color UVs.</p>
<p>Now let&#8217;s test link by going into the UV Texture Editor and switching between the sets.</p>
<p>Now lets do a test render of the scene with the light off. If linked properly the shadows from any objects should still be in the render!</p>
<p>Now we just have to attach each object and texture to the lighmap UVs,  thats how to bake light maps in maya. Hope this helps in optimizing your next iPhone/iPad game.</p>
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		<item>
		<title>iPad 3D Model for Photoshop</title>
		<link>http://pixil.info/downloads/ipad-3d-model-for-photoshop/</link>
		<comments>http://pixil.info/downloads/ipad-3d-model-for-photoshop/#comments</comments>
		<pubDate>Wed, 03 Feb 2010 18:42:19 +0000</pubDate>
		<dc:creator>Pedro Ruiz</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[3D Model]]></category>
		<category><![CDATA[3D Object]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[designing]]></category>
		<category><![CDATA[download]]></category>
		<category><![CDATA[free]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[pedro ruiz]]></category>
		<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[videopixil]]></category>

		<guid isPermaLink="false">http://pixil.info/?p=273</guid>
		<description><![CDATA[Giveaway: iPad 3D Model for Photoshop Today, we&#8217;re giving away a free 3D Object of the new Apple iPad. You...]]></description>
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<p><strong>Giveaway: iPad 3D Model for Photoshop</strong></p>
<p>Today, we&#8217;re giving away a free 3D Object of the new Apple iPad. You can import it into Photoshop Extended and start designing your app mockups.</p>
<p>Features fully editable textures and layers. Realistic 3D iPad features buttons, speakers and editable screen.</p>
<p><span id="more-273"></span></p>
<p><img src="http://www.pixil.info/wp-content/themes/pixil_new/images/iPad-3DObject.png" alt="iPad 3D Object from Pixil.info"/></p>
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		<title>3D in Photoshop CS4</title>
		<link>http://pixil.info/downloads/3d-in-photoshop-cs4/</link>
		<comments>http://pixil.info/downloads/3d-in-photoshop-cs4/#comments</comments>
		<pubDate>Tue, 30 Dec 2008 01:18:17 +0000</pubDate>
		<dc:creator>Pedro Ruiz</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[pedro ruiz]]></category>
		<category><![CDATA[videopixil]]></category>
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		<guid isPermaLink="false">http://pixil.info/?p=108</guid>
		<description><![CDATA[Coming up on today&#8217;s epsiode: We&#8217;re going to take a look at Photoshop&#8217;s new 3D features. Adobe added features but...]]></description>
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<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>We&#8217;re going to take a look at Photoshop&#8217;s new 3D features.</p>
<p>Adobe added features but deleted some compatibility available in CS3. Being able to import Product models for print, video and web makes a very efficient workflow.</p>
<p><span id="more-108"></span></p>
<p>Although new camera control abilities were added in CS4, an incredibly useful ability is no longer there.</p>
<p><strong>Features add and deleted</strong></p>
<p>3D mesh animation support no longer works in CS4. This mean 3D models with animated parts no longer playback inside photoshop. The new 3D UI has deleted the timeline scrubber for the mesh. Making layer styles out of one object with different product stages would be a great workflow. You can still use CS3 for this, but wont be playback in CS4. Hopefully Adobe is able to bring this feature back. Being able to save all collateral as one psd file would save a lot of headaches. So to use playback, I import my Maya model into 3D Max and export it as a .3DS file.</p>
<p><strong>CS3 Mesh Animation Workflow</strong></p>
<p>You can just open it photoshop cs3. Then just set each layer at the need keyframe. Now set a layer comp for each state.</p>
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