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	<title>Comments for Anthony E. Kosky's Blog</title>
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	<link>http://anthonyekosky.info/blog</link>
	<description>Artistic blog for an eternal art student.</description>
	<pubDate>Thu, 11 Mar 2010 18:33:21 +0000</pubDate>
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		<title>Comment on Pepsi fluid simulation v5 update by cbelland</title>
		<link>http://anthonyekosky.info/blog/2010/03/02/pepsi-fluid-simulation-v5-update/#comment-15</link>
		<dc:creator>cbelland</dc:creator>
		<pubDate>Wed, 03 Mar 2010 01:52:28 +0000</pubDate>
		<guid isPermaLink="false">http://anthonyekosky.info/blog/?p=160#comment-15</guid>
		<description>The liquid pouring out is looking REALLY good (the "waterfall" of pepsi existing the can). It's interesting how the soda kinda huddles-up as it accumulates on the surface (I know that is not what you want, obviously, but still interesting). 
The bounce of the can feels like it stops too quickly. If you can add a slight rocking motion as the liquid leaves the can, it will really heighten the concept of a "dropped can."
Obliviously you fixed the rendering problem... (looks like everything got rendered out...)</description>
		<content:encoded><![CDATA[<p>The liquid pouring out is looking REALLY good (the &#8220;waterfall&#8221; of pepsi existing the can). It&#8217;s interesting how the soda kinda huddles-up as it accumulates on the surface (I know that is not what you want, obviously, but still interesting).<br />
The bounce of the can feels like it stops too quickly. If you can add a slight rocking motion as the liquid leaves the can, it will really heighten the concept of a &#8220;dropped can.&#8221;<br />
Obliviously you fixed the rendering problem&#8230; (looks like everything got rendered out&#8230;)</p>
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		<title>Comment on Design for Media Project 5 Step 4 - Production (Update 5) by cbelland</title>
		<link>http://anthonyekosky.info/blog/2009/05/06/design-for-media-project-5-step-4-production-update-5/#comment-14</link>
		<dc:creator>cbelland</dc:creator>
		<pubDate>Thu, 07 May 2009 02:27:57 +0000</pubDate>
		<guid isPermaLink="false">http://anthonyekosky.info/blog/?p=137#comment-14</guid>
		<description>Yikes, I have no idea what is happening either. I would suggest talking with Jo Albrecht (he is very proficient with Z-Brush). He might be able to help. 
Also, check the threads at ZBrushCentral (I'm sure someone has experienced this... and, if not, you can post and get feedback). 
Don't panic--the point of the class is posting, feedback, and investigation... you are on the right track!</description>
		<content:encoded><![CDATA[<p>Yikes, I have no idea what is happening either. I would suggest talking with Jo Albrecht (he is very proficient with Z-Brush). He might be able to help.<br />
Also, check the threads at ZBrushCentral (I&#8217;m sure someone has experienced this&#8230; and, if not, you can post and get feedback).<br />
Don&#8217;t panic&#8211;the point of the class is posting, feedback, and investigation&#8230; you are on the right track!</p>
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		<title>Comment on Design for Media Project 5 Step 4 - Production (Update 4) by cbelland</title>
		<link>http://anthonyekosky.info/blog/2009/04/28/design-for-media-project-5-step-4-production-update-4/#comment-13</link>
		<dc:creator>cbelland</dc:creator>
		<pubDate>Fri, 01 May 2009 13:39:13 +0000</pubDate>
		<guid isPermaLink="false">http://anthonyekosky.info/blog/?p=135#comment-13</guid>
		<description>Sorry about the Smart Divide--but you're right: you'll never forget that!
Keep working but don't get too focused on completing the project (I know: shocked!). The point of the class is consistent, weekly progress (which you have been doing). The idea is that on the final presentation, you show where you are at and talk about what you might do differently in the future. Then, it's up to the individual artist as to whether or not he/she continues (but it sounds like you are already set to keep working towards completion!).
If you have the file with the separated verts, it's always fun to take a picture of the train wreck and post it too!</description>
		<content:encoded><![CDATA[<p>Sorry about the Smart Divide&#8211;but you&#8217;re right: you&#8217;ll never forget that!<br />
Keep working but don&#8217;t get too focused on completing the project (I know: shocked!). The point of the class is consistent, weekly progress (which you have been doing). The idea is that on the final presentation, you show where you are at and talk about what you might do differently in the future. Then, it&#8217;s up to the individual artist as to whether or not he/she continues (but it sounds like you are already set to keep working towards completion!).<br />
If you have the file with the separated verts, it&#8217;s always fun to take a picture of the train wreck and post it too!</p>
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		<title>Comment on Design for Media Project 5 Step 4 - Production (Update 3) by Anthony E. Kosky</title>
		<link>http://anthonyekosky.info/blog/2009/04/21/design-for-media-project-5-step-4-production-update-3/#comment-12</link>
		<dc:creator>Anthony E. Kosky</dc:creator>
		<pubDate>Wed, 22 Apr 2009 13:11:40 +0000</pubDate>
		<guid isPermaLink="false">http://anthonyekosky.info/blog/?p=131#comment-12</guid>
		<description>I agree with you on the size of the spikes, but I'm getting a feel for where I want the larger ones, I believe it will work itself out. ;)

I appreciate the attention to the size though, I will definitely start to build up more size differences along with the spacing / progression of size / variation.

I really do like the building of the story - it gives the character more meat. ;)</description>
		<content:encoded><![CDATA[<p>I agree with you on the size of the spikes, but I&#8217;m getting a feel for where I want the larger ones, I believe it will work itself out. <img src='http://anthonyekosky.info/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>I appreciate the attention to the size though, I will definitely start to build up more size differences along with the spacing / progression of size / variation.</p>
<p>I really do like the building of the story - it gives the character more meat. <img src='http://anthonyekosky.info/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /></p>
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		<title>Comment on Design for Media Project 5 Step 4 - Production (Update 3) by cbelland</title>
		<link>http://anthonyekosky.info/blog/2009/04/21/design-for-media-project-5-step-4-production-update-3/#comment-11</link>
		<dc:creator>cbelland</dc:creator>
		<pubDate>Wed, 22 Apr 2009 12:55:27 +0000</pubDate>
		<guid isPermaLink="false">http://anthonyekosky.info/blog/?p=131#comment-11</guid>
		<description>Great progress! I'm glad that you are enjoying the "build" of your story too... I do like what's happening with the rock-arm. Here is something I would like for you to consider: the placement of the "spikes" (sorry, couldn't think of a better word) are very even in size and distribution. Consider doing one of two things:
1. Think back to design one (I know, stay with me on this one!) and re-arrange the spikes so that there is a logical progression of size and placement (smaller to larger, one-third small vs. two-thirds big)
or
2. Follow a specific pattern in nature. The craggy cliff walls of Ireland, or the Limestone crevices of Yellowstone, or the Shale hills in Ohio... props to Ohio</description>
		<content:encoded><![CDATA[<p>Great progress! I&#8217;m glad that you are enjoying the &#8220;build&#8221; of your story too&#8230; I do like what&#8217;s happening with the rock-arm. Here is something I would like for you to consider: the placement of the &#8220;spikes&#8221; (sorry, couldn&#8217;t think of a better word) are very even in size and distribution. Consider doing one of two things:<br />
1. Think back to design one (I know, stay with me on this one!) and re-arrange the spikes so that there is a logical progression of size and placement (smaller to larger, one-third small vs. two-thirds big)<br />
or<br />
2. Follow a specific pattern in nature. The craggy cliff walls of Ireland, or the Limestone crevices of Yellowstone, or the Shale hills in Ohio&#8230; props to Ohio</p>
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		<title>Comment on Design for Media Project 5 Step 4 - Production (Update 2) by cbelland</title>
		<link>http://anthonyekosky.info/blog/2009/04/14/design-for-media-project-5-step-4-production-update-2/#comment-10</link>
		<dc:creator>cbelland</dc:creator>
		<pubDate>Thu, 16 Apr 2009 03:17:41 +0000</pubDate>
		<guid isPermaLink="false">http://anthonyekosky.info/blog/?p=129#comment-10</guid>
		<description>You are right: Z-Brush is a time zapper! Addictive. 
To work around the movie export, I would recommend iShowU http://www.shinywhitebox.com/home/home.html
As for the name, personally I would stay away from the famous name. But that's a subjective comment.. I do like your original idea of combining the elements into a name... hmmm... did these warriors ever interact with other cultures? It would be fascinating if he took on a different language name... or if his name was a sentence (poem)</description>
		<content:encoded><![CDATA[<p>You are right: Z-Brush is a time zapper! Addictive.<br />
To work around the movie export, I would recommend iShowU <a href="http://www.shinywhitebox.com/home/home.html" rel="nofollow">http://www.shinywhitebox.com/home/home.html</a><br />
As for the name, personally I would stay away from the famous name. But that&#8217;s a subjective comment.. I do like your original idea of combining the elements into a name&#8230; hmmm&#8230; did these warriors ever interact with other cultures? It would be fascinating if he took on a different language name&#8230; or if his name was a sentence (poem)</p>
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		<title>Comment on Design for Media Project 5 Step 4 - Production (Update 1) by pmatthews</title>
		<link>http://anthonyekosky.info/blog/2009/04/07/design-for-media-project-5-step-4-production-update-1/#comment-9</link>
		<dc:creator>pmatthews</dc:creator>
		<pubDate>Wed, 08 Apr 2009 14:01:34 +0000</pubDate>
		<guid isPermaLink="false">http://anthonyekosky.info/blog/?p=127#comment-9</guid>
		<description>I like where your character is going.  One tip on the shape of your character.  You said that you referenced the hulk and juggernaut.  To me, the one thing that stands out about those characters are thier waists.  They have huge upper bodies and tree trunk legs, but thier wiast is relatively small and skinny compared to the rest of thier body.  I don't quite get that feeling with your character.  It may be the armor that you have around his waist that is throwing me off.  Just thought it might be worth exploring.</description>
		<content:encoded><![CDATA[<p>I like where your character is going.  One tip on the shape of your character.  You said that you referenced the hulk and juggernaut.  To me, the one thing that stands out about those characters are thier waists.  They have huge upper bodies and tree trunk legs, but thier wiast is relatively small and skinny compared to the rest of thier body.  I don&#8217;t quite get that feeling with your character.  It may be the armor that you have around his waist that is throwing me off.  Just thought it might be worth exploring.</p>
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		<title>Comment on Design for Media Project 5 Step 4 - Production (Update 1) by cbelland</title>
		<link>http://anthonyekosky.info/blog/2009/04/07/design-for-media-project-5-step-4-production-update-1/#comment-8</link>
		<dc:creator>cbelland</dc:creator>
		<pubDate>Wed, 08 Apr 2009 13:15:24 +0000</pubDate>
		<guid isPermaLink="false">http://anthonyekosky.info/blog/?p=127#comment-8</guid>
		<description>I can definitely see the homage to the comic book characters--the feet do look better. Next step: the legs and the torso feel like they originated from a cube. Vary the silhouette so that a curved form is always opposite a straight form (just like in Hayakawa's classes). 
Good up-keep with the UVs (I promise they will get faster).</description>
		<content:encoded><![CDATA[<p>I can definitely see the homage to the comic book characters&#8211;the feet do look better. Next step: the legs and the torso feel like they originated from a cube. Vary the silhouette so that a curved form is always opposite a straight form (just like in Hayakawa&#8217;s classes).<br />
Good up-keep with the UVs (I promise they will get faster).</p>
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		<title>Comment on Design 4 Media Project 5 Step 4 - Production by cbelland</title>
		<link>http://anthonyekosky.info/blog/2009/03/31/design-4-media-project-5-step-4-production/#comment-7</link>
		<dc:creator>cbelland</dc:creator>
		<pubDate>Wed, 01 Apr 2009 13:54:48 +0000</pubDate>
		<guid isPermaLink="false">http://anthonyekosky.info/blog/?p=124#comment-7</guid>
		<description>Excellent foundation! Great attention on the UVs (great proportional layout). My comments would be: 1. (and you might have already done this) keep all the big chunks separate (helmet, arms, torso, etc) and 2. watch the overall silhouette (it looks more like a designer toy than an epic warrior right now)... but this might be due to the initial stage of its being blocked-in...
Very happy to see you using the Environment Light to display your model (many people forget to do that).</description>
		<content:encoded><![CDATA[<p>Excellent foundation! Great attention on the UVs (great proportional layout). My comments would be: 1. (and you might have already done this) keep all the big chunks separate (helmet, arms, torso, etc) and 2. watch the overall silhouette (it looks more like a designer toy than an epic warrior right now)&#8230; but this might be due to the initial stage of its being blocked-in&#8230;<br />
Very happy to see you using the Environment Light to display your model (many people forget to do that).</p>
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		<title>Comment on Design 4 Media Project 5 Step 3 - Judge by dan</title>
		<link>http://anthonyekosky.info/blog/2009/03/10/design-4-media-project-5-step-3-judge/#comment-6</link>
		<dc:creator>dan</dc:creator>
		<pubDate>Wed, 18 Mar 2009 00:17:23 +0000</pubDate>
		<guid isPermaLink="false">http://anthonyekosky.info/blog/?p=114#comment-6</guid>
		<description>I really like this concept. Although I can't stop thinking about the technical challenge of having a 3d character with an arm of water. It looks like you're going for free-flowing water and dynamic look. In my mind this would be extremely hard to create well especially if you plan to animate. I would say the way to go would be model an arm and then apply some kind of clear water shader to it. If you're set on realistic looking, flowing water I would check out the "Realflow" software. It took me like 8 hours just to get some &lt;a href="http://zim0.com/blog/ccad/green-glop" rel="nofollow"&gt;green stuff to pour into a cup&lt;/a&gt;.

I can see this project coming to life in z-brush. It would be awesome to add the super fine details of the armor in zbrush. I have tons of video tutorials if you want to learn this software, just let me know.</description>
		<content:encoded><![CDATA[<p>I really like this concept. Although I can&#8217;t stop thinking about the technical challenge of having a 3d character with an arm of water. It looks like you&#8217;re going for free-flowing water and dynamic look. In my mind this would be extremely hard to create well especially if you plan to animate. I would say the way to go would be model an arm and then apply some kind of clear water shader to it. If you&#8217;re set on realistic looking, flowing water I would check out the &#8220;Realflow&#8221; software. It took me like 8 hours just to get some <a href="http://zim0.com/blog/ccad/green-glop" rel="nofollow">green stuff to pour into a cup</a>.</p>
<p>I can see this project coming to life in z-brush. It would be awesome to add the super fine details of the armor in zbrush. I have tons of video tutorials if you want to learn this software, just let me know.</p>
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