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	<title>
	Comments on: Experiments in Texturing	</title>
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		<title>
		By: Pritchard		</title>
		<link>https://the-witness.net/news/2010/11/experiments-in-texturing/comment-page-1/#comment-2236</link>

		<dc:creator><![CDATA[Pritchard]]></dc:creator>
		<pubDate>Sat, 15 Jan 2011 19:01:59 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=668#comment-2236</guid>

					<description><![CDATA[I&#039;ll keep this in mind.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ll keep this in mind.</p>
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		<title>
		By: Dan		</title>
		<link>https://the-witness.net/news/2010/11/experiments-in-texturing/comment-page-1/#comment-2125</link>

		<dc:creator><![CDATA[Dan]]></dc:creator>
		<pubDate>Tue, 28 Dec 2010 02:36:29 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=668#comment-2125</guid>

					<description><![CDATA[To me, the lighting on the stairway makes it worse. On the first image the stairs and the wall right next to it have about the same brightness to them. Once the lighting is added the stairs suddenly look much darker than the wall. So unless you changes something about the textures as well, that shouldn&#039;t be IMHO.]]></description>
			<content:encoded><![CDATA[<p>To me, the lighting on the stairway makes it worse. On the first image the stairs and the wall right next to it have about the same brightness to them. Once the lighting is added the stairs suddenly look much darker than the wall. So unless you changes something about the textures as well, that shouldn&#8217;t be IMHO.</p>
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		<title>
		By: Andrew		</title>
		<link>https://the-witness.net/news/2010/11/experiments-in-texturing/comment-page-1/#comment-1847</link>

		<dc:creator><![CDATA[Andrew]]></dc:creator>
		<pubDate>Tue, 30 Nov 2010 09:21:55 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=668#comment-1847</guid>

					<description><![CDATA[The recent game &quot;Invincible Tiger: The Legend of Han Tao&quot;:
http://www.renderheads.com/portfolio/VertexChameleon/InvincibleTiger/

had a similar approach in that they used only a couple of dirtmap textures and the rest was done with vertex colours.  I understand this was mainly done to save on level download size.  Great results though.]]></description>
			<content:encoded><![CDATA[<p>The recent game &#8220;Invincible Tiger: The Legend of Han Tao&#8221;:<br />
<a href="http://www.renderheads.com/portfolio/VertexChameleon/InvincibleTiger/" rel="nofollow ugc">http://www.renderheads.com/portfolio/VertexChameleon/InvincibleTiger/</a></p>
<p>had a similar approach in that they used only a couple of dirtmap textures and the rest was done with vertex colours.  I understand this was mainly done to save on level download size.  Great results though.</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2010/11/experiments-in-texturing/comment-page-1/#comment-1790</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Sat, 20 Nov 2010 17:48:33 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=668#comment-1790</guid>

					<description><![CDATA[Sweden is certainly considered a Western country...

As for my understanding of game development being narrow; I&#039;ve been to a few Eastern countries, seen what happens there in terms of conferences, and seen what those guys choose to talk about at conferences when they come to the West.  It appears to me that they have much more of a tradition of trying to keep trade secrets  -- Japan especially.  A technical talk given by an American is, in general, totally different in style and attitude from a technical talk given by someone from Japan, and a large factor is the difference in terms of freedom of discussion and depth of information disclosed.

Your mileage may vary of course.]]></description>
			<content:encoded><![CDATA[<p>Sweden is certainly considered a Western country&#8230;</p>
<p>As for my understanding of game development being narrow; I&#8217;ve been to a few Eastern countries, seen what happens there in terms of conferences, and seen what those guys choose to talk about at conferences when they come to the West.  It appears to me that they have much more of a tradition of trying to keep trade secrets  &#8212; Japan especially.  A technical talk given by an American is, in general, totally different in style and attitude from a technical talk given by someone from Japan, and a large factor is the difference in terms of freedom of discussion and depth of information disclosed.</p>
<p>Your mileage may vary of course.</p>
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		<title>
		By: Regis		</title>
		<link>https://the-witness.net/news/2010/11/experiments-in-texturing/comment-page-1/#comment-1788</link>

		<dc:creator><![CDATA[Regis]]></dc:creator>
		<pubDate>Sat, 20 Nov 2010 14:59:50 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=668#comment-1788</guid>

					<description><![CDATA[@Reginald: The video recording is available at the GDC Vault, try hooking up with anyone you know that attended last GDC.

@a: what makes you think Sweden is an eastern country?

@Jonathan Blow: your understanding of game development outside of the states is very narrow if you think it&#039;s only the Western world that shares game dev ideas. I wonder what&#039;s your definition of Western, but whatever it is - it&#039;s too narrow to make your statement even remotely true.]]></description>
			<content:encoded><![CDATA[<p>@Reginald: The video recording is available at the GDC Vault, try hooking up with anyone you know that attended last GDC.</p>
<p>@a: what makes you think Sweden is an eastern country?</p>
<p>@Jonathan Blow: your understanding of game development outside of the states is very narrow if you think it&#8217;s only the Western world that shares game dev ideas. I wonder what&#8217;s your definition of Western, but whatever it is &#8211; it&#8217;s too narrow to make your statement even remotely true.</p>
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		<title>
		By: Reginald		</title>
		<link>https://the-witness.net/news/2010/11/experiments-in-texturing/comment-page-1/#comment-1700</link>

		<dc:creator><![CDATA[Reginald]]></dc:creator>
		<pubDate>Mon, 15 Nov 2010 20:44:19 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=668#comment-1700</guid>

					<description><![CDATA[hey Jon, any idea if the talk that Naughty Dog gave for GDC was recorded anywhere ? the pdf is great, but more information would be fantastic.]]></description>
			<content:encoded><![CDATA[<p>hey Jon, any idea if the talk that Naughty Dog gave for GDC was recorded anywhere ? the pdf is great, but more information would be fantastic.</p>
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		<title>
		By: مهران mehran		</title>
		<link>https://the-witness.net/news/2010/11/experiments-in-texturing/comment-page-1/#comment-1647</link>

		<dc:creator><![CDATA[مهران mehran]]></dc:creator>
		<pubDate>Fri, 12 Nov 2010 11:09:07 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=668#comment-1647</guid>

					<description><![CDATA[من از ایران هستم !
امیدوارم بتونید کامنتم رو بخونید .... !
 (braid) تا اونجایی که من اطلاع دارم قبل از این بازی ، بازی برید
 رو ساخته بودید که واقعا فوق العاده است و من نمیتونم اون رو تموم کنم چون خیلی مشکله !
ولی میدونم که باید به بازیاتون ایمان داشت !!
مشتاقانه منتظر بازی جدیدتون هستم !
امیدوارم هر چه زودتر بازی کنم !
با آروزی موفقیت برای سازنده های خلاق این بازی بزرگ !
بای بای ......]]></description>
			<content:encoded><![CDATA[<p>من از ایران هستم !<br />
امیدوارم بتونید کامنتم رو بخونید &#8230;. !<br />
 (braid) تا اونجایی که من اطلاع دارم قبل از این بازی ، بازی برید<br />
 رو ساخته بودید که واقعا فوق العاده است و من نمیتونم اون رو تموم کنم چون خیلی مشکله !<br />
ولی میدونم که باید به بازیاتون ایمان داشت !!<br />
مشتاقانه منتظر بازی جدیدتون هستم !<br />
امیدوارم هر چه زودتر بازی کنم !<br />
با آروزی موفقیت برای سازنده های خلاق این بازی بزرگ !<br />
بای بای &#8230;&#8230;</p>
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		<title>
		By: justin		</title>
		<link>https://the-witness.net/news/2010/11/experiments-in-texturing/comment-page-1/#comment-1627</link>

		<dc:creator><![CDATA[justin]]></dc:creator>
		<pubDate>Wed, 10 Nov 2010 23:25:55 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=668#comment-1627</guid>

					<description><![CDATA[things are looking more and more beautiful! you said that the structures them selfs could tell a story if they look like they have some sort of history. i personaly don&#039;t careabout stories, at all! i&#039;m not reading a book. hell, i don&#039;t even like stories in movies! in video games is all about the gameplay, the interactions, the acts you perform. that is why i get mad when games take the controll away from me to show me something &quot;cool&quot; or &quot;fun&quot; like a but scene or a take down or a logo at the game start-up or a menu screen. this is something that i loved about braid, not even a &quot;developed by&quot; screen. i love the way you told... not a story, no b/c stories are not interesting to me, but you showed a feeling, information, actual meaningfull things, you know? so i&#039;m very curious how you will communicate with us in The Witness. i thought i read something about... voice acting? or do you mean that the touch screen mazes will LITERALLY be the mode of communication of the game?]]></description>
			<content:encoded><![CDATA[<p>things are looking more and more beautiful! you said that the structures them selfs could tell a story if they look like they have some sort of history. i personaly don&#8217;t careabout stories, at all! i&#8217;m not reading a book. hell, i don&#8217;t even like stories in movies! in video games is all about the gameplay, the interactions, the acts you perform. that is why i get mad when games take the controll away from me to show me something &#8220;cool&#8221; or &#8220;fun&#8221; like a but scene or a take down or a logo at the game start-up or a menu screen. this is something that i loved about braid, not even a &#8220;developed by&#8221; screen. i love the way you told&#8230; not a story, no b/c stories are not interesting to me, but you showed a feeling, information, actual meaningfull things, you know? so i&#8217;m very curious how you will communicate with us in The Witness. i thought i read something about&#8230; voice acting? or do you mean that the touch screen mazes will LITERALLY be the mode of communication of the game?</p>
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		<title>
		By: Stephan Ahonen		</title>
		<link>https://the-witness.net/news/2010/11/experiments-in-texturing/comment-page-1/#comment-1606</link>

		<dc:creator><![CDATA[Stephan Ahonen]]></dc:creator>
		<pubDate>Mon, 08 Nov 2010 14:32:21 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=668#comment-1606</guid>

					<description><![CDATA[Back when I was doing level design for a Source Engine mod I did a lot of the same thing. I wasn&#039;t a texture artist, just layout and lighting, but while the level was still in my hands I&#039;d use lighting as much as possible to carve depth out of the environment, even with very flat dev textures. I remember being disappointed on a few occasions when the level came back from the texturing guys, I actually preferred the cleanliness. Glad I&#039;m not alone.]]></description>
			<content:encoded><![CDATA[<p>Back when I was doing level design for a Source Engine mod I did a lot of the same thing. I wasn&#8217;t a texture artist, just layout and lighting, but while the level was still in my hands I&#8217;d use lighting as much as possible to carve depth out of the environment, even with very flat dev textures. I remember being disappointed on a few occasions when the level came back from the texturing guys, I actually preferred the cleanliness. Glad I&#8217;m not alone.</p>
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		<title>
		By: fearian		</title>
		<link>https://the-witness.net/news/2010/11/experiments-in-texturing/comment-page-1/#comment-1604</link>

		<dc:creator><![CDATA[fearian]]></dc:creator>
		<pubDate>Mon, 08 Nov 2010 11:35:25 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=668#comment-1604</guid>

					<description><![CDATA[Like asd, I would be interested to know what you mean by &#039;a tradition of bad texturing&#039;. You&#039;re pretty vague in this post in a way that comes across as &#039;Artists don&#039;t know what their doing with texturing, it all looks crap!&#039; -I&#039;m sure that is NOT you point, but it kind of reads that way ;)

So are you talking about the technical limitations? artistic ability? a general style? Interesting post none the less, just not sure of the &#039;problem&#039; you are solving :P]]></description>
			<content:encoded><![CDATA[<p>Like asd, I would be interested to know what you mean by &#8216;a tradition of bad texturing&#8217;. You&#8217;re pretty vague in this post in a way that comes across as &#8216;Artists don&#8217;t know what their doing with texturing, it all looks crap!&#8217; -I&#8217;m sure that is NOT you point, but it kind of reads that way ;)</p>
<p>So are you talking about the technical limitations? artistic ability? a general style? Interesting post none the less, just not sure of the &#8216;problem&#8217; you are solving :P</p>
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		<title>
		By: Alex Shafranov		</title>
		<link>https://the-witness.net/news/2010/11/experiments-in-texturing/comment-page-1/#comment-1603</link>

		<dc:creator><![CDATA[Alex Shafranov]]></dc:creator>
		<pubDate>Mon, 08 Nov 2010 11:23:10 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=668#comment-1603</guid>

					<description><![CDATA[Great shots,
I like this &#039;minimalist texturing&#039; approach.
It reminds me of Team Fortress 2 style clean looks.

Have you considered implementing decals ?
They can help with unique details along with your blend shaders.]]></description>
			<content:encoded><![CDATA[<p>Great shots,<br />
I like this &#8216;minimalist texturing&#8217; approach.<br />
It reminds me of Team Fortress 2 style clean looks.</p>
<p>Have you considered implementing decals ?<br />
They can help with unique details along with your blend shaders.</p>
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		<title>
		By: asd		</title>
		<link>https://the-witness.net/news/2010/11/experiments-in-texturing/comment-page-1/#comment-1600</link>

		<dc:creator><![CDATA[asd]]></dc:creator>
		<pubDate>Mon, 08 Nov 2010 10:13:28 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=668#comment-1600</guid>

					<description><![CDATA[Jon, I would be interested to hear you explain a little bit more how you define the &quot;bad&quot; texture styles. Just lazy and unrealistic/unfitting, or is it some special style? I agree that after lighting, texturing is one of the things that can make or break a scene the most. Can you think of some example where you thought traditional texturing was successful?]]></description>
			<content:encoded><![CDATA[<p>Jon, I would be interested to hear you explain a little bit more how you define the &#8220;bad&#8221; texture styles. Just lazy and unrealistic/unfitting, or is it some special style? I agree that after lighting, texturing is one of the things that can make or break a scene the most. Can you think of some example where you thought traditional texturing was successful?</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2010/11/experiments-in-texturing/comment-page-1/#comment-1598</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Mon, 08 Nov 2010 02:36:10 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=668#comment-1598</guid>

					<description><![CDATA[We have thought about SSAO a little bit, but, I think, not very seriously.  I personally don&#039;t like it because it makes scenes that look really wrong.  If The Witness had a lot of big dynamically animating, we&#039;d probably want to think about SSAO as a way of doing things, but we are mostly concerned with lighting static environments that have a few togglable changes.  

Meanwhile, the precomputed lighting pass gives us stuff that is way more interesting and subtle than what SSAO produces.  (For example, SSAO is not going to give you any lighting gradient in the middle of a big flat wall... but places like that are where we see most lighting gradients in real life!)]]></description>
			<content:encoded><![CDATA[<p>We have thought about SSAO a little bit, but, I think, not very seriously.  I personally don&#8217;t like it because it makes scenes that look really wrong.  If The Witness had a lot of big dynamically animating, we&#8217;d probably want to think about SSAO as a way of doing things, but we are mostly concerned with lighting static environments that have a few togglable changes.  </p>
<p>Meanwhile, the precomputed lighting pass gives us stuff that is way more interesting and subtle than what SSAO produces.  (For example, SSAO is not going to give you any lighting gradient in the middle of a big flat wall&#8230; but places like that are where we see most lighting gradients in real life!)</p>
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		<title>
		By: Stefan A		</title>
		<link>https://the-witness.net/news/2010/11/experiments-in-texturing/comment-page-1/#comment-1596</link>

		<dc:creator><![CDATA[Stefan A]]></dc:creator>
		<pubDate>Sun, 07 Nov 2010 23:24:33 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=668#comment-1596</guid>

					<description><![CDATA[Have you considered using screen space ambient occlusion? It could lend itself nicely to the style you&#039;re going for as a large portion of the untextured work you see online is purely using an ambient occlusion lighting pass. 
Another thing to consider is if the sun goes down and you no longer receive those nice defining sunlight shadows, is the scene still going to be readable. 

Also thanks for the Naughty Dog GDC link. I recommend people purchase the audio that goes along with it as their art directors are simply amazing. (plus it&#039;s only $4)]]></description>
			<content:encoded><![CDATA[<p>Have you considered using screen space ambient occlusion? It could lend itself nicely to the style you&#8217;re going for as a large portion of the untextured work you see online is purely using an ambient occlusion lighting pass.<br />
Another thing to consider is if the sun goes down and you no longer receive those nice defining sunlight shadows, is the scene still going to be readable. </p>
<p>Also thanks for the Naughty Dog GDC link. I recommend people purchase the audio that goes along with it as their art directors are simply amazing. (plus it&#8217;s only $4)</p>
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		<title>
		By: a		</title>
		<link>https://the-witness.net/news/2010/11/experiments-in-texturing/comment-page-1/#comment-1587</link>

		<dc:creator><![CDATA[a]]></dc:creator>
		<pubDate>Sun, 07 Nov 2010 04:13:40 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=668#comment-1587</guid>

					<description><![CDATA[&quot;This is not something that one finds elsewhere in the world... -Thankfully, the Western game development world has a tradition of developers being very open with their techniques and processes&quot; I thought people in the east like sweden &#038; japan are also open minded and friendly in discussing techniques and beliefs. why people wouldn&#039;t! we should all look out for each other, since we are so young and don&#039;t understand how our medium works yet. plus, whenever an indie succeeds we all succeed. why people wouldn&#039;t chare their findings? how are we suppose to learn and teach to keep evolving. as always, the game is looking more and more beautiful! good luck experimenting all sorts of things. i think is a good idea focussing in architecture and function and their nuances than making things HD or HR or shiny. btw i discovered that youtube has labyrinth, and think that some of the followers of The Witness my find it interesting... so, i&#039;m dropping a link k? http://www.youtube.com/watch?v=g3eU3WYws-I  .it&#039;s a classic, enjoy...]]></description>
			<content:encoded><![CDATA[<p>&#8220;This is not something that one finds elsewhere in the world&#8230; -Thankfully, the Western game development world has a tradition of developers being very open with their techniques and processes&#8221; I thought people in the east like sweden &amp; japan are also open minded and friendly in discussing techniques and beliefs. why people wouldn&#8217;t! we should all look out for each other, since we are so young and don&#8217;t understand how our medium works yet. plus, whenever an indie succeeds we all succeed. why people wouldn&#8217;t chare their findings? how are we suppose to learn and teach to keep evolving. as always, the game is looking more and more beautiful! good luck experimenting all sorts of things. i think is a good idea focussing in architecture and function and their nuances than making things HD or HR or shiny. btw i discovered that youtube has labyrinth, and think that some of the followers of The Witness my find it interesting&#8230; so, i&#8217;m dropping a link k? <a href="http://www.youtube.com/watch?v=g3eU3WYws-I" rel="nofollow ugc">http://www.youtube.com/watch?v=g3eU3WYws-I</a>  .it&#8217;s a classic, enjoy&#8230;</p>
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		<title>
		By: Cody Burrow		</title>
		<link>https://the-witness.net/news/2010/11/experiments-in-texturing/comment-page-1/#comment-1586</link>

		<dc:creator><![CDATA[Cody Burrow]]></dc:creator>
		<pubDate>Sun, 07 Nov 2010 02:50:22 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=668#comment-1586</guid>

					<description><![CDATA[I remember submitting some images to you back then. It&#039;s nice to finally get some sort of response, some notion of your opinion. I would, however, be surprised if you were simply assuming that the many artists who displayed &quot;traditionally bad&quot; texturing were simply incapable of understanding whatever new direction you might prefer.

It&#039;s great that you did find an artist you like, with plenty of experience at that, and the models (even the rough block-ins) so far are looking pretty interesting. Posts like this leave me wanting more. Whatever special visuals you do end up with, I&#039;m excited to see it, and the fact you write stuff like this knowing it&#039;s a long way coming is a very good sign. Such reliable thoughtfulness is refreshing and inspiring.]]></description>
			<content:encoded><![CDATA[<p>I remember submitting some images to you back then. It&#8217;s nice to finally get some sort of response, some notion of your opinion. I would, however, be surprised if you were simply assuming that the many artists who displayed &#8220;traditionally bad&#8221; texturing were simply incapable of understanding whatever new direction you might prefer.</p>
<p>It&#8217;s great that you did find an artist you like, with plenty of experience at that, and the models (even the rough block-ins) so far are looking pretty interesting. Posts like this leave me wanting more. Whatever special visuals you do end up with, I&#8217;m excited to see it, and the fact you write stuff like this knowing it&#8217;s a long way coming is a very good sign. Such reliable thoughtfulness is refreshing and inspiring.</p>
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		<title>
		By: Jabberwok		</title>
		<link>https://the-witness.net/news/2010/11/experiments-in-texturing/comment-page-1/#comment-1583</link>

		<dc:creator><![CDATA[Jabberwok]]></dc:creator>
		<pubDate>Sat, 06 Nov 2010 03:37:44 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=668#comment-1583</guid>

					<description><![CDATA[I noticed this sort of thing in earlier screen shots, but wasn&#039;t exactly sure why it seemed so different from the norm. To me, the lightness of the texturing makes the style of the world feel very modern and clean, and the style of the game more similar to older photo-realistic adventure games that I played when I was a kid.]]></description>
			<content:encoded><![CDATA[<p>I noticed this sort of thing in earlier screen shots, but wasn&#8217;t exactly sure why it seemed so different from the norm. To me, the lightness of the texturing makes the style of the world feel very modern and clean, and the style of the game more similar to older photo-realistic adventure games that I played when I was a kid.</p>
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		<title>
		By: Forrest Smith		</title>
		<link>https://the-witness.net/news/2010/11/experiments-in-texturing/comment-page-1/#comment-1581</link>

		<dc:creator><![CDATA[Forrest Smith]]></dc:creator>
		<pubDate>Sat, 06 Nov 2010 03:15:37 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=668#comment-1581</guid>

					<description><![CDATA[That looks great. I&#039;ve always loved the feel of an illuminated &quot;white box&quot; world. Without textures you can see all the minute geometric details. Glad to see someone experimenting in that area.]]></description>
			<content:encoded><![CDATA[<p>That looks great. I&#8217;ve always loved the feel of an illuminated &#8220;white box&#8221; world. Without textures you can see all the minute geometric details. Glad to see someone experimenting in that area.</p>
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		<title>
		By: AbstractCloud		</title>
		<link>https://the-witness.net/news/2010/11/experiments-in-texturing/comment-page-1/#comment-1580</link>

		<dc:creator><![CDATA[AbstractCloud]]></dc:creator>
		<pubDate>Sat, 06 Nov 2010 03:11:02 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=668#comment-1580</guid>

					<description><![CDATA[It&#039;s interesting to me to read this technical 3d stuff, thanks.
Hoping The Witness comes out to be a great game.]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s interesting to me to read this technical 3d stuff, thanks.<br />
Hoping The Witness comes out to be a great game.</p>
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