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		<id>http://wiki.polycount.com/wiki/Category:Shaders</id>
		<title>Category:Shaders</title>
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				<updated>2012-11-21T21:07:09Z</updated>
		
		<summary type="html">&lt;p&gt;Kodde: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Category Shaders =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is a Shader? ==&lt;br /&gt;
A shader is a bit of computer code that is commonly used to describe how a surface will be rendered. It takes some inputs (textures, vertices, view angles, etc.), does some changes to them, then tells the game renderer to render them. For more info see [http://tech-artists.org/wiki/Portal:Shaders Portal:Shaders] on the Tech Artists Wiki.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ## * '''[[|]]''' by [[|]].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;  More info in the Polycount thread ''[[|]]''. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example Shaders ==&lt;br /&gt;
&amp;lt;span id=&amp;quot;Popular_A3ds_Max_Shaders&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=== 3ds Max Shaders ===&lt;br /&gt;
(in alphabetical order)&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.laurenscorijn.com/viewportshader 3ds Max viewport shader]''' by [http://www.laurenscorijn.com/ Laurens &amp;quot;Xoliul&amp;quot; Corijn].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;  More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=62006 Xoliul's 3DS Max Viewport Shader]''.&lt;br /&gt;
* '''[http://www.3pointstudios.com/3pointshader_about.shtml 3Point Shader]''' by [http://www.3pointstudios.com 3 Point Studios]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shader with many options, including near-perfect results for 3ds Max generated normal maps. See the Polycount thread [http://boards.polycount.net/showthread.php?t=72861 3Point Shader Lite - Shader material editor and Quality Mode normalmaps for 3ds Max].&lt;br /&gt;
* '''[http://rtshaders.deviantart.com/art/Agusturinn-Shader-Demo-100883093 Agusturinn Shader Demo]''' by [http://rtshaders.deviantart.com Wang &amp;quot;RTshaders&amp;quot; Jing].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shader features: ''&amp;quot;One UV texture, Two point lights, Diffuse map(include alpha which control transparency), AO(ambient occlusion) map or Lightmap share the same channel, Normal map,Specular map,Specular level map,Gloss map,Emissive map, Two type of Cubemap---One is diffuse cubemap for generating IBL(image based lighting), the other is enviroment cubemap for reflection.&amp;quot;''&lt;br /&gt;
* '''[http://www.bencloward.com/resources_shaders.shtml Ben Cloward Shaders]''' by [http://www.bencloward.com Ben Cloward].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; He has a bunch of HLSL shaders available for normal mapping, ambient occlusion, car paint, skin, etc.&lt;br /&gt;
* '''[http://www.luxinia.de/index.php/ArtTools/3dsmaxFX#genbrdf BRDF shader]''' (3ds Max version) ported by [http://crazybutcher.cottages.polycount.com/ Christoph &amp;quot;CrazyButcher&amp;quot; Kubisch]. &amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Original [http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya] by [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc.&lt;br /&gt;
* '''[http://www.aurelm.com/envo/ ENVO realtime environment shader]''' by [http://www.aurelm.com/ Aurel Manea]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; From the Polycount thread [http://www.polycount.com/forum/showthread.php?t=100187 ENVO realtime environment shader for 3d studio max].&lt;br /&gt;
* '''[http://www.polycount.com/forum/showpost.php?p=1610563&amp;amp;postcount=2 MoP Texture Blender]''' by [http://www.greveson.co.uk Paul &amp;quot;MoP&amp;quot; Greveson]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; This shader uses blendmodulate for vertex blending with per-pixel detail. From the Polycount thread [http://boards.polycount.net/showthread.php?p=1024948#post1024948 The Snow and Ice of Uncharted2?].&lt;br /&gt;
* '''[http://rtshaders.deviantart.com/art/Paragalis-Shader-Demo-110994545 Paragalis Shader Demo]''' by [http://rtshaders.deviantart.com Wang &amp;quot;RTshaders&amp;quot; Jing].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shader features: ''&amp;quot;Post effect, 3dsmax2008/2009 viewport shadowmap, Subsurface scattering, Cubemap Image based lighting, Diffuse(alpha channel control opacity),Normal map,Ao map/Light map,Specular,Specular lever(mask),Gloss etc., Shadermodel 2.x compatible for AMD ATI card.&amp;quot;''&lt;br /&gt;
* '''[http://www.jistyles.com/main.php?id=doc&amp;amp;page=hlsl SSS Skin Shader]''' by [http://www.jistyles.com/ J.I. Styles].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; ''&amp;quot;The aim of this shader is to emulate all the perceptual qualities of realistic skin like translucency (sss), fresnal specular, gloss, oiliness, etc - kludging what I can to produce fast yet realistic looking results.&amp;quot;''&lt;br /&gt;
* '''[http://blog.maginot.eu/index.php?seite=people&amp;amp;people=till&amp;amp;page=mhn2048106717 TF2 Shader for 3ds Max]''' and '''[http://blog.maginot.eu/index.php?p=till.1__scriptnstuff_shader_toon Toon/Comic Shader for 3ds Max]''' by [http://www.till.maginot.eu/ Till &amp;quot;Rollin&amp;quot; Maginot].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=64453 TF2 and TOON realtime viewport shader (3ds max)]''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Popular_Maya_Shaders&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=== Maya Shaders ===&lt;br /&gt;
(in alphabetical order)&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya]''' by [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc.&lt;br /&gt;
* '''[http://www.kostas.se/?p=142 KoddeShader]''' by [http://www.kostas.se Kostas &amp;quot;Kodde&amp;quot; Gialitakis]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Has several features such as normal mapping, specular, gloss, reflections, ambient cube, parallax, etc. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=69161 &amp;quot;KoddeShader&amp;quot;, a Maya CGFX shader]''. '''Update:''' [http://www.kostas.se/?p=17 Version 2.0 here] including updates such as blended normals for skin, cube map mip level parameters for blurring reflections and ambient light, 2-pass transparency support, etc.&lt;br /&gt;
* '''[http://www.kostas.se/?p=30 TGA Physically Based Lighting shader]''' by [http://www.kostas.se Kostas &amp;quot;Kodde&amp;quot; Gialitakis] and [http://www.defrostgames.com Niklas Hansson]. Is based around a Physically Based Lighting method of shading where you define materials with albedo, substance and roughness texture rather than diffuse, specular, gloss. Has other features such as cube map based reflections and ambient lighting, normal maps, ambient occlusion, substance based fresnel term which alters reflections and specular, blurred reflections, fully linear shading, energy conserving ambient/reflections, blended normals, etc.&lt;br /&gt;
* '''[http://blog.leocov.com/search/label/hlsl lcNextGenShader]''' by [http://www.leocov.com/ Leonardo &amp;quot;chronic&amp;quot; Covarrubias]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Has many techniques and parameters, including normal mapping, specular, ambient env cube, SSS, etc.&lt;br /&gt;
* '''[https://dl.dropbox.com/u/53969153/Shaders/Cryengine3_VertexBlend_Maya1Light.zip Vertex Color BlendMasked CgFX Maya Shader]''' by [http://klass87.blogspot.fr/ Amir &amp;quot;choco&amp;quot; Abdaoui] and [http://cruxic.com/ Drew &amp;quot;Drew++&amp;quot; Watts].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;  More info in the Polycount thread ''[http://www.polycount.com/forum/showthread.php?t=105291 Vertex color BlendMasked cgfx maya shader]''.&lt;br /&gt;
&lt;br /&gt;
=== UDK Shaders ===&lt;br /&gt;
* '''[http://www.polycount.com/forum/showthread.php?t=103068 WL-Shader]''' by [http://unreal.rgr.jp/ &amp;quot;TA20&amp;quot;]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; UDK shaders for cloth, skin, water, glass, foliage, bricks, etc.&lt;br /&gt;
&lt;br /&gt;
== Creating Shaders ==&lt;br /&gt;
&lt;br /&gt;
=== Beginner ===&lt;br /&gt;
* [https://www.cg-academy.net/es_catalog/product_info.php?products_id=64&amp;amp;osCsid=5jn41nk4i5uii38d3t0sg4tn53c430a3 CG Academy HLSL Shader Creation series] by [http://www.bencloward.com/ Ben Cloward] ($) is an excellent 3-part series on making HLSL shaders for 3ds Max (can easily be transferred to Maya too).&lt;br /&gt;
* [http://eat3d.com/blog/eat-3d/new-dvd-release-shader-production-writing-custom-shaders-cgfx Eat3D's &amp;quot;Shader Production - Writing Custom Shaders with CGFX&amp;quot;] by [http://www.linkedin.com/pub/luiz-kruel/3/127/463 Luiz Kruel] ($) is anotehr excellent video tutorial that guides you through writing your own shaders, primarily with the CGFX shader language in Maya. DVD release was September 14, 2011.&lt;br /&gt;
* [http://bencloward.com/resources_shaders.shtml Shaders by Ben Cloward] These shaders are a bit outdated and there are more up-to-date shaders to learn from, but Ben's shaders are what got many artists started on the path and are still a solid learning resource.&lt;br /&gt;
* [http://www.robg3d.com/?page_id=13 Shaders by Rob Galanakis (right side of page)] Some well-commented shaders that cover a variety of intermediate to advanced topics.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt;class=&amp;quot;red&amp;quot;&amp;gt;| Red means it needs to be ported &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;class=&amp;quot;red&amp;quot;&amp;gt;| [[Shaders for Artists]] &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;class=&amp;quot;red&amp;quot;&amp;gt;| [[Blending functions]] &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;class=&amp;quot;red&amp;quot;&amp;gt;| [[NormalVector]], [[BinormalVector]], and [[TangentVector]] &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;class=&amp;quot;red&amp;quot;&amp;gt;| [[Glossary (Shaders)]] &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;class=&amp;quot;red&amp;quot;&amp;gt;| [[UnitVector]] &lt;br /&gt;
|}&lt;br /&gt;
* [[NormalMap]], the Wiki page on normal mapping, provides a comprehensive overview on the subject.&lt;br /&gt;
* [http://bencloward.com/resources_tutorials.shtml Ben Cloward's Normal Mapping Tutorial]: One of the best sources for people getting into shaders and who want a better understanding of what a normal map is.  Covers the basics of lighting, how normal maps work, and the process of creating and applying normal maps.&lt;br /&gt;
&lt;br /&gt;
=== Intermediate ===&lt;br /&gt;
* [http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3 TF2 Shading in UT3] by [http://polyphobia.de Steffen &amp;quot;Neox&amp;quot; &amp;quot;polyphobia&amp;quot; Unger]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shows how the Team Fortress 2 look can be emulated using a shader network in Unreal Engine 3.&lt;br /&gt;
* [[Parallax mapping types]]: An article briefly covering the different techniques for parallax mapping (offset, parallax occlusion, relief, etc.), with links to the papers detailing them and other related resources.&lt;br /&gt;
* [http://www.ericchadwick.com/examples/provost/byf1.html Beautiful, yet Friendly]: Article by Guillaume Provost, which explains the behind-the-scenes technical aspect of shaders.  A must-read when one starts to think about efficiency, math, and hardware.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt;class=&amp;quot;red&amp;quot;&amp;gt;| Red means it needs to be ported &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;class=&amp;quot;red&amp;quot;&amp;gt;| [[Shading models]] &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;class=&amp;quot;red&amp;quot;&amp;gt;| [[DDS]] and [[Normal map compression]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt;class=&amp;quot;red&amp;quot;&amp;gt;| Red means it needs to be ported &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;class=&amp;quot;red&amp;quot;&amp;gt;| [[Vertex skinning]]: &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;class=&amp;quot;red&amp;quot;&amp;gt;| [[[MaxScript|DirectX Scripted Material Plugin]]]: &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
To create and edit shaders, most people use a text editor (like [http://notepad-plus.sourceforge.net Notepad ++]) to write them and a 3d program (a game engine, 3ds Max, Maya, etc.) to view them. For those who are new to shaders the following tools provide a graphical user interface for easier creation.&lt;br /&gt;
&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=104692 Material editors vs. Custom shader code] Polycount forum thread&lt;br /&gt;
* [http://www.lumonix.net/shaderfx.html Shader FX] by [http://www.lumonix.net Lumonix]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; This is a full-featured real-time shader editor for 3ds Max. It allows artists with no previous programming experience to build complex HLSL or CG FX shaders, using a graphical schematic interface to wire nodes together. Shader FX is very useful for the beginner artist to get his head around the concepts of creating shaders, with its great node-based interface, and it is useful for the more advanced shader writer to understand how certain nodes work.  Kees and Ben are leaders in shaders and analyzing their raw and exported HLSL code will help authors understand many cutting edge techniques, such as sub-surface scattering, fur, and glow. Free for individuals and companies smaller than 2 employees.&lt;br /&gt;
* [http://www.shaderfusionblog.com/?cat=6 ShaderFusion] by [http://www.keenleveldesign.com/ Kurt 'commander_keen' Loeffler]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; An excellent node-based shader editor for [http://unity3d.com/ Unity].&lt;br /&gt;
* [http://www.mentalimages.com/products/mental-mill/standard-edition.html mental mill Standard Edition] is a standalone tool that ''&amp;quot;allows the user to write and edit shader code, and visually debug the shader by interactively inspecting variables while stepping through the code. As well, the user can export shaders for use in DCC and CAD applications through the supported, customizable back-end formats such as CgFX, HLSL, and GLSL.&amp;quot;'' The more limited [http://www.mentalimages.com/products/mental-mill/artist-edition.html Artist Edition] is free for personal use, and comes bundled with 3ds Max 2010.&lt;br /&gt;
* [http://developer.nvidia.com/object/fx_composer_home.html NVIDIA's FX Composer] is a shader authoring toolset.&lt;br /&gt;
* [http://developer.amd.com/gpu/rendermonkey/ AMD's RenderMonkey] is a shader authoring toolset.&lt;br /&gt;
&lt;br /&gt;
[[Category:Texturing]] [[Category:Portfolio]] [[Category:Technology]] [[Category:Shaders]]&lt;/div&gt;</summary>
		<author><name>Kodde</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Shaders</id>
		<title>Category:Shaders</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Shaders"/>
				<updated>2012-03-19T15:15:49Z</updated>
		
		<summary type="html">&lt;p&gt;Kodde: Updated the URL for the &amp;quot;KoddeShader&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Category Shaders =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is a Shader? ==&lt;br /&gt;
A shader is a bit of computer code that is commonly used to describe how a surface will be rendered. It takes some inputs (textures, vertices, view angles, etc.), does some changes to them, then tells the game renderer to render them. For more info see [http://tech-artists.org/wiki/Portal:Shaders Portal:Shaders] on the Tech Artists Wiki.&lt;br /&gt;
&lt;br /&gt;
== Popular 3ds Max Shaders ==&lt;br /&gt;
(in alphabetical order)&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.laurenscorijn.com/viewportshader 3ds Max viewport shader]''' by [http://www.laurenscorijn.com/ Laurens &amp;quot;Xoliul&amp;quot; Corijn].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;  More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=62006 Xoliul's 3DS Max Viewport Shader]''.&lt;br /&gt;
* '''[http://www.3pointstudios.com/3pointshader_about.shtml 3Point Shader]''' by [http://www.3pointstudios.com 3 Point Studios]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shader with many options, including near-perfect results for 3ds Max generated normal maps. See the Polycount thread [http://boards.polycount.net/showthread.php?t=72861 3Point Shader Lite - Shader material editor and Quality Mode normalmaps for 3ds Max].&lt;br /&gt;
* '''[http://rtshaders.deviantart.com/art/Agusturinn-Shader-Demo-100883093 Agusturinn Shader Demo]''' by [http://rtshaders.deviantart.com Wang &amp;quot;RTshaders&amp;quot; Jing].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shader features: ''&amp;quot;One UV texture, Two point lights, Diffuse map(include alpha which control transparency), AO(ambient occlusion) map or Lightmap share the same channel, Normal map,Specular map,Specular level map,Gloss map,Emissive map, Two type of Cubemap---One is diffuse cubemap for generating IBL(image based lighting), the other is enviroment cubemap for reflection.&amp;quot;''&lt;br /&gt;
* '''[http://www.bencloward.com/resources_shaders.shtml Ben Cloward Shaders]''' by [http://www.bencloward.com Ben Cloward].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; He has a bunch of HLSL shaders available for normal mapping, ambient occlusion, car paint, skin, etc.&lt;br /&gt;
* '''[http://www.luxinia.de/index.php/ArtTools/3dsmaxFX#genbrdf BRDF shader]''' (3ds Max version) ported by [http://crazybutcher.cottages.polycount.com/ Christoph &amp;quot;CrazyButcher&amp;quot; Kubisch]. &amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Original [http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya] by [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc.&lt;br /&gt;
* '''[http://www.greveson.co.uk/shaders/MoP_TextureBlender.fx MoP Texture Blender]''' by [http://www.greveson.co.uk Paul &amp;quot;MoP&amp;quot; Greveson]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; This shader uses blendmodulate for vertex blending with per-pixel detail. From the Polycount thread [http://boards.polycount.net/showthread.php?p=1024948#post1024948 The Snow and Ice of Uncharted2?].&lt;br /&gt;
* '''[http://rtshaders.deviantart.com/art/Paragalis-Shader-Demo-110994545 Paragalis Shader Demo]''' by [http://rtshaders.deviantart.com Wang &amp;quot;RTshaders&amp;quot; Jing].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shader features: ''&amp;quot;Post effect, 3dsmax2008/2009 viewport shadowmap, Subsurface scattering, Cubemap Image based lighting, Diffuse(alpha channel control opacity),Normal map,Ao map/Light map,Specular,Specular lever(mask),Gloss etc., Shadermodel 2.x compatible for AMD ATI card.&amp;quot;''&lt;br /&gt;
* '''[http://www.jistyles.com/main.php?id=doc&amp;amp;page=hlsl SSS Skin Shader]''' by [http://www.jistyles.com/ J.I. Styles].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; ''&amp;quot;The aim of this shader is to emulate all the perceptual qualities of realistic skin like translucency (sss), fresnal specular, gloss, oiliness, etc - kludging what I can to produce fast yet realistic looking results.&amp;quot;''&lt;br /&gt;
* '''[http://blog.maginot.eu/index.php?seite=people&amp;amp;people=till&amp;amp;page=mhn2048106717 TF2 Shader for 3ds Max]''' and '''[http://blog.maginot.eu/index.php?p=till.1__scriptnstuff_shader_toon Toon/Comic Shader for 3ds Max]''' by [http://www.till.maginot.eu/ Till &amp;quot;Rollin&amp;quot; Maginot].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=64453 TF2 and TOON realtime viewport shader (3ds max)]''.&lt;br /&gt;
&lt;br /&gt;
== Popular Maya Shaders ==&lt;br /&gt;
(in alphabetical order)&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya]''' by [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc.&lt;br /&gt;
* '''[http://www.kostas.se/?p=17 KoddeShader]''' by [http://www.kostas.se Kostas &amp;quot;Kodde&amp;quot; Gialitakis]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Has several features such as normal mapping, specular, gloss, reflections, ambient cube, parallax, etc. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=69161 &amp;quot;KoddeShader&amp;quot;, a Maya CGFX shader]''. '''Update:''' [http://www.polycount.com/forum/showthread.php?t=77961 New version here] including updates such as blended normals for skin, cube map mip level parameters for blurring reflections and ambient light, 2-pass transparency support, etc.&lt;br /&gt;
* '''[http://blog.leocov.com/search/label/hlsl lcNextGenShader]''' by [http://www.leocov.com/ Leonardo &amp;quot;chronic&amp;quot; Covarrubias]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Has many techniques and parameters, including normal mapping, specular, ambient env cube, SSS, etc.&lt;br /&gt;
&lt;br /&gt;
== Creating Shaders ==&lt;br /&gt;
* [http://tech-artists.org/wiki/Portal:Shaders The Tech-Artists.Org Shaders Portal]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; A ton of great information about creating shaders.&lt;br /&gt;
* [http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3 TF2 Shading in UT3] by [http://polyphobia.de Steffen &amp;quot;Neox&amp;quot; &amp;quot;polyphobia&amp;quot; Unger]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shows how the Team Fortress 2 look can be emulated using a shader network in Unreal Engine 3.&lt;br /&gt;
* [http://www.lumonix.net/shaderfx.html Shader FX] by [http://www.lumonix.net Lumonix]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; This is a full-featured real-time shader editor for 3ds Max. It allows artists with no previous programming experience to build complex HLSL or CG FX shaders, using a graphical schematic interface to wire nodes together.&lt;br /&gt;
* [http://www.shaderfusionblog.com/?cat=6 ShaderFusion] by [http://www.keenleveldesign.com/ Kurt 'commander_keen' Loeffler]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; An excellent node-based shader editor for [http://unity3d.com/ Unity].&lt;br /&gt;
* [https://www.cg-academy.net/es_catalog/product_info.php?products_id=64&amp;amp;osCsid=5jn41nk4i5uii38d3t0sg4tn53c430a3 CG Academy HLSL Shader Creation series] by [http://www.bencloward.com/ Ben Cloward]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; An excellent 3-part series on making HLSL shaders for 3ds Max (Can easily be transferred to Maya too).&lt;br /&gt;
* [http://eat3d.com/blog/eat-3d/new-dvd-release-shader-production-writing-custom-shaders-cgfx Eat3D's &amp;quot;Shader Production - Writing Custom Shaders with CGFX&amp;quot;] A video tutorial DVD with Luiz Kruel that guides you through writing your own shaders, primarily with the CGFX shader language in Maya. DVD release was September 14, 2011.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Texturing]] [[Category:Portfolio]] [[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>Kodde</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Shaders</id>
		<title>Category:Shaders</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Shaders"/>
				<updated>2011-11-10T07:50:31Z</updated>
		
		<summary type="html">&lt;p&gt;Kodde: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Category Shaders =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is a Shader? ==&lt;br /&gt;
A shader is a bit of computer code that is commonly used to describe how a surface will be rendered. It takes some inputs (textures, vertices, view angles, etc.), does some changes to them, then tells the game renderer to render them. For more info see [http://tech-artists.org/wiki/Portal:Shaders Portal:Shaders] on the Tech Artists Wiki.&lt;br /&gt;
&lt;br /&gt;
== Popular 3ds Max Shaders ==&lt;br /&gt;
(in alphabetical order)&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.laurenscorijn.com/viewportshader 3ds Max viewport shader]''' by [http://www.laurenscorijn.com/ Laurens &amp;quot;Xoliul&amp;quot; Corijn].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;  More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=62006 Xoliul's 3DS Max Viewport Shader]''.&lt;br /&gt;
* '''[http://www.3pointstudios.com/3pointshader_about.shtml 3Point Shader]''' by [http://www.3pointstudios.com 3 Point Studios]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shader with many options, including near-perfect results for 3ds Max generated normal maps. See the Polycount thread [http://boards.polycount.net/showthread.php?t=72861 3Point Shader Lite - Shader material editor and Quality Mode normalmaps for 3ds Max].&lt;br /&gt;
* '''[http://rtshaders.deviantart.com/art/Agusturinn-Shader-Demo-100883093 Agusturinn Shader Demo]''' by [http://rtshaders.deviantart.com Wang &amp;quot;RTshaders&amp;quot; Jing].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shader features: ''&amp;quot;One UV texture, Two point lights, Diffuse map(include alpha which control transparency), AO(ambient occlusion) map or Lightmap share the same channel, Normal map,Specular map,Specular level map,Gloss map,Emissive map, Two type of Cubemap---One is diffuse cubemap for generating IBL(image based lighting), the other is enviroment cubemap for reflection.&amp;quot;''&lt;br /&gt;
* '''[http://www.bencloward.com/resources_shaders.shtml Ben Cloward Shaders]''' by [http://www.bencloward.com Ben Cloward].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; He has a bunch of HLSL shaders available for normal mapping, ambient occlusion, car paint, skin, etc.&lt;br /&gt;
* '''[http://www.luxinia.de/index.php/ArtTools/3dsmaxFX#genbrdf BRDF shader]''' (3ds Max version) ported by [http://crazybutcher.cottages.polycount.com/ Christoph &amp;quot;CrazyButcher&amp;quot; Kubisch]. &amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Original [http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya] by [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc.&lt;br /&gt;
* '''[http://www.greveson.co.uk/shaders/MoP_TextureBlender.fx MoP Texture Blender]''' by [http://www.greveson.co.uk Paul &amp;quot;MoP&amp;quot; Greveson]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; This shader uses blendmodulate for vertex blending with per-pixel detail. From the Polycount thread [http://boards.polycount.net/showthread.php?p=1024948#post1024948 The Snow and Ice of Uncharted2?].&lt;br /&gt;
* '''[http://rtshaders.deviantart.com/art/Paragalis-Shader-Demo-110994545 Paragalis Shader Demo]''' by [http://rtshaders.deviantart.com Wang &amp;quot;RTshaders&amp;quot; Jing].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shader features: ''&amp;quot;Post effect, 3dsmax2008/2009 viewport shadowmap, Subsurface scattering, Cubemap Image based lighting, Diffuse(alpha channel control opacity),Normal map,Ao map/Light map,Specular,Specular lever(mask),Gloss etc., Shadermodel 2.x compatible for AMD ATI card.&amp;quot;''&lt;br /&gt;
* '''[http://www.jistyles.com/main.php?id=doc&amp;amp;page=hlsl SSS Skin Shader]''' by [http://www.jistyles.com/ J.I. Styles].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; ''&amp;quot;The aim of this shader is to emulate all the perceptual qualities of realistic skin like translucency (sss), fresnal specular, gloss, oiliness, etc - kludging what I can to produce fast yet realistic looking results.&amp;quot;''&lt;br /&gt;
* '''[http://blog.maginot.eu/index.php?seite=people&amp;amp;people=till&amp;amp;page=mhn2048106717 TF2 Shader for 3ds Max]''' and '''[http://blog.maginot.eu/index.php?p=till.1__scriptnstuff_shader_toon Toon/Comic Shader for 3ds Max]''' by [http://www.till.maginot.eu/ Till &amp;quot;Rollin&amp;quot; Maginot].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=64453 TF2 and TOON realtime viewport shader (3ds max)]''.&lt;br /&gt;
&lt;br /&gt;
== Popular Maya Shaders ==&lt;br /&gt;
(in alphabetical order)&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya]''' by [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc.&lt;br /&gt;
* '''[http://www.kostas.se/shader/ KoddeShader]''' by [http://www.kostas.se Kostas &amp;quot;Kodde&amp;quot; Gialitakis]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Has several features such as normal mapping, specular, gloss, reflections, ambient cube, parallax, etc. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=69161 &amp;quot;KoddeShader&amp;quot;, a Maya CGFX shader]''. '''Update:''' [http://www.polycount.com/forum/showthread.php?t=77961 New version here] including updates such as blended normals for skin, cube map mip level parameters for blurring reflections and ambient light, 2-pass transparency support, etc.&lt;br /&gt;
* '''[http://blog.leocov.com/search/label/hlsl lcNextGenShader]''' by [http://www.leocov.com/ Leonardo &amp;quot;chronic&amp;quot; Covarrubias]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Has many techniques and parameters, including normal mapping, specular, ambient env cube, SSS, etc.&lt;br /&gt;
&lt;br /&gt;
== Creating Shaders ==&lt;br /&gt;
* [http://tech-artists.org/wiki/Portal:Shaders The Tech-Artists.Org Shaders Portal]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; A ton of great information about creating shaders.&lt;br /&gt;
* [http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3 TF2 Shading in UT3] by [http://polyphobia.de Steffen &amp;quot;Neox&amp;quot; &amp;quot;polyphobia&amp;quot; Unger]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shows how the Team Fortress 2 look can be emulated using a shader network in Unreal Engine 3.&lt;br /&gt;
* [http://www.lumonix.net/shaderfx.html Shader FX] by [http://www.lumonix.net Lumonix]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; This is a full-featured real-time shader editor for 3ds Max. It allows artists with no previous programming experience to build complex HLSL or CG FX shaders, using a graphical schematic interface to wire nodes together.&lt;br /&gt;
* [http://www.shaderfusionblog.com/?cat=6 ShaderFusion] by [http://www.keenleveldesign.com/ Kurt 'commander_keen' Loeffler]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; An excellent node-based shader editor for [http://unity3d.com/ Unity].&lt;br /&gt;
* [https://www.cg-academy.net/es_catalog/product_info.php?products_id=64&amp;amp;osCsid=5jn41nk4i5uii38d3t0sg4tn53c430a3 CG Academy HLSL Shader Creation series] by [http://www.bencloward.com/ Ben Cloward]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; An excellent 3-part series on making HLSL shaders for 3ds Max (Can easily be transferred to Maya too).&lt;br /&gt;
* [http://eat3d.com/blog/eat-3d/new-dvd-release-shader-production-writing-custom-shaders-cgfx Eat3D's &amp;quot;Shader Production - Writing Custom Shaders with CGFX&amp;quot;] A video tutorial DVD with Luiz Kruel that guides you through writing your own shaders, primarily with the CGFX shader language in Maya. DVD release was September 14, 2011.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Texturing]] [[Category:Portfolio]] [[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>Kodde</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Shaders</id>
		<title>Category:Shaders</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Shaders"/>
				<updated>2010-11-05T05:53:37Z</updated>
		
		<summary type="html">&lt;p&gt;Kodde: Updated the KoddeShader text with information about the new KoddeShader v2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Category Shaders =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is a Shader? ==&lt;br /&gt;
A shader is a bit of computer code that is commonly used to describe how a surface will be rendered. It takes some inputs (textures, vertices, view angles, etc.), does some changes to them, then tells the game renderer to render them. For more info see [http://tech-artists.org/wiki/Portal:Shaders Portal:Shaders] on the Tech Artists Wiki.&lt;br /&gt;
&lt;br /&gt;
== Popular 3ds Max Shaders ==&lt;br /&gt;
(in alphabetical order)&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.laurenscorijn.com/viewportshader 3ds Max viewport shader]''' by [http://www.laurenscorijn.com/ Laurens &amp;quot;Xoliul&amp;quot; Corijn].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;  More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=62006 Xoliul's 3DS Max Viewport Shader]''.&lt;br /&gt;
* '''[http://www.3pointstudios.com/3pointshader_about.shtml 3Point Shader]''' by [http://www.3pointstudios.com 3 Point Studios]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shader with many options, including near-perfect results for 3ds Max generated normal maps. See the Polycount thread [http://boards.polycount.net/showthread.php?t=72861 3Point Shader Lite - Shader material editor and Quality Mode normalmaps for 3ds Max].&lt;br /&gt;
* '''[http://rtshaders.deviantart.com/art/Agusturinn-Shader-Demo-100883093 Agusturinn Shader Demo]''' by [http://rtshaders.deviantart.com Wang &amp;quot;RTshaders&amp;quot; Jing].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shader features: ''&amp;quot;One UV texture, Two point lights, Diffuse map(include alpha which control transparency), AO(ambient occlusion) map or Lightmap share the same channel, Normal map,Specular map,Specular level map,Gloss map,Emissive map, Two type of Cubemap---One is diffuse cubemap for generating IBL(image based lighting), the other is enviroment cubemap for reflection.&amp;quot;''&lt;br /&gt;
* '''[http://www.bencloward.com/resources_shaders.shtml Ben Cloward Shaders]''' by [http://www.bencloward.com Ben Cloward].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; He has a bunch of HLSL shaders available for normal mapping, ambient occlusion, car paint, skin, etc.&lt;br /&gt;
* '''[http://www.luxinia.de/index.php/ArtTools/3dsmaxFX#genbrdf BRDF shader]''' (3ds Max version) ported by [http://crazybutcher.cottages.polycount.com/ Christoph &amp;quot;CrazyButcher&amp;quot; Kubisch]. &amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Original [http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya] by [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc.&lt;br /&gt;
* '''[http://www.greveson.co.uk/shaders/MoP_TextureBlender.fx MoP Texture Blender]''' by [http://www.greveson.co.uk Paul &amp;quot;MoP&amp;quot; Greveson]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; This shader uses blendmodulate for vertex blending with per-pixel detail. From the Polycount thread [http://boards.polycount.net/showthread.php?p=1024948#post1024948 The Snow and Ice of Uncharted2?].&lt;br /&gt;
* '''[http://rtshaders.deviantart.com/art/Paragalis-Shader-Demo-110994545 Paragalis Shader Demo]''' by [http://rtshaders.deviantart.com Wang &amp;quot;RTshaders&amp;quot; Jing].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shader features: ''&amp;quot;Post effect, 3dsmax2008/2009 viewport shadowmap, Subsurface scattering, Cubemap Image based lighting, Diffuse(alpha channel control opacity),Normal map,Ao map/Light map,Specular,Specular lever(mask),Gloss etc., Shadermodel 2.x compatible for AMD ATI card.&amp;quot;''&lt;br /&gt;
* '''[http://fabio.policarpo.nom.br/Demos.html Planar Relief Mapping]''' by [http://fabio.policarpo.nom.br Fabio Policarpo].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; ''&amp;quot;This version works with any mesh and execute the ray intersection in tangent space. Apparent depth can be controlled with a factor (aspect from width or height divided by depth). So depth 0.1 means 10% of texture tile width/height in object space. This version does not require any extra information passed on vertices.&amp;quot;''&lt;br /&gt;
* '''[http://www.jistyles.com/main.php?id=doc&amp;amp;page=hlsl SSS Skin Shader]''' by [http://www.jistyles.com/ J.I. Styles].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; ''&amp;quot;The aim of this shader is to emulate all the perceptual qualities of realistic skin like translucency (sss), fresnal specular, gloss, oiliness, etc - kludging what I can to produce fast yet realistic looking results.&amp;quot;''&lt;br /&gt;
* '''[http://blog.maginot.eu/index.php?seite=people&amp;amp;people=till&amp;amp;page=mhn2048106717 TF2 Shader for 3ds Max]''' and '''[http://blog.maginot.eu/index.php?p=till.1__scriptnstuff_shader_toon Toon/Comic Shader for 3ds Max]''' by [http://www.till.maginot.eu/ Till &amp;quot;Rollin&amp;quot; Maginot].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=64453 TF2 and TOON realtime viewport shader (3ds max)]''.&lt;br /&gt;
&lt;br /&gt;
== Popular Maya Shaders ==&lt;br /&gt;
(in alphabetical order)&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya]''' by [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc.&lt;br /&gt;
* '''[http://www.kostas.se/shader/ KoddeShader]''' by [http://www.kostas.se Kostas &amp;quot;Kodde&amp;quot; Gialitakis]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Has several features such as normal mapping, specular, gloss, reflections, ambient cube, parallax, etc. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=69161 &amp;quot;KoddeShader&amp;quot;, a Maya CGFX shader]''. '''Update:''' [http://www.polycount.com/forum/showthread.php?t=77961 New version here] including updates such as blended normals for skin, cube map mip level parameters for blurring reflections and ambient light, 2-pass transparency support, etc.&lt;br /&gt;
* '''[http://blog.leocov.com/search/label/hlsl lcNextGenShader]''' by [http://www.leocov.com/ Leonardo &amp;quot;chronic&amp;quot; Covarrubias]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Has many techniques and parameters, including normal mapping, specular, ambient env cube, SSS, etc.&lt;br /&gt;
&lt;br /&gt;
== Creating Shaders ==&lt;br /&gt;
* [http://tech-artists.org/wiki/Portal:Shaders The Tech-Artists.Org Shaders Portal]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; A ton of great information about creating shaders.&lt;br /&gt;
* [http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3 TF2 Shading in UT3] by [http://polyphobia.de Steffen &amp;quot;Neox&amp;quot; &amp;quot;polyphobia&amp;quot; Unger]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shows how the Team Fortress 2 look can be emulated using a shader network in Unreal Engine 3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Texturing]] [[Category:Portfolio]] [[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>Kodde</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Texture_Coordinates</id>
		<title>Texture Coordinates</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Texture_Coordinates"/>
				<updated>2010-08-25T20:01:55Z</updated>
		
		<summary type="html">&lt;p&gt;Kodde: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- ## page was renamed from [[Category:TextureCoordinates]] --&amp;gt;&lt;br /&gt;
= Texture Coordinates =&lt;br /&gt;
Texture coordinates, also called UVs, are pairs of numbers stored in the vertices of a mesh, and often used to stretch a 2D texture onto a 3D mesh.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UV Tutorials ==&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=69961 Unwrapping a sphere] thread on Polycount. Methods for UVing spheres. For sphere modeling tips see [[Sphere Topology]].&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=70378 UV Theory] thread on Polycount. How to plan good UVs.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=69286 uv + turbosmooth= big problem] thread on Polycount. How to prevent 3ds Max subdivision from distorting UVs. Similar thread [http://boards.polycount.net/showthread.php?t=72686 Best way to approach unwrapping UVWs with Meshsmooth?]&lt;br /&gt;
* [[attachment:uvtut_3dprojectionnetwork.jpg|Image:TextureCoordinates/attachments/uv_maya-auto-uv-network.png|attachment:uvtut_3dprojectionnetwork.jpg]] [[attachment:uvtut_3dprojectionnetwork.jpg|3D UV projection network in Maya]] by ''[http://technicalartlead.blogspot.com Paul 'prolow' Lohman]''&lt;br /&gt;
* [[First-Person Weapon UVs]] by ''[http://www.linkedin.com/in/earthquake Joe 'EarthQuake' Wilson]''&lt;br /&gt;
* See also [[Light Map#Light_Map_Texture_Coordinates|Light Map Texture Coordinates]]&lt;br /&gt;
&lt;br /&gt;
== UV Tools ==&lt;br /&gt;
=== 3ds Max ===&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=69736 TexTools]&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=71073 turboTools]&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=52415 Normalize UVs Maxscipt]&lt;br /&gt;
* [http://www.luxinia.de/index.php/ArtTools/3dsmax LCSM Unwrap]&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=72045 3ds Max Bridge to Headus UV Layout]&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=71230 3ds Max Bridge to Roadkill]&lt;br /&gt;
* [http://users.skynet.be/arketip/arketip_morphMapENG.htm morphMap]&lt;br /&gt;
&lt;br /&gt;
=== Maya ===&lt;br /&gt;
* [http://www.headus.com/phpbb/viewtopic.php?t=394 Maya Bridge to Headus UV Layout]&lt;br /&gt;
* [http://www.creativecrash.com/maya/downloads/scripts-plugins/texturing/c/ Texturing Scripts on CreativeCrash.com]&lt;br /&gt;
* [http://www.castorlee.com/maya-tools/auto-uv-mapper Castor Lee's Auto UV Mapper]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:EnvironmentTexturing]] [[Category:CharacterTexturing]] [[Category:PropsTexturing]] [[Category:TextureTechnique]] [[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Kodde</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Tools</id>
		<title>Category:Tools</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Tools"/>
				<updated>2010-08-25T19:59:27Z</updated>
		
		<summary type="html">&lt;p&gt;Kodde: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- ## page was renamed from Tools --&amp;gt;&lt;br /&gt;
= Category Tools =&lt;br /&gt;
This category describes software used by artists for game development.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ## Editing Note: In general we should only add an app to a section if that section describes its primary function. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ## For example, although Blender has 3D sculpting tools it is better to describe it as a Main 3D Software Package, since it doesn't specialize in sculpting. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Popularity ==&lt;br /&gt;
There are no accurate publicly-available data sources about which art software packages are the most popular for game development. There is only a loose consensus about which tools are used the most often. The choice of art software is usually very subjective, or is forced upon the artist by the studio pipeline.&lt;br /&gt;
&lt;br /&gt;
Expense is usually not a concern for employed artists, due to the ratio of saved time and effort vs. cost. For hobbyists and students however, low-cost alternatives can be found in the forum thread [http://www.polycount.com/forum/showthread.php?t=34673 Free or low cost 3D and 2D apps].&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[[#Main_3D_Software_Packages|Main 3D Software Packages]] &lt;br /&gt;
| 3ds Max &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[[#A3D_Modeling_Software|3D Modeling Software]] &lt;br /&gt;
| Modo &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[[#A3D_Animation_Software|3D Animation Software]] &lt;br /&gt;
| MotionBuilder &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[[#A3D_Sculpting_Software|3D Sculpting Software]] &lt;br /&gt;
| ZBrush &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[[#Decimation_Software|Decimation Software]] &lt;br /&gt;
| Meshlab &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[[#Re-Topology_Software|Re-Topology Software]] &lt;br /&gt;
| TopoGun &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[[#A3D_Paint_Software|3D Paint Software]] &lt;br /&gt;
| BodyPaint 3D &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[[#A3D_Normal_Map_Software|3D Normal Map Software]] &lt;br /&gt;
| Xnormal &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[[#A3D_Texture_Coordinate_Software|3D Texture Coordinate Software]] &lt;br /&gt;
| UVLayout (?) &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[[#Main_2D_Software|Main 2D Software]] &lt;br /&gt;
| Photoshop &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[[#Image_Browsing_Software|Image Browsing Software]] &lt;br /&gt;
| XnView &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[[#A2D_Concepting_Software|2D Concepting Software]] &lt;br /&gt;
| Painter &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[[#A2D_Vector_Software|2D Vector Software]] &lt;br /&gt;
| Illustrator &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 3D Tools ==&lt;br /&gt;
&amp;lt;span id=&amp;quot;Animation_And_Modeling_Complete_Software&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Main 3D Software Packages ===&lt;br /&gt;
These are &amp;quot;complete&amp;quot; 3D packages with a wide variety of art tools. However external packages are often used in conjunction with the main package, since some of the included tools are often not quite as efficient or strong as external specialized packages.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Package''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Company''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Supported OS''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Price''' &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|3ds Max [[#A3ds_Max|Media:Category:Tools/attachments/icon-info.png|#3ds_Max]] &lt;br /&gt;
| Autodesk &lt;br /&gt;
| Windows &lt;br /&gt;
| $3,495 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Animation:Master &lt;br /&gt;
| Hash Inc. &lt;br /&gt;
| Windows &lt;br /&gt;
| $299 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Blender &lt;br /&gt;
| Blender Foundation &lt;br /&gt;
| Linux/Mac/Windows &lt;br /&gt;
| Free &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Cinema 4D &lt;br /&gt;
| MAXON &lt;br /&gt;
| Windows &lt;br /&gt;
| $995 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Houdini &lt;br /&gt;
| Side Effects Software &lt;br /&gt;
| Linux/Mac/Windows &lt;br /&gt;
| $1,995 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|LightWave 3D &lt;br /&gt;
| NewTek &lt;br /&gt;
| Mac/Windows &lt;br /&gt;
| $895 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Maya [[#Maya|Media:Category:Tools/attachments/icon-info.png|#Maya]] &lt;br /&gt;
| Autodesk &lt;br /&gt;
| Linux/Mac/Windows &lt;br /&gt;
| $3,495 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Softimage XSI [[#Softimage_XSI|Media:Category:Tools/attachments/icon-info.png|#Softimage_XSI]] &lt;br /&gt;
| Autodesk &lt;br /&gt;
| Windows &lt;br /&gt;
| $2,995 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 3D Modeling Software ===&lt;br /&gt;
These packages are used mostly for 3D modeling, though they often have additional features as well.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Package''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Company''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Supported OS''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Price''' &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Carrara &lt;br /&gt;
| Daz3D &lt;br /&gt;
| Mac/Windows &lt;br /&gt;
| $74.98 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Hexagon &lt;br /&gt;
| Daz3D &lt;br /&gt;
| Mac/Windows &lt;br /&gt;
| $150 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|metasequoia &lt;br /&gt;
| N/A &lt;br /&gt;
| Windows &lt;br /&gt;
| Free &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Milkshape 3D &lt;br /&gt;
| ChumbaLumSoft &lt;br /&gt;
| Windows &lt;br /&gt;
| $35 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Modo &lt;br /&gt;
| Luxology &lt;br /&gt;
| Mac/Windows &lt;br /&gt;
| $995 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Rhino3D &lt;br /&gt;
| N/A &lt;br /&gt;
| Mac/Windows &lt;br /&gt;
| $995 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Silo &lt;br /&gt;
| Nevercenter &lt;br /&gt;
| Mac/Windows &lt;br /&gt;
| $109 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|SketchUp &lt;br /&gt;
| Google &lt;br /&gt;
| Mac/Windows &lt;br /&gt;
| $495 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Wings3D &lt;br /&gt;
| IZWare &lt;br /&gt;
| Linux/Mac/Windows &lt;br /&gt;
| Free &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 3D Animation Software ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Package''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Company''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Supported OS''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Price''' &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Anim8or &lt;br /&gt;
| N/A &lt;br /&gt;
| Windows &lt;br /&gt;
| Free &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|CharacterFX &lt;br /&gt;
| Insane Software &lt;br /&gt;
| Windows &lt;br /&gt;
| Free &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Messiah Studio &lt;br /&gt;
| pmG Worldwide &lt;br /&gt;
| Mac/Windows &lt;br /&gt;
| $399 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|MotionBuilder &lt;br /&gt;
| Autodesk &lt;br /&gt;
| Windows &lt;br /&gt;
| $3,995 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 3D Sculpting Software ===&lt;br /&gt;
[[DigitalSculpting|Digital sculpting]] is the process of creating a high-resolution 3D model with a series of painting strokes, using a pressure-sensitive tablet or screen. Usually the details from these models are baked into a [[NormalMap]] for a lower-resolution in-game model. Often these tools include 3D painting as well.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Package''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Company''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Supported OS''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Price''' &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|3DCoat [[#A3DCoat|Media:Category:Tools/attachments/icon-info.png|#3DCoat]] &lt;br /&gt;
| Pilgway &lt;br /&gt;
| Linux/Mac/Windows &lt;br /&gt;
| $285 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Amorphium &lt;br /&gt;
| EI Technology Group &lt;br /&gt;
| Windows &lt;br /&gt;
| $79 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Curvey3D &lt;br /&gt;
| Aartform &lt;br /&gt;
| Windows &lt;br /&gt;
| $99 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Mudbox &lt;br /&gt;
| Autodesk &lt;br /&gt;
| Mac/Windows &lt;br /&gt;
| $745 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Sculptris [[#Sculptris|Media:Category:Tools/attachments/icon-info.png|#Sculptris]] &lt;br /&gt;
| Pixologic &lt;br /&gt;
| Windows &lt;br /&gt;
| Free &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|ZBrush &lt;br /&gt;
| Pixologic &lt;br /&gt;
| Mac/Windows &lt;br /&gt;
| $595 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Decimation Software ===&lt;br /&gt;
Decimation means to reduce the triangle count of a highly-detailed model, often created via [[DigitalSculpting|digital sculpting]]. This makes the model easier to load, manipulate, and render in other applications. Decimation tools should preserve the model's essential form without degrading texture coordinates or material boundaries.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Package''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Company''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Supported OS''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Price''' &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Atangeo Balancer &lt;br /&gt;
| Atangeo &lt;br /&gt;
| Windows &lt;br /&gt;
| $52 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Decimate Modifier (Blender) &lt;br /&gt;
| Blender Foundation &lt;br /&gt;
| Linux/Mac/Windows &lt;br /&gt;
| Free &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Decimation Master (ZBrush) &lt;br /&gt;
| Pixelogic &lt;br /&gt;
| Mac/Windows &lt;br /&gt;
| $595 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Mesh Reduce (Maya) &lt;br /&gt;
| Autodesk &lt;br /&gt;
| Linux/Mac/Windows &lt;br /&gt;
| $3,495 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Meshlab &lt;br /&gt;
| N/A &lt;br /&gt;
| Linux(Source)/Mac/Windows &lt;br /&gt;
| Free &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|MultiRes (3ds Max) &lt;br /&gt;
| Autodesk &lt;br /&gt;
| Windows &lt;br /&gt;
| $3,495 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Optimize (3ds Max) &lt;br /&gt;
| Autodesk &lt;br /&gt;
| Windows &lt;br /&gt;
| $3,495 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Polygon Cruncher &lt;br /&gt;
| Mootools &lt;br /&gt;
| Windows &lt;br /&gt;
| $129 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Polygon Reduction (Softimage XSI) &lt;br /&gt;
| Autodesk &lt;br /&gt;
| Windows &lt;br /&gt;
| $2,995 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|ProOptimizer (3ds Max) &lt;br /&gt;
| Autodesk &lt;br /&gt;
| Windows &lt;br /&gt;
| $3,495 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Re-Topology Software ===&lt;br /&gt;
Re-topology means creating a new mesh surface from scratch, that conforms to an existing &amp;quot;messy&amp;quot; mesh, often created via [[DigitalSculpting|digital sculpting]]. Messy meaning that it either has too much detail or has a [[Topology|topology]] that's not the best for texturing, shading, or animation. The details from the &amp;quot;messy&amp;quot; mesh are transferred to the new re-topologized mesh by baking a [[DisplacementMap]] or [[NormalMap]]. The new mesh can either be used directly in-game, or it can be used as the control cage for a [[Subdivision Surface Modeling|subdivision surface]].&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Package''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Company''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Supported OS''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Price''' &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|3DCoat [[#A3DCoat|Media:Category:Tools/attachments/icon-info.png|#3DCoat]] &lt;br /&gt;
| Pilgway &lt;br /&gt;
| Linux/Mac/Windows &lt;br /&gt;
| $285 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Max_Retopo (for 3ds Max) &lt;br /&gt;
| cyfer &lt;br /&gt;
| Windows &lt;br /&gt;
| Free &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|TopoGun &lt;br /&gt;
| PixelMachine Srl. &lt;br /&gt;
| Linux/Mac/Windows &lt;br /&gt;
| $100 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Wrapit (for 3ds Max) &lt;br /&gt;
| Matt Clarke &lt;br /&gt;
| Windows &lt;br /&gt;
| TBA &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Conform Software ====&lt;br /&gt;
These tools are for conforming an existing mesh to another mesh. Two finished models can be shrink-wrapped to one another, for example to fit a new mesh layout to the size/shape of an existing model. If the models have a different vertex count and order, a conform-style tool must be used instead of a morph tool.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Package''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Company''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Supported OS''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Price''' &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Conform Wrap (for 3ds Max) &lt;br /&gt;
| Paul Hormis &lt;br /&gt;
| Windows &lt;br /&gt;
| Free &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|polyShrinkWrap (for Maya) &lt;br /&gt;
|  &lt;br /&gt;
| Linux/Mac/Windows &lt;br /&gt;
| Free &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|xyShrinkWrap (for Maya) &lt;br /&gt;
|  &lt;br /&gt;
| Linux/Mac/Windows &lt;br /&gt;
| Free &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 3D Paint Software ===&lt;br /&gt;
Many of the [[#Main_3D_Software_Packages|main packages]] include bare-bones 3D paint tools ([[PaintingAcrossSeams#Integrated_3D_Paint|partial list here]]), and most [[#A3D_Sculpting_Software|sculpting software]] also has 3D paint. The Blender site has a [http://wiki.blender.org/index.php/Dev:Ref/Competitor_Analysis/Texturing list of 3D paint programs here]. The following tools are dedicated to 3D paint:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Package''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Company''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Supported OS''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Price''' &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Blacksmith3D Paint &lt;br /&gt;
| BlackSmith3D &lt;br /&gt;
| Mac/Windows &lt;br /&gt;
| $99.95 CAD &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|BodyPaint 3D &lt;br /&gt;
| MAXON &lt;br /&gt;
| Windows &lt;br /&gt;
| $995 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Deep Paint &lt;br /&gt;
| Right Hemisphere &lt;br /&gt;
| Windows &lt;br /&gt;
| Discontinued &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Mari [[#Mari|Media:Category:Tools/attachments/icon-info.png|#Mari]] &lt;br /&gt;
| The Foundry &lt;br /&gt;
| Linux/Windows &lt;br /&gt;
| $900 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Other_3D_Software&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3D Normal Map Software ===&lt;br /&gt;
These packages are used specifically for creating [[NormalMap|normal maps]], either by converting 2D images or 3D meshes.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Package''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Company''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Supported OS''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Price''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Website''' &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|CrazyBump &lt;br /&gt;
| N/A &lt;br /&gt;
| Windows &lt;br /&gt;
| $299 &lt;br /&gt;
| http://www.crazybump.com/ &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|PixPlant &lt;br /&gt;
| N/A &lt;br /&gt;
| Mac/Windows &lt;br /&gt;
| $195 &lt;br /&gt;
| http://www.pixplant.com/ &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|ShaderMap Pro &lt;br /&gt;
| Rendering Sytems Inc. &lt;br /&gt;
| Windows &lt;br /&gt;
| $29.95 &lt;br /&gt;
| http://shadermap.com/ &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Xnormal &lt;br /&gt;
| N/A &lt;br /&gt;
| Windows &lt;br /&gt;
| Free &lt;br /&gt;
| http://www.xnormal.net/ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 3D Texture Coordinate Software ===&lt;br /&gt;
These packages are specifically for creating [[Category:TextureCoordinates|UV texture coordinates]] for a 3D mesh.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Package''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Company''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Supported OS''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Price''' &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Headus UVLayout &lt;br /&gt;
| Headus Ltd. &lt;br /&gt;
| Linux/Mac/Windows &lt;br /&gt;
| $200 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Roadkill UV &lt;br /&gt;
| Pullin Shapes &lt;br /&gt;
| Windows &lt;br /&gt;
| Free &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[[TexTools]] &lt;br /&gt;
| renderhjs &lt;br /&gt;
| Windows &lt;br /&gt;
| Free &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Unfold 3D &lt;br /&gt;
| Polygonal Design &lt;br /&gt;
| Windows &lt;br /&gt;
| 299.00€ &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Cas Auto UV &lt;br /&gt;
| Castor Lee &lt;br /&gt;
| Windows &lt;br /&gt;
| Free &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 2D Tools ==&lt;br /&gt;
&amp;lt;span id=&amp;quot;Main_Concepting_And_Texturing_Software&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Main 2D Software ===&lt;br /&gt;
These are &amp;quot;complete&amp;quot; 2D packages with a wide variety of art tools for photo manipulation, texturing, concepting, etc.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Package''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Company''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Supported OS''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Price''' &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|GIMP &lt;br /&gt;
| GNOME Foundation &lt;br /&gt;
| Linux/Mac/Windows &lt;br /&gt;
| Free &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Paint.NET &lt;br /&gt;
| dotPDN LLC &lt;br /&gt;
| Windows(XP+) &lt;br /&gt;
| Free &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|PaintShop Pro &lt;br /&gt;
| Corel &lt;br /&gt;
| Windows(XP+) &lt;br /&gt;
| $70 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Photoshop [[PhotoshopTools|[[Media:Category:Tools$icon-info.png|PhotoshopTools]]]] &lt;br /&gt;
| Adobe &lt;br /&gt;
| Mac/Windows &lt;br /&gt;
| $699 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Comparison_of_raster_graphics_editors#Features Wikipedia has a nice table] comparing the features of multiple 2D editing packages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Concepting_Software&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2D Concepting Software ===&lt;br /&gt;
These packages are most often used for painting concepts and illustrations.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Package''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Company''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Supported OS''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Price''' &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Alchemy [[#Alchemy|Media:Category:Tools/attachments/icon-info.png|#Alchemy]] &lt;br /&gt;
| N/A &lt;br /&gt;
| Linux/Mac/Windows &lt;br /&gt;
| Free &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Art Rage &lt;br /&gt;
| Ambient Design Ltd. &lt;br /&gt;
| Mac/Windows &lt;br /&gt;
| $40 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Illust Studio [[#Illust_Studio|Media:Category:Tools/attachments/icon-info.png|#Illust_Studio]] &lt;br /&gt;
| CEL SYS &lt;br /&gt;
| Windows &lt;br /&gt;
| ??? &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Open Canvas [[#Open_Canvas|Media:Category:Tools/attachments/icon-info.png|#Open_Canvas]] &lt;br /&gt;
| PortalGraphics &lt;br /&gt;
| Windows &lt;br /&gt;
| 6,800 JPY &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Paint Tool Sai &lt;br /&gt;
| Systemax &lt;br /&gt;
| Windows &lt;br /&gt;
| 5250 JPY &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Painter &lt;br /&gt;
| Corel &lt;br /&gt;
| Mac/Windows &lt;br /&gt;
| £ 199.00 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|SketchBook Pro &lt;br /&gt;
| Autodesk &lt;br /&gt;
| Mac/Windows &lt;br /&gt;
| $100 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Vector_Software&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2D Vector Software ===&lt;br /&gt;
These packages are used for creating vector graphics, commonly used for [[Category:UserInterface|user interfaces]] or print media.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Package''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Company''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Supported OS''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Price''' &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Flash &lt;br /&gt;
| Adobe &lt;br /&gt;
| Mac/Windows &lt;br /&gt;
| $699 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Inkscape &lt;br /&gt;
| N/A &lt;br /&gt;
| Linux/Mac/Windows &lt;br /&gt;
| Free &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Illustrator &lt;br /&gt;
| Adobe &lt;br /&gt;
| Mac/Windows &lt;br /&gt;
| $599 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 2D Image Markup Software ===&lt;br /&gt;
These tools are helpful for drawing quick review comments on artwork, remote collaboration, marking animation reference points, etc.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Package''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Company''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Supported OS''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Price''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Website''' &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|ozToolOverlay &lt;br /&gt;
| [http://www.polycount.com/forum/member.php?u=15407 'osman'] &lt;br /&gt;
|  &lt;br /&gt;
| Free &lt;br /&gt;
| http://www.polycount.com/forum/showthread.php?p=1040899 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|ScreenMarker &lt;br /&gt;
| [[BeamYourScreen]] GmbH &lt;br /&gt;
|  &lt;br /&gt;
| Free &lt;br /&gt;
| http://www.screenmarker.com/ &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Snippet tool &lt;br /&gt;
| Microsoft &lt;br /&gt;
| Windows Vista, Windows 7 &lt;br /&gt;
| (included) &lt;br /&gt;
| [http://windows.microsoft.com/en-US/windows-vista/Use-Snipping-Tool-to-capture-screen-shots windows.microsoft.com] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Image Browsing Software ===&lt;br /&gt;
These packages are used for browsing image collections and for displaying reference imagery while an artist is working.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Package''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Company''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Supported OS''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Price''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Website''' &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|ACDSee &lt;br /&gt;
| ACD Systems International &lt;br /&gt;
| Windows(XP+) &lt;br /&gt;
| $170 &lt;br /&gt;
| http://www.acdsee.com/ &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|DeskPins &lt;br /&gt;
| Elias Fotinis &lt;br /&gt;
| Windows(95+) &lt;br /&gt;
| Free &lt;br /&gt;
| http://users.forthnet.gr/pat/efotinis/programs/deskpins.html &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|FastStone Image Viewer &lt;br /&gt;
| FastStone Soft &lt;br /&gt;
| Windows &lt;br /&gt;
| $35&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;(free for personal use) &lt;br /&gt;
| http://www.faststone.org/FSViewerDetail.htm &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|First Impression &lt;br /&gt;
| Utilhaven.com &lt;br /&gt;
| Windows(XP+) &lt;br /&gt;
| Free &lt;br /&gt;
| http://www.utilhaven.com/fi/index.htm &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|Foreground Reference &lt;br /&gt;
| Mark Grice &lt;br /&gt;
| Windows &lt;br /&gt;
| Free &lt;br /&gt;
| http://www.silo3d.com/forum/showthread.php?t=16966 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|IrfanView &lt;br /&gt;
| Irfan Skiljan &lt;br /&gt;
| Windows(95+) &lt;br /&gt;
| $12&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;(free for personal use) &lt;br /&gt;
| http://www.irfanview.com/ &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|XnView &lt;br /&gt;
| Pierre Gougelet &lt;br /&gt;
| Linux/Mac/Windows/etc. &lt;br /&gt;
| $34&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;(free for personal use) &lt;br /&gt;
| http://www.xnview.com/ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 2D Texture Generation Software ===&lt;br /&gt;
* [http://www.spiralgraphics.biz/ww_overview.htm Wood Workshop] free tiling procedural texture editor&lt;br /&gt;
&lt;br /&gt;
== 3D Tool Information ==&lt;br /&gt;
=== 3DCoat ===&lt;br /&gt;
Best known for: Voxel sculpting for topology-less sculpting, and advanced retopology capabilities including auto-retopology which can generate all-quad meshes using nothing more then a few basic guide splines drawn by the user.&lt;br /&gt;
&lt;br /&gt;
=== 3ds Max ===&lt;br /&gt;
Best known for: the power of its modifier stack for modeling. Features powerful viewport shaders such as Xoliul's Shader and the 3Point Shader. [[Category:Shaders]] lists some popular shaders and has articles about how to make new ones.&lt;br /&gt;
&lt;br /&gt;
* [http://www.paulneale.com/tutorials/MaxMaya/maxMaya.htm Max and Maya: Similarities and Differences] - by Paul Neale&lt;br /&gt;
* [http://www.scriptspot.com/bobo/mel2mxs/mel2mxs.htm MAXScript for MEL users] - by Borislav Petrov&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=34439 Max plugins] archive Polycount thread&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
Best known for: being a free alternative to more expensive packages, and as a very inclusive package with it's own compositor, sequencer, sculpting system, and game engine.&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org Download]&lt;br /&gt;
* [http://www.blender.org/development/release-logs/ Release notes for the latest releases]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=70687 Blender 2.5 Crash Course (Not For Retards)] Polycount forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=75924 How to set 3ds max default viewport controls in Blender] Polycount forum thread&lt;br /&gt;
&lt;br /&gt;
=== Mari ===&lt;br /&gt;
Best known for: being used in the production of Avatar film, and can handle multiple 32k resolution textures.&lt;br /&gt;
&lt;br /&gt;
Mari is a 3D painting app that is currently only for Linux, but will be receiving a windows version before the end of 2010. It uses the hard drive heavily as a swap disk, and thus requires a significant amount of free space (250gb free recommended).&lt;br /&gt;
&lt;br /&gt;
* Mari release thread on Polycount: http://www.polycount.com/forum/showthread.php?t=75224&lt;br /&gt;
* Mari video: http://media.fxguide.com/fxguidetv/fxguidetv-ep078.mov&lt;br /&gt;
&lt;br /&gt;
=== Maya ===&lt;br /&gt;
Best known for: the speed of its marking menus while modeling, and ease of animation due to the versatility of attributes.&lt;br /&gt;
&lt;br /&gt;
* [http://usa.autodesk.com/adsk/servlet/item?siteID=123112&amp;amp;id=11876683&amp;amp;linkID=9242258 Guides for Transitioning to Maya] - by Autodesk. Four guides to transitioning to Maya from: 3ds Max, Cinema 4D, Lightwave, or Softimage XSI.&lt;br /&gt;
* How to switch UI styles in Maya 2011: [http://www.toxik.sk/?p=56 Autodesk Maya 2011 Qt style switch]&lt;br /&gt;
* How to Inset faces like in 3DS Max: http://www.polycount.com/forum/showpost.php?p=1168816&amp;amp;postcount=14&lt;br /&gt;
* How to Push like the 3DS Max modifier: http://www.polycount.com/forum/showthread.php?t=74491&lt;br /&gt;
&lt;br /&gt;
=== Sculptris ===&lt;br /&gt;
Best known for: adding geometry to a mesh dynamically, avoiding worries about topology while sculpting. Sculptris is a powerful, easy to use, and lightweight sculpting app. Because you don't have to worry about geometry or using a base mesh, it is quickly becoming popular for roughing out and concepting ideas. Afterwords artists will retopologize their concept sculpt and take it into ZBrush or Mudbox for refinement. There are also painting tools for color and bump, but as of v1.02 their is no way to preserve the paint if one decides to go back into sculpt mode.&lt;br /&gt;
&lt;br /&gt;
As of July 23 2010 Sculptris has been purchased by Pixologic, and its Developer (Tomas Petersson) hired by them. What this means for the future of Sculptris, its technology, and its 'free' status has yet to be determined.&lt;br /&gt;
&lt;br /&gt;
For v1.01 :&lt;br /&gt;
&lt;br /&gt;
* Unofficial Mac port: http://drpetter.proboards.com/index.cgi?board=sculptris&amp;amp;action=display&amp;amp;thread=661&lt;br /&gt;
* French translation: http://drpetter.proboards.com/index.cgi?board=tech&amp;amp;action=display&amp;amp;thread=316&lt;br /&gt;
&lt;br /&gt;
=== Softimage XSI ===&lt;br /&gt;
Best known for: the modeling toolset, and ICE (used for creating effects) is considered very powerful, plus tight Mental Ray integration. Even though Softimage XSI isn't as commonly used as in the games industry, there are big studios that use it as their primary 3D software. Some notable examples are Ubisoft (Assassins Creed), Lionhead (Fable series), Konami (Metal Gear Solid 4), Valve (Half life 2).&lt;br /&gt;
&lt;br /&gt;
* [http://www.stefandidak.com/pub/xsi1.php 3ds Max to Softimage XSI Transition Tips] - by Stefan Didak&lt;br /&gt;
* [http://www.xsibase.com/users/max2xsi/MAX2XSI.htm Max to XSI Jumpstart] - by 'Vmpre'&lt;br /&gt;
&lt;br /&gt;
=== Zbrush ===&lt;br /&gt;
Best known for: being well a supported and innovative sculpting package. Zbrush's Ztool system allows for minimal use of a traditional 3D package, while it's tools attempt to bring digital media as close to traditional, physical media as possible.&lt;br /&gt;
&lt;br /&gt;
* http://www.zbrushcentral.com/ User forums, galleries, etc.&lt;br /&gt;
* http://www.pixologic.com/zclassroom/homeroom/ Video training&lt;br /&gt;
&lt;br /&gt;
== 2D Tool Information ==&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=52370 Alchemy thread] on Polycount&lt;br /&gt;
&lt;br /&gt;
=== Illust Studio ===&lt;br /&gt;
* [http://denkikoiji.deviantart.com/art/Illust-Studio-1-0-9-eng-patch-141766399 English language patch (unofficial)]&lt;br /&gt;
&lt;br /&gt;
=== Open Canvas ===&lt;br /&gt;
Best known for: The 'Network Canvas' feature that was present in its free pre-commercial version, which allowed multiple users to paint on a single canvas over the net or LAN (This feature was removed once Open Canvas became commercial software, but the free version despite its limitations and age remains popular to this day because of it).&lt;br /&gt;
&lt;br /&gt;
* Download the free version [http://wistinga.online.fr/opencanvas/ here].&lt;br /&gt;
&lt;br /&gt;
=== Photoshop ===&lt;br /&gt;
See [[PhotoshopTools]].&lt;br /&gt;
&lt;br /&gt;
/!\ Note: prices are accurate as of June 27, 2010&lt;br /&gt;
&lt;br /&gt;
== Pages in This Category ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>Kodde</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Shaders</id>
		<title>Category:Shaders</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Shaders"/>
				<updated>2010-08-03T12:29:48Z</updated>
		
		<summary type="html">&lt;p&gt;Kodde: Updated name of KoddeShader, previously titled &amp;quot;Maya CG Shader&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Category: Shaders =&lt;br /&gt;
Links to popular shaders and articles about how to make new shaders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;P3MS&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Popular 3ds Max Shaders ==&lt;br /&gt;
(in no particular order)&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.3pointstudios.com/3pointshader_about.shtml 3Point Shader Lite]''' by [http://www.3pointstudios.com 3 Point Studios]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shader with many options, including near-perfect results for 3ds Max generated normal maps. See the Polycount thread [http://boards.polycount.net/showthread.php?t=72861 3Point Shader Lite - Shader material editor and Quality Mode normalmaps for 3ds Max].&lt;br /&gt;
* '''[http://www.greveson.co.uk/shaders/MoP_TextureBlender.fx MoP Texture Blender]''' by [http://www.greveson.co.uk Paul &amp;quot;MoP&amp;quot; Greveson]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; This shader uses blendmodulate for vertex blending with per-pixel detail. From the Polycount thread [http://boards.polycount.net/showthread.php?p=1024948#post1024948 The Snow and Ice of Uncharted2?].&lt;br /&gt;
* '''[http://www.luxinia.de/index.php/ArtTools/3dsmaxFX#genbrdf 3ds Max version of the BRDF shader]''' ported by [http://crazybutcher.cottages.polycount.com/ Christoph &amp;quot;CrazyButcher&amp;quot; Kubisch]. &amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Original [http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya] by [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc.&lt;br /&gt;
* '''[http://www.laurenscorijn.com/viewportshader 3ds Max viewport shader]''' by [http://www.laurenscorijn.com/ Laurens &amp;quot;Xoliul&amp;quot; Corijn].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;  More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=62006 Xoliul's 3DS Max Viewport Shader]''.&lt;br /&gt;
* '''[http://blog.maginot.eu/index.php?seite=people&amp;amp;people=till&amp;amp;page=mhn2048106717 TF2 Shader for 3ds Max]''' and '''[http://blog.maginot.eu/index.php?p=till.1__scriptnstuff_shader_toon Toon/Comic Shader for 3ds Max]''' by [http://www.till.maginot.eu/ Till &amp;quot;Rollin&amp;quot; Maginot].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=64453 TF2 and TOON realtime viewport shader (3ds max)]''.&lt;br /&gt;
* '''[http://rtshaders.deviantart.com/art/Agusturinn-Shader-Demo-100883093 Agusturinn Shader Demo]''' by [http://rtshaders.deviantart.com Wang &amp;quot;RTshaders&amp;quot; Jing].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shader features: ''&amp;quot;One UV texture, Two point lights, Diffuse map(include alpha which control transparency), AO(ambient occlusion) map or Lightmap share the same channel, Normal map,Specular map,Specular level map,Gloss map,Emissive map, Two type of Cubemap---One is diffuse cubemap for generating IBL(image based lighting), the other is enviroment cubemap for reflection.&amp;quot;''&lt;br /&gt;
* '''[http://rtshaders.deviantart.com/art/Paragalis-Shader-Demo-110994545 Paragalis Shader Demo]''' by [http://rtshaders.deviantart.com Wang &amp;quot;RTshaders&amp;quot; Jing].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shader features: ''&amp;quot;Post effect, 3dsmax2008/2009 viewport shadowmap, Subsurface scattering, Cubemap Image based lighting, Diffuse(alpha channel control opacity),Normal map,Ao map/Light map,Specular,Specular lever(mask),Gloss etc., Shadermodel 2.x compatible for AMD ATI card.&amp;quot;''&lt;br /&gt;
* '''[http://fabio.policarpo.nom.br/Demos.html Planar Relief Mapping]''' by [http://fabio.policarpo.nom.br Fabio Policarpo].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; ''&amp;quot;This version works with any mesh and execute the ray intersection in tangent space. Apparent depth can be controlled with a factor (aspect from width or height divided by depth). So depth 0.1 means 10% of texture tile width/height in object space. This version does not require any extra information passed on vertices.&amp;quot;''&lt;br /&gt;
* '''[http://www.bencloward.com/resources_shaders.shtml Shaders]''' by [http://www.bencloward.com Ben Cloward].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; He has a bunch of HLSL shaders available for normal mapping, ambient occlusion, car paint, skin, etc.&lt;br /&gt;
* '''[http://www.jistyles.com/main.php?id=doc&amp;amp;page=hlsl SSS Skin Shader]''' by [http://www.jistyles.com/ J.I. Styles].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; ''&amp;quot;The aim of this shader is to emulate all the perceptual qualities of realistic skin like translucency (sss), fresnal specular, gloss, oiliness, etc - kludging what I can to produce fast yet realistic looking results.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;PMS&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Popular Maya Shaders ==&lt;br /&gt;
(in no particular order)&lt;br /&gt;
&lt;br /&gt;
* '''[http://blog.leocov.com/search/label/hlsl lcNextGenShader]''' by [http://www.leocov.com/ Leonardo &amp;quot;chronic&amp;quot; Covarrubias]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Has many techniques and parameters, including normal mapping, specular, ambient env cube, SSS, etc.&lt;br /&gt;
* '''[http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya]''' by [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;[http://www.luxinia.de/index.php/ArtTools/3dsmaxFX#genbrdf 3ds Max version] ported by [http://crazybutcher.cottages.polycount.com/ Christoph &amp;quot;CrazyButcher&amp;quot; Kubisch]. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc.&lt;br /&gt;
* '''[http://www.kostas.se/shader/ KoddeShader]''' by [http://www.kostas.se Kostas &amp;quot;Kodde&amp;quot; Gialitakis]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Has several features such as normal mapping, specular, gloss, reflections, ambient cube, parallax, etc. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=69161 &amp;quot;KoddeShader&amp;quot;, a Maya CGFX shader]''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;CS&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating Shaders ==&lt;br /&gt;
* [http://tech-artists.org/wiki/Portal:Shaders The Tech-Artists.Org Shaders Portal]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; A ton of great information about creating shaders.&lt;br /&gt;
* [http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3 TF2 Shading in UT3] by [http://polyphobia.de Steffen &amp;quot;Neox&amp;quot; &amp;quot;polyphobia&amp;quot; Unger]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shows how the Team Fortress 2 look can be emulated using a shader network in Unreal Engine 3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Primer]] [[Category:Texturing]] [[Category:Portfolio]] [[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>Kodde</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Shaders</id>
		<title>Category:Shaders</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Shaders"/>
				<updated>2010-08-03T12:28:03Z</updated>
		
		<summary type="html">&lt;p&gt;Kodde: Updated description text on KoddeShader&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Category: Shaders =&lt;br /&gt;
Links to popular shaders and articles about how to make new shaders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;P3MS&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Popular 3ds Max Shaders ==&lt;br /&gt;
(in no particular order)&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.3pointstudios.com/3pointshader_about.shtml 3Point Shader Lite]''' by [http://www.3pointstudios.com 3 Point Studios]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shader with many options, including near-perfect results for 3ds Max generated normal maps. See the Polycount thread [http://boards.polycount.net/showthread.php?t=72861 3Point Shader Lite - Shader material editor and Quality Mode normalmaps for 3ds Max].&lt;br /&gt;
* '''[http://www.greveson.co.uk/shaders/MoP_TextureBlender.fx MoP Texture Blender]''' by [http://www.greveson.co.uk Paul &amp;quot;MoP&amp;quot; Greveson]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; This shader uses blendmodulate for vertex blending with per-pixel detail. From the Polycount thread [http://boards.polycount.net/showthread.php?p=1024948#post1024948 The Snow and Ice of Uncharted2?].&lt;br /&gt;
* '''[http://www.luxinia.de/index.php/ArtTools/3dsmaxFX#genbrdf 3ds Max version of the BRDF shader]''' ported by [http://crazybutcher.cottages.polycount.com/ Christoph &amp;quot;CrazyButcher&amp;quot; Kubisch]. &amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Original [http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya] by [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc.&lt;br /&gt;
* '''[http://www.laurenscorijn.com/viewportshader 3ds Max viewport shader]''' by [http://www.laurenscorijn.com/ Laurens &amp;quot;Xoliul&amp;quot; Corijn].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;  More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=62006 Xoliul's 3DS Max Viewport Shader]''.&lt;br /&gt;
* '''[http://blog.maginot.eu/index.php?seite=people&amp;amp;people=till&amp;amp;page=mhn2048106717 TF2 Shader for 3ds Max]''' and '''[http://blog.maginot.eu/index.php?p=till.1__scriptnstuff_shader_toon Toon/Comic Shader for 3ds Max]''' by [http://www.till.maginot.eu/ Till &amp;quot;Rollin&amp;quot; Maginot].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=64453 TF2 and TOON realtime viewport shader (3ds max)]''.&lt;br /&gt;
* '''[http://rtshaders.deviantart.com/art/Agusturinn-Shader-Demo-100883093 Agusturinn Shader Demo]''' by [http://rtshaders.deviantart.com Wang &amp;quot;RTshaders&amp;quot; Jing].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shader features: ''&amp;quot;One UV texture, Two point lights, Diffuse map(include alpha which control transparency), AO(ambient occlusion) map or Lightmap share the same channel, Normal map,Specular map,Specular level map,Gloss map,Emissive map, Two type of Cubemap---One is diffuse cubemap for generating IBL(image based lighting), the other is enviroment cubemap for reflection.&amp;quot;''&lt;br /&gt;
* '''[http://rtshaders.deviantart.com/art/Paragalis-Shader-Demo-110994545 Paragalis Shader Demo]''' by [http://rtshaders.deviantart.com Wang &amp;quot;RTshaders&amp;quot; Jing].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shader features: ''&amp;quot;Post effect, 3dsmax2008/2009 viewport shadowmap, Subsurface scattering, Cubemap Image based lighting, Diffuse(alpha channel control opacity),Normal map,Ao map/Light map,Specular,Specular lever(mask),Gloss etc., Shadermodel 2.x compatible for AMD ATI card.&amp;quot;''&lt;br /&gt;
* '''[http://fabio.policarpo.nom.br/Demos.html Planar Relief Mapping]''' by [http://fabio.policarpo.nom.br Fabio Policarpo].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; ''&amp;quot;This version works with any mesh and execute the ray intersection in tangent space. Apparent depth can be controlled with a factor (aspect from width or height divided by depth). So depth 0.1 means 10% of texture tile width/height in object space. This version does not require any extra information passed on vertices.&amp;quot;''&lt;br /&gt;
* '''[http://www.bencloward.com/resources_shaders.shtml Shaders]''' by [http://www.bencloward.com Ben Cloward].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; He has a bunch of HLSL shaders available for normal mapping, ambient occlusion, car paint, skin, etc.&lt;br /&gt;
* '''[http://www.jistyles.com/main.php?id=doc&amp;amp;page=hlsl SSS Skin Shader]''' by [http://www.jistyles.com/ J.I. Styles].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; ''&amp;quot;The aim of this shader is to emulate all the perceptual qualities of realistic skin like translucency (sss), fresnal specular, gloss, oiliness, etc - kludging what I can to produce fast yet realistic looking results.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;PMS&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Popular Maya Shaders ==&lt;br /&gt;
(in no particular order)&lt;br /&gt;
&lt;br /&gt;
* '''[http://blog.leocov.com/search/label/hlsl lcNextGenShader]''' by [http://www.leocov.com/ Leonardo &amp;quot;chronic&amp;quot; Covarrubias]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Has many techniques and parameters, including normal mapping, specular, ambient env cube, SSS, etc.&lt;br /&gt;
* '''[http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya]''' by [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;[http://www.luxinia.de/index.php/ArtTools/3dsmaxFX#genbrdf 3ds Max version] ported by [http://crazybutcher.cottages.polycount.com/ Christoph &amp;quot;CrazyButcher&amp;quot; Kubisch]. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc.&lt;br /&gt;
* '''[http://www.kostas.se/shader/ Maya CG shader]''' by [http://www.kostas.se Kostas &amp;quot;Kodde&amp;quot; Gialitakis]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Has several features such as normal mapping, specular, gloss, reflections, ambient cube, parallax, etc. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=69161 &amp;quot;KoddeShader&amp;quot;, a Maya CGFX shader]''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;CS&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating Shaders ==&lt;br /&gt;
* [http://tech-artists.org/wiki/Portal:Shaders The Tech-Artists.Org Shaders Portal]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; A ton of great information about creating shaders.&lt;br /&gt;
* [http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3 TF2 Shading in UT3] by [http://polyphobia.de Steffen &amp;quot;Neox&amp;quot; &amp;quot;polyphobia&amp;quot; Unger]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shows how the Team Fortress 2 look can be emulated using a shader network in Unreal Engine 3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Primer]] [[Category:Texturing]] [[Category:Portfolio]] [[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>Kodde</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/WikiSandBox</id>
		<title>WikiSandBox</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/WikiSandBox"/>
				<updated>2010-08-03T12:21:01Z</updated>
		
		<summary type="html">&lt;p&gt;Kodde: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;!-- ## Please edit system and help pages ONLY in the master wiki! --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ## For more information, please see [[MoinMoin]]:[[MoinDev]]/Translation. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ##master-page:[[WikiSandBox]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- #format wiki --&amp;gt;&lt;br /&gt;
&amp;lt;!-- #language en --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Feel free to experiment here, after the four dashes below. Please do not create new pages without any meaningful content just to try it out!'''&lt;br /&gt;
&lt;br /&gt;
You may want to open [[HelpOnEditing]] in a new window or tab while you edit.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: larger&amp;quot;&amp;gt;The cake is a lie&amp;lt;/span&amp;gt; :))&lt;br /&gt;
&lt;br /&gt;
[[HelpOnVariables|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;-- EricChadwick &amp;lt;&amp;lt;[[DateTime]](2010-08-02T14:26:18Z)&amp;gt;&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[HelpOnVariables|@''SIG@'']]&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
&amp;lt;&amp;lt;Include(Polycount, , , from=&amp;quot;hobbyist.&amp;quot;, to=&amp;quot;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&amp;quot;)&amp;gt;&amp;gt;&lt;br /&gt;
----------&lt;br /&gt;
Here's a test link to CategoryCharacter. -- EricChadwick &amp;lt;&amp;lt;DateTime(2010-07-16T18:54:18Z)&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''@SIG''@&lt;br /&gt;
&lt;br /&gt;
~+The cake is a lie+~ :))&lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;Anchor(formatting)&amp;gt;&amp;gt;&lt;br /&gt;
== Formatting ==&lt;br /&gt;
''italic'' '''bold''' &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;typewriter&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
`backtick typewriter` (configurable)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: larger&amp;quot;&amp;gt;bigger &amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;font-size: smaller&amp;quot;&amp;gt;smaller this is how it works  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
preformatted some more&lt;br /&gt;
and some more lines too&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
#!python&lt;br /&gt;
def syntax(highlight):&lt;br /&gt;
    print &amp;quot;on&amp;quot;&lt;br /&gt;
    return None&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
#!java&lt;br /&gt;
  public void main(String[] args]){&lt;br /&gt;
     System.out.println(&amp;quot;Hello world!&amp;quot;);&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Linking ==&lt;br /&gt;
[[HelpOnEditing]] [[MoinMoin]]:[[InterWiki]]&lt;br /&gt;
&lt;br /&gt;
http://moinmo.in/ [http://www.python.org/ Python]&lt;br /&gt;
&lt;br /&gt;
someone@example.com&lt;br /&gt;
&lt;br /&gt;
There are anchor links here:&lt;br /&gt;
* [[#anchorname1]]&lt;br /&gt;
* [[#formatting|Anchor with description(to Formatting block)]]&lt;br /&gt;
&lt;br /&gt;
=== Image Link ===&lt;br /&gt;
{{http://c2.com/sig/wiki.gif}}&lt;br /&gt;
&lt;br /&gt;
== Smileys ==&lt;br /&gt;
/!\ Alert&lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;[[ShowSmileys]]&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;anchorname1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Lists ==&lt;br /&gt;
=== Bullet ===&lt;br /&gt;
* first&lt;br /&gt;
*# nested and numbered&lt;br /&gt;
*# numbered lists are renumbered&lt;br /&gt;
* second&lt;br /&gt;
* third blockquote&lt;br /&gt;
** deeper&lt;br /&gt;
=== Glossary ===&lt;br /&gt;
; Term : Definition&lt;br /&gt;
=== Drawing ===&lt;br /&gt;
{{drawing:mytest}}&lt;br /&gt;
{{drawing:anywikitest.adraw}}&lt;br /&gt;
= Heading 1 =&lt;br /&gt;
== Heading 2 ==&lt;br /&gt;
=== Heading 3 ===&lt;br /&gt;
==== Heading 4 ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[EnvironmentTheory]]&lt;/div&gt;</summary>
		<author><name>Kodde</name></author>	</entry>

	</feed>