Categories
various

Business management

It’s a a long time I want to write something about how difficult is to open and mantain an agency in Italy.
I experienced the first anomaly in the 2007 when I founded PlaySys. That time I had to open a bank position for the studio, based on my agency legal registration. The problem was that to open the activity I must had a bank account for it. So the funny question was “how can i have a bank account for PlaySys if I must have PlaySys to open a bank account for it?“. This reminded me a little the egg and citcken dilemma: who came first? or other computer related troubles like the missing network driver on the old Windows XP, and the computer that asks to connect to internet to find a driver. Who experienced this problem can understand my frustration in that period. 🙂

The second Italian really “cool thing” is what we call Studi di Settore (business studies), and is what I wanna talk about in this post.
This problem is based on a supposition of our State: “If you open an activity in Italy, this mean that you will steal money from me, the State!
I know this is a non-sense sentence, and there are no tricks or indirect psicology strategy, that’s a non-sense!

So what can do a State to avoid your stealing in cashes? Our politicians invented the Studi di Settore strategy, in poor words, they fix a presumption of money you have to move with your business in a year.

Let’s do an example, I use casual numbers to explain better:
1. You open an import-export company
2. The State automatically presumes that in a year you have to move 1.000.000 €. This presumption is based on national fees, other companies studies and so on…of course this will be a presumption, hard to quantificate and not suitable for your activity because we know, we are all different and so are our business.
3. Now you work for an year and manage your business: you work hard, during weekends, during nights in free time you think about your agency and so on.
4. At the end of the fiscal year, the State comes to  you to see how was your business.
5. Let’s say you gained 800.000 € because of global crysis, because you spent some month in hospital, or because of other serious motivations.
6. The State says “what?! only 800.000 €?! I presumed you must be 1.000.000!!!”
7. Now a word about taxes: here in Italy the sum of ALL the taxes, fees, and other things is around the 61%
8. The State says “Now you must pay your taxes, and I want ’em based on your presumed business”, so you have to pay 610.000 € on 800.000!
9. The State, before going away adds “You did less money than my presumption, for sure this is because you stealed in my cashes…now I’ll start an inqusition on your activity”.
10. Some days after you’ll find police at the door, that requests to come inside and look everywere in your business, to discover where you stole.

What does this mean?
This means that here in Italy is really difficult to mantain an activity;
This means that here in Italy you must work 120 to gain 100, and the State requests x>61% of them;
This means that in a year of 365 days, you work for 223 for the State and 142 for you and for people you love and mantain, and this is not bad, because if you live with other people you must produce for them all;
This explains why lot of Italians are unhappy and why they become immigrants world wide;

This reveals a big trouble:
To gain money you must steal somewere, if you are polite and do your business, you will close your activity soon. So where to steal? not with the State of course, the better way is to steal to clients, and to abuse of dependants! And of course this is not correct!!

And this what means?
That clients become more and more aggressive and closed in themselves and dependants becomes more unhappy. The consequence is a really difficult market for everyone 🙁

And so?
Being an amministrator is really cool, but very frustrating for theese things. In my opinion theese Studi di Settore kills the market, and no one gains something on this fact, expecially the State.

Categories
development graphics

Sub Surface Scattering | mental ray

After some weeks of work with 2D graphics, I finnaly got back to 3D tasks.
I decided to spend some time playing with Arak and the Sub Surface Shader offered by mental ray, inside at 3ds Max 2010. I tweaked the parameters for 1 hour and have to say that they are really quick to learn and use.
The model I used is enought simple and lite for rendering tests.

The first problem is that 3ds Max guide has no section that covers theese parameters: if you open both the official 3ds max guide or the deeper mental Ray’s one, you will not find lot of informations out of the theory behind SSS and how it is simulated/computed.
I try to explain something here, maybe someone else will find theese tips useful.

The first thing to do is to understand a very important fact: world units and scale importance.
Sub Surface Scattering renders the surfaces, considering the quantity of light that is absorbed and scattered trought the model.
If you have a thin wall, let’s say 2 millimeters thickness, a strong light setup and a scatter propagation on 1 meter, for sure you’ll not obtain what you expect.

Now let’s apply a Sub Surface Scatter shader (you must enable mental Ray if you changed the renderer for production purpouses). The one I selected is the simplest SSS shader offered by mental Ray, and we must understand how it works before proceeding.

When working with SSS Shaders you have to think at the color of the unlit surfaces, the color of the enlight areas and the specular, exactly as a traditional shader PLUS a color of the mesh penetrated by light. Now let’s see what the shader offers to us in the Diffuse Sub Surface Scattering rollout.
The first important parameter is the numeric value called “Unscattered Diffuse Weight”. This parameter determines the mix of the traditional shaded areas and the scattered one. Imagine it as a sort of blending beetween two different materials, one simple and one with light penetration capabilities.
For better understand this value, try to set it at 1 and render and then set it to’ 0 and render again.

Depending on your light setup, you will have a render similar to this: the first with value = 1 has a strong value of the Unscattered Diffuse Color while the second with the value = 0 has a null Unscattered Diffuse Color and a full Scattered Color.
Watch the Unscattered Diffuse Color in the parameter just up, that’s the color of the first render.
Now that we know what is and how to change the Unscattered Color we need to understand what is the Scattered Color.

In this image I set to 0 the Unscattered Diffuse Weight and let the shader to compute the Scattered Color, based on the two colors available (Front and Back) plus their weight. Look at the image descriptions, colors and values and you’ll get it, it’s really simple how it works!

Again, give a look at my values. I changed a little the front and Back color’s weights and changed the radius+depth too. Consider that my model has a radius of 10 centimeters. At the beginning of this article I wrote about the importance of the scene scale, now you know why.
Note that you can diminish the Unscattered Weight changing the color instead of the value. For example, if you set the color to pure black 0.0.0 and have a weight of 100, the result is the same as a random color plus a Weight of 0.

Generally I use this trick in my diffuse color in the standard materials, and here in the SSS the standard diffuse is the Unscattered Diffuse Color. As you can see 3ds Max lets you use a numeric value or a flat color by default, but you can change it with a procedural or textured one.
In this case I used the Falloff shader on the Diffuse Color to obtain a Maxwell style material. Generally I work mostly with the Next Limit’s renderer and I really like how it treats shaders.
I simply put a dark brown unscattered color for perpendicular camera rays and a medium grey/blue for the parallel rays. I changed the transition value, adding a Bezier key and here we are:

Not bad, the mesh now has a big rim light effect that detach it from the background. Remember that using low values is always preferable because you’ll obtain a perceptible effect and avoid to make it too much synthetic.
Now our teapot looks really interesting respect the beginning, but you can notice that it has no specular component. This is due to my previous tweak at the Specular Color inside the Specular Reflection rollout. I changed it to pure black, that means no specular values and no reflections. Now is time to change the color and the Shininess value.

In the render above you can see the specular color and it’s roughtness.
We are ready for our final render but before we need to change the quality values at the top of the shader. Set the lightmap value at 100% of the render size (the Light map of the Sub Surface Scattering effect) and the computation sample.
Lower values = low resolution but quick preview
Higher values = high quality but long render time

Enlarge this image to see the difference with the previous. Maybe I exagerated with parameters, this is only an example and was done because the scene is really simple and quick to render, but remember that in production timing theese parameters must be precisely calibrated, expecially in animations.

This is all for this simple mesh and article. Now I apply the material to my mesh and render again.
The result is really important: if you change the light setup, the scene or simply the mesh, the result can change drastically. I suggest always to proceed step by step in scene construction and in parameter tweaking.

This is not a professional result so I will have to work on it a little more. The following video is obtained working with a more complicated SSS shader that considers displacement too.

Give a comment if you find this post interesting.

Categories
various

10 00 01 00

10.00.01.00: anno pieno di propositi che non so ancora se difinire buoni o cattivi. Tante cose da fare, iniziative di cui mi dimenticherò, persone da conoscere, bidonate, keygen, sedie, strade, porte, finestre, balconi, banconi, drink, cene, amici, serate, meditazione, bmx, flessioni, docce, fredde, caldo, zanzare ecc.

Tra le iniziative più importanti c’è quella di curare meglio questo blog, scrivendo più spesso e più dettagliatamente dei vari progetti che mi capita di seguire.
Per aprire l’anno voglio postare il link di un blog che ho trovato navigando e che contiene testi veramente toccanti, per chi ha un cuore ovviamente. Per la prima volta nel mio blog appare un link ad un sito esterno!!…è tra i buoni propositi del 2010 😉
We Are Such Stuff As Dreams Are Made On

 

(peccato venga aggiornato molto raramente)

La settimana prossima si ricomincerà ufficialmente a lavorare e comincierò a postare lavori aggiornati; anche il sito di PlaySys verrà sistemato a dovere quest’anno…finalmente 😉

Categories
development graphics

TheDreamers | Anaglyphic Stereo3D

Giovedì ho tenuto una lezione sulla stereoscopia e sulla computer grafica basata sullo Stereo3D.
La lezione è stata un piacevole dibattito con gli studenti su pro e contro di questa tecnologia, affaticamento encefalo/ottico, illusione di tridimensionalità, funzionamento ottico umano (a livello superficiale, nessuno di noi è medico) e devo dire che la risposta della classe è stata particolarmente positiva; gli studenti si sono dimostrati nettamente più interessati rispetto alle lezioni su shader, Mappe UV, mipmapping, supersampling e così via 🙂
Thursday i did a lesson about stereoscopy and the way to obtain it with CG images. During the lesson I saw the students more interested respect the previous lessons about Uv mapping, shaders, mipmaps and other tech stuff. I developed for the lesson a particular rig form 3dsMax, that permits me to obtain Stereo3D images perfectly editable in compositing with After Effects or Combustion.
Ho presentato alla classe anche un rig particolare di camera realizzato in poco più di un’ora, in grado di ricreare situazioni Stereo3D con 3dsMax e After Effects. Parte del processo è ancora manuale, ma un semplce plugin per After Effect potrebbe permettermi di completare i vari passaggi con 1 solo click del mouse.
Questo è un risultato di quanto ottenuto con la mia tecnica
This is a quick result

Da questa lezione sono emerse aspettative e richieste per la possibilità di vedere una scena in Stereo3D realtime e, nello specifico, applicata ad uno dei progetti di PlaySys…ecco di seguito il risultato 😉
The lesson gave birth to an idea to use this technology in realtime, so we applyed Anaglyph Stereo3D to one of our projects already seen on this blog: TheDreamers. The result is in the following video (You need glasses with anaglyph lenses to appreciate the results).
Categories
development graphics various

Ureal Development Kit – UDK


Unreal Engine 3 is one of the most powerful and maybe complete game engine available on the market. It is used by the biggest game development studios from all around the world, and it’s power is fully proven by lot of AAA titles.
Last week Epic Games, released a development kit, bsed on this technology: UDK.
This decision is not so much strange, and looks like a move to completely erase the other similar technologies available today.

An important thing to consider is that Unreal Engine is not the only one technology available for game developers. There are plenty of systems to use to develop a game, some less powerfull, other less complete of middleware integrations and other again given at lower price (some freeware too).

Today an indie game development studio (like PlaySys) can benefit of the power of UDK, based on UE3, to develop it’s prototype or, why not, complete videogames.

Is this a good or a bad new?

Depending on if you are a game developer or a engine/technology developer, there will be some pro and cons.

Regarding us, we are very happy of the possibility to develop with UE3, but we must consider the licence cost that we have to pay before selling the game. As UE3 is the most famous and complete engine, it costs LOT of moneys, depending on the size of the development studio or the title, but they remains lot of moneys.
The positive thing is that we can release a quality prototype to better find a publisher, without spending money in tryout licence for other engines.
Some months ago I had to spend lot of money to benefit from an engine for 2-3 months with the idea to develop a prototype.
Of course this availability of UDK, will change the things on the market; Unity developers changed the indie licence, giving out for free the basic version of the engine…that PlaySys bought one or two months before 🙁
I am really courious on what will happen on Torque Game Engine, one of the worst thing I have ever payd for, maybe they will decide to develop an high quality thing to compete on the market instead recycle theyr stuff (saying they are fully rewritting code).

I’m really happy on the availability of UDK, but at PlaySys we have to decide carefully the migration. We are advantaged because we use the editor since version 2Runtime (only for non professional tests), but Unreal is a very scaring kit, so noobs will have lot of troubles to spend over it.
What I want to say is that UDK isn’t everything you need to construct great games, you’ll need competence on every aspect of game development, ideas, a story to tell, lot of time, money to spend and mostly important, lot of passion!

Enjoy with UDK, but remember to give a look to other great technologies:

Unreal Engine 3
UDK
id Tech
CryEngine
GameBryo
Vision Engine
Vicious Engine
Unigine
Unity
Torque 3D
Infernal Engine
Blitz Tech

*if you need a complete review of UE3 technology, about workflow, ActorX, SpeedTree, BinkVideo, Matinee, Kismet and so on, please let me know

Categories
graphics various

Seven Magazine

PlaySys annuncia l’uscita di Seven Magazine, mensile dedicato al nuovo sistema operativo di Microsoft e a tutto ciò che ruota attorno ad esso. Nella rivista, edita da Sprea e realizzata dallo studio milanese PlaySys in collaborazione con Gruppo Orange, si trovano interessanti articoli su come usare al meglio Windows Seven, come configurare il proprio hardware, software correlati, navigazione internet, gestione blog, sicurezza, svago e molto altro ancora.
PlaySys si è già occupata nel 2008 e 2009 di 3D World, rivista dedicata alla computer grafica tridimensionale e, con questa nuova pubblicazione, sottolinea la propria presenza in ambito editoriale.
Seven Magazine vi aspetta tutti i mesi in edicola!

PlaySys reveals the availability of Seven Magazine, the italian magazine about the new operating system, Windows Seven, developed by Microsoft.
PlaySys was behind the italian version of the world famous 3D World Magazine for all the 2008 and 2009, and with this new magazine confirms the interest and skills in the press market.

Categories
music various

Mind Phaser – About The World

This is a really old album! it is very important for me because I joined this band as drummer when I was 19. Hope you enjoy listening it as I enjoyed playing 😉

PS: on Jamendo you’ll find other albums I published under Creative Commons licence

Uno dei dischi più importanti della mia vita, entrai in questo gruppo come batterista all’età di 19 anni
Buon ascolto!
  
Categories
development graphics

Knoss | Photoshop – 3dsMax – Mudbox

ENG Here are some images of the creation of Arak, the first boss you’ll encounter in PlaySys prototype: Knoss
Arak name is a non official name, in fact, you can notice that this creature has no 8 legs, but 6. This monster stands at the entrance of the AntNest avoiding the entrance of “unautorized people” 🙂

I would like to show how much work hides behind the realization of a “simple” creature for a “trivial” videogame. Of course, game developers will find this interesting, but I’d like to explain to people that considers making game an “easy-child-work”, how many things must be known.


Mike Bacchin – Photoshop – Concept Arak

Marco Furlanetto – 3dsMax – Lowpoly modelling

Luca Deriu – 3dsMax – UV Mapping and Model Split

Luca Deriu – Mudbox e Photoshop – Texture Painting (diffuse and specular)

Luca Deriu – Compressonator – Normal Map’s MipMap and compression (ATI2N Swizzled DDS)

Luca Deriu – Mudbox e Photoshop – Ambient Occlusion grab & fix

Luca Deriu – 3dsMax – Check and fix of UV and Texture

Luca Deriu – Mudbox – Digital sculpting

Luca Deriu – Mudbox – Digital sculpting

Luca Deriu – Mudbox – Digital sculpting

Luca Deriu – Mudbox – Digital sculpting

Luca Deriu and Timoty Weis – 3dsMax – Rig test

Luca Deriu and Timoty Weis – 3dsMax – Rig structure

Luca Deriu – 3dsMax – Skinning

Luca Deriu, Timoty Weis and Elisa Cristantielli – 3dsMax – Animations

Timoty Weis – Notepad++ 🙂 – Artificial Intelligence, triggers and events programming

Luca Deriu – Engine – ingame Materials and Shaders

PlaySys – Engine – Test and debug

ITA Ecco una serie di immagini riguardanti la creazione di Arak, mostruoso boss di fine livello, tovabile all’interno del prototipo di gioco in fase di sviluppo a PlaySys: Knoss. Arak, nome di sviluppo non ufficiale all’interno del prototipo, è una sorta di formica mostruosamente incazzata, che blocca l’ingresso dell’AntNest, il secondo livello sotto l’entrata del palazzo di Cnosso. I suoni su cui stiamo lavorando ne rappresentano la rabbia e ne elevano l’aggressività. Nelle immagini riportate sopra è possibile identificare i vari passaggi di realizzazione del mostro. Invito chi ancora suppone che i videogiochi sono un prodotto di intrattenimento per bambini e di semplice realizzazione, a guardare con attenzione i vari passaggi necessari per l’ottenimento di situazioni dinamiche, interattive e calcolate in tempo reale.


Alcuni membri del team che si è occupato di Arak durante l’Italian Videogame Developer Conference 2009 😉

Categories
various

New layout for the web site

I’m working on the new layout of PlaySys’s web site, and it should be available on November. The new restyle will let you explore all the services offered by the studio, not only the previsualizations jobs we are doing. There will be a new “press area” where journalists can find the necessary to work such as press kits, images, icons, photos and so on. Plus, we are building an rss feed that permits you all to be informed in realtime on PlaySys news. Some icons of the new site areas follows.

Stiamo lavorando alla nuova versione del sito PlaySys, entro Novembre dovrebbe essere online, con tutti i servizi effettuati dallo studio. Seguono le immagini di alcune icone rappresentanti le nuove aree.


The old layout of the web site

Categories
development

PlaySys | Knoss

I want to make you more courious 😉

PlaySys Game Studio | Knoss Game for Microsoft® Xp, Vista, Seven and Xbox360