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	<title>Ben Gerowe</title>
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	<link>http://bengerowe.com</link>
	<description>Technical Artist</description>
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		<title>Demo Reel</title>
		<link>http://bengerowe.com/?p=206</link>
		<comments>http://bengerowe.com/?p=206#comments</comments>
		<pubDate>Wed, 20 Apr 2011 12:55:09 +0000</pubDate>
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				<category><![CDATA[Uncategorized]]></category>

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				<content:encoded><![CDATA[<p><a href="http://vimeo.com/user6800620/bgerowedemoreel"></a></p>
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		<title>BlinkMan</title>
		<link>http://bengerowe.com/?p=21</link>
		<comments>http://bengerowe.com/?p=21#comments</comments>
		<pubDate>Tue, 19 Apr 2011 21:21:22 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[School Projects]]></category>

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		<description><![CDATA[&#160; In the Future&#8230;&#8230;The world as we know it is in a state of little progress. People are hooked into their entertainment systems, Stimupods, and couldn&#8217;t be happier. The Computer is responsible for your safety and well being, food and &#8230; <a href="http://bengerowe.com/?p=21">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>&nbsp;</p>
<p>In the Future&#8230;&#8230;The world as we know it is in a state of little progress. People are hooked into their entertainment systems, Stimupods, and couldn&#8217;t be happier. The Computer is responsible for your safety and well being, food and entertainment. One such person is unsatisfied with this existence and reaches out for something more.</p>
<p>You are Adam B4-72</p>
<p>This is your story&#8230;&#8230;</p>
<p>&nbsp;</p>
<p>BlinkMan is a side scroller created in UDK. The main mechanic is blinking, a &#8220;power&#8221; given to you by the computer upon leaving the your typical bounds. I was responsible for rigging and animation for the main character, Adam B4-72, the security robot featured in the Vault, the turret in the vault, the drill featured in the Under City and the animation for the screens opening.</p>
<p>&nbsp;</p>
<p><strong>Animations:</strong></p>
<p>&nbsp;</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/UDK-2011-04-19-22-54-39-96.jpg"><img class="alignright size-medium wp-image-79" title="UDK 2011-04-19 22-54-39-96" src="http://bengerowe.com/wp-content/uploads/2011/04/UDK-2011-04-19-22-54-39-96-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p>&nbsp;</p>
<p>Adam B4-72 uses a 63 joint bone system, which not only allows him to do your typical motions of running, jumping etc. It also includes the ability to curl his fingers, breathe controls for the chest and lower abdomen, and his sash moving and bouncing with him.</p>
<p>In game he has 5 featured animations: Running, Backwards Running, Idle, Jump and Falling. All of these were set up by me and the help of fellow designers using UDK&#8217;s animation blending in the Animation Tree.</p>
<p>I also created a custom physics asset for Adam which is used in game for the rag doll effect upon death.</p>
<p>&nbsp;</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/SecurityRobot.jpg"><img class="alignright size-medium wp-image-85" title="SecurityRobot" src="http://bengerowe.com/wp-content/uploads/2011/04/SecurityRobot-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p>&nbsp;</p>
<p>The Robot uses a 3 bone system and features 5 animations in game: Idle, Thrust Left, Thrust Right, Thrust Left Idle and Thrust Right Idle. It is used as a means to activate a defense grid to impede the process of intruders into the vault.</p>
<p>&nbsp;</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/Turret.jpg"><img class="alignright size-medium wp-image-89" title="Turret" src="http://bengerowe.com/wp-content/uploads/2011/04/Turret-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>The Turret is a 6 bone system featuring 1 animation in game: Unlocking. This mesh is used for the typical defense grid in the vault and the boss grid at the end of the Vault.</p>
<p>&nbsp;</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/Drill.jpg"><img class="alignright size-medium wp-image-91" title="Drill" src="http://bengerowe.com/wp-content/uploads/2011/04/Drill-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>The Drill is a 21 bone system featuring 1 animation in game: Drilling.  This mesh is used within the Under City as a means of the computer  cleaning up the old world.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/Screens.jpg"><img class="alignright size-medium wp-image-110" title="Screens" src="http://bengerowe.com/wp-content/uploads/2011/04/Screens-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p>&nbsp;</p>
<p>The Screen consists of 11 bones with 1 animation in game: Opening. This is used to deliver the narrative and the source of communication between the computer and you</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><strong>Assets:</strong></p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/Power-Cell-Asset.jpg"><img class="alignright size-medium wp-image-97" title="Power Cell Asset" src="http://bengerowe.com/wp-content/uploads/2011/04/Power-Cell-Asset-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p>&nbsp;</p>
<p>The Power Cell and Connector are used in game as an activator for several puzzles in game. You find these power cells in the level and then kick them into the connector to activate and unlock a piece of the puzzle.</p>
<p>The Mesh is 1500 tris for the connector and 1600 tries for the power cell. There are several unique textures for the two, i created two of them, one for the power cell vertical emissive lines and 1 for the generator texture on the connector. Custom collision mesh created in maya for the connector.</p>
<p>&nbsp;</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/UC-Assets.jpg"><img class="alignright size-medium wp-image-107" title="UC Assets" src="http://bengerowe.com/wp-content/uploads/2011/04/UC-Assets-300x155.jpg" alt="" width="300" height="155" /></a></p>
<p>&nbsp;</p>
<p>A set of assets for grunging up the Under City, the old world of humans that has been at rest for thousands of years. The set consists of a broken door, a desk, chair, light, broken table, file cabinet and rubble pile. The whole set is 9500 tris.</p>
<p>&nbsp;</p>
<p>Here is the trailer for BlinkMan, courtesy of <a href="http://www.raymodesign.com/">Ray Ortgiesen</a>. </p>
<p><a href="http://www.youtube.com/watch?v=w7fEH3V001I">BlinkMan Trailer</a></p>
<p><strong><br />
</strong></p>
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		<title>Zard Overlord</title>
		<link>http://bengerowe.com/?p=45</link>
		<comments>http://bengerowe.com/?p=45#comments</comments>
		<pubDate>Mon, 18 Apr 2011 01:59:04 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[School Projects]]></category>

		<guid isPermaLink="false">http://bengerowe.com/?p=45</guid>
		<description><![CDATA[You are the Overlord, these are your Zards. Defeat your opponent with massive aoe spells, the mighty Krakish and pure tactics in this turn based strategy. Zard Overlord is a turn based strategy game made for the iPhone. We really &#8230; <a href="http://bengerowe.com/?p=45">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>You are the Overlord, these are your Zards. Defeat your opponent with massive aoe spells, the mighty Krakish and pure tactics in this turn based strategy.</p>
<p>Zard Overlord is a turn based strategy game made for the iPhone. We really wanted to create a fun top down game that integrated with the touch screen capabilities of many devices nowadays, especially the iPhone. For our production class, we launched the game in Flash for demonstration purposes.</p>
<p>You have 5 types of units to select, the Snooter: a ranged class, the Snark: an assassin class, the Magor: the spellcaster class, the Grok: your shield wall, base unit and the mighty Krakish: a tank class the takes quite a beating. Each class was designed with several types of abilities in mind and this influenced the way our Lead Artist, <a href="http://joshuaterrycg.com/">Joshua Terry</a>, created the concept art and how this led to modeling decisions made by Josh and myself.<br />
<a href="http://bengerowe.com/wp-content/uploads/2011/04/SoldierDefense_1.png"><img class="alignleft size-medium wp-image-222" title="SoldierDefense_1" src="http://bengerowe.com/wp-content/uploads/2011/04/SoldierDefense_1-300x300.png" alt="" width="300" height="300" /></a></p>
<p>&nbsp;</p>
<p>Grok</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><img class="alignleft size-medium wp-image-219" title="HelpScreen - Snark" src="http://bengerowe.com/wp-content/uploads/2011/04/HelpScreen-Snark-300x225.jpg" alt="" width="300" height="225" /></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Snark</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/HelpScreen-Krakish.jpg"><img class="alignleft size-medium wp-image-221" title="HelpScreen - Krakish" src="http://bengerowe.com/wp-content/uploads/2011/04/HelpScreen-Krakish-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Krakish</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><img class="alignleft size-medium wp-image-218" title="HelpScreen - Magor" src="http://bengerowe.com/wp-content/uploads/2011/04/HelpScreen-Magor-300x225.jpg" alt="" width="300" height="225" /></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Magor</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><img class="alignleft size-medium wp-image-217" title="Help Screen - Snooter" src="http://bengerowe.com/wp-content/uploads/2011/04/Help-Screen-Snooter-300x225.jpg" alt="" width="300" height="225" /></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Snooter</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>I was responsible for modeling of the Snooter, Snark and Magor based off the concept drawing from Josh Terry. Each mesh contained about 2200-2800 tris. These meshes were then rendered out of Maya using an 8 camera rig for each 3/4 view, into 2D sprites. These sprites were then organized into sprite sheets to be used in Flash. </p>
<p>I then took all the characters and rigged them up with a bipedal skeleton system consisting of about 30-38 bones depending on the character. The rig contains basic IK for the legs and a simple FK setup for the arms, eyes and tail.</p>
<p>&nbsp;</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/Grok_BaseMesh.jpg"><img src="http://bengerowe.com/wp-content/uploads/2011/04/Grok_BaseMesh-300x146.jpg" alt="" title="Grok_BaseMesh" width="300" height="146" class="alignleft size-medium wp-image-237" /></a></p>
<p>&nbsp;<br />
<a href="http://bengerowe.com/wp-content/uploads/2011/04/Grok_Skeleton.jpg"><img src="http://bengerowe.com/wp-content/uploads/2011/04/Grok_Skeleton-300x146.jpg" alt="" title="Grok_Skeleton" width="300" height="146" class="alignleft size-medium wp-image-238" /></a></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Each character has between 5 to 7 animations including attack, run, special attacks and death animations. </p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>I was also responsible for the spell effects in game, minus the spike wall mesh which was done by Josh Terry. They were created using the same render rig as the character sprites and utilizing Maya&#8217;s fire custom fire dynamics with some &#8220;tricksy&#8221; constraints to control the effect. </p>
<p>&nbsp;</p>
<p>Below is a sample gameplay video demonstrating all of the mechanics and art. Video provided by Joshua Terry</p>
<p>&nbsp;</p>
<p><a href="http://vimeo.com/21626076?ab">Zard GamePlay</a></p>
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		<title>Cliff Temple</title>
		<link>http://bengerowe.com/?p=70</link>
		<comments>http://bengerowe.com/?p=70#comments</comments>
		<pubDate>Sun, 17 Apr 2011 02:35:19 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[School Projects]]></category>

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		<description><![CDATA[Tucked away in a cave by the ocean, lies a secret temple for water. Abandoned for many years, this place houses an ancient power. &#160; The Cliff Temple was a concept I was inspired to do after going to Universal &#8230; <a href="http://bengerowe.com/?p=70">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>Tucked away in a cave by the ocean, lies a secret temple for water. Abandoned for many years, this place houses an ancient power.</p>
<p>&nbsp;</p>
<p>The Cliff Temple was a concept I was inspired to do after going to Universal Studios and seeing the Poseidon Experience Ride. I wanted to create an environment that had a sense of mystery, delving deep into a cave near the coast.</p>
<p>Coastal Areas are heavily influenced by materials such as sandstone and very rough surfaces so I knew I had to get some textures down to portray this dry feeling. I also had to mesh this well with a damp cave when the player entered the space, and accomplished this mostly through lighting.</p>
<p><strong>Sample Materials (Diffuse):</strong></p>
<p><strong><a href="http://bengerowe.com/wp-content/uploads/2011/04/SandMat.jpg"><img class="alignleft size-medium wp-image-142" title="SandMat" src="http://bengerowe.com/wp-content/uploads/2011/04/SandMat-300x300.jpg" alt="" width="300" height="300" /></a><br />
</strong></p>
<p>&nbsp;</p>
<p>Sand</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<p>&nbsp;</p>
<p><img class="alignleft size-medium wp-image-133" title="BaseSandstone" src="http://bengerowe.com/wp-content/uploads/2011/04/BaseSandstone-300x300.jpg" alt="" width="300" height="300" /></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Sandstone</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<p><img class="alignleft size-medium wp-image-134" title="CliffFace" src="http://bengerowe.com/wp-content/uploads/2011/04/CliffFace-300x300.jpg" alt="" width="300" height="300" /></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Cliff Face</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>In terms of the models, I needed rough cut samples that could have easily been shaped by their makers long ago and established.  Arches, pillars stacked together and sandstone brick walls.</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/WTroughRef.jpg"><img class="alignleft size-medium wp-image-144" title="WTroughRef" src="http://bengerowe.com/wp-content/uploads/2011/04/WTroughRef-281x300.jpg" alt="" width="281" height="300" /></a><a href="http://bengerowe.com/wp-content/uploads/2011/04/WTroughInLevel.jpg"></a></p>
<p>&nbsp;</p>
<p>Reference</p>
<p>&nbsp;</p>
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<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>In-Game</p>
<p><img class="alignleft size-full wp-image-143" title="WTroughInLevel" src="http://bengerowe.com/wp-content/uploads/2011/04/WTroughInLevel.jpg" alt="" width="607" height="328" /></p>
<p>&nbsp;</p>
<p><img class="alignleft size-full wp-image-140" title="RefArch" src="http://bengerowe.com/wp-content/uploads/2011/04/RefArch.jpg" alt="" width="373" height="491" /></p>
<p>&nbsp;</p>
<p>Reference</p>
<p style="text-align: left;">&nbsp;</p>
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<p>In-Game</p>
<p>&nbsp;</p>
<p><img class="size-full wp-image-136 alignright" title="InLevelArch" src="http://bengerowe.com/wp-content/uploads/2011/04/InLevelArch.jpg" alt="" width="508" height="274" /></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>To round things out, I needed to create some decals for the ancient power residing and some grime masks to break up the space.</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/RefRuneDecal.jpg"><img class="alignleft size-full wp-image-141" title="RefRuneDecal" src="http://bengerowe.com/wp-content/uploads/2011/04/RefRuneDecal.jpg" alt="" width="500" height="300" /></a></p>
<p>&nbsp;</p>
<p>Reference</p>
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<p><img class="alignleft size-full wp-image-135" title="FinalRuneDecal" src="http://bengerowe.com/wp-content/uploads/2011/04/FinalRuneDecal.jpg" alt="" width="462" height="462" /></p>
<p>&nbsp;</p>
<p>Final Rune Decals</p>
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<p>Sample Material Editor: Grime Mask</p>
<p>&nbsp;</p>
<p><img class="size-full wp-image-138 alignright" title="MEditor_Grime" src="http://bengerowe.com/wp-content/uploads/2011/04/MEditor_Grime.jpg" alt="" width="538" height="462" /></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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		<title>Breakaway</title>
		<link>http://bengerowe.com/?p=66</link>
		<comments>http://bengerowe.com/?p=66#comments</comments>
		<pubDate>Sat, 16 Apr 2011 02:29:13 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Emergent Media Center]]></category>

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		<description><![CDATA[&#8220;Hey Player Name, you look nervous.&#8221; Join the soccer team only to find out your choices will affect all the lives around you. What will you do, who will you become and will you&#8230;.Breakaway? &#160; Breakaway is a game, in &#8230; <a href="http://bengerowe.com/?p=66">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>&#8220;Hey Player Name, you look nervous.&#8221; Join the soccer team only to find out your choices will affect all the lives around you. What will you do, who will you become and will you&#8230;.Breakaway?</p>
<p>&nbsp;</p>
<p>Breakaway is a game, in association with the Emergent Media Center, the UNFPA and the Population Media Center, to add to the ongoing effort of preventing violence against women around the world. It starts with presenting players with a world where they get to see the benefits and repercussions of their actions in a familiar setting of a soccer team. Getting them to feel this personal connection with the team will get them thinking more about who they are as a person and letting them forge their path instead of societal norms that have pushed forward an old school of thought.</p>
<p>On this project I was responsible for all the animations in the soccer mini games and soccer games the player gets to experience through the season. I was also responsible, past Episode 2, for an average of 30-80 frames out of the narrative screens  for each episode. I worked on a team ranging from 4 to 8 artists and we had to keep within constant communication in order to streamline the process of handling several models into a scene.</p>
<p>We worked heavily on getting  positions that make sense for the character roles and evoking their archetype, lighting the scene to provide greater contrast between the players and matching up characters to photo references we took as a team.</p>
<p>I am also experienced in the rendering process used for the project. The process requires two passes of each scene, one for base vector colors and one for shadow passes. These are then combined into swfs for use in the engine.</p>
<p>Check out the game at : <a href="http://breakawaygame.com/play.php?lang=EN">http://breakawaygame.com/play.php?lang=EN</a></p>
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		<title>Visualize Burlington 3D</title>
		<link>http://bengerowe.com/?p=68</link>
		<comments>http://bengerowe.com/?p=68#comments</comments>
		<pubDate>Fri, 15 Apr 2011 02:31:53 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Emergent Media Center]]></category>

		<guid isPermaLink="false">http://bengerowe.com/?p=68</guid>
		<description><![CDATA[In association with Champlain College and the City of Burlington, a project to bring to life Burlington, VT on the web via Google Earth. 3D Models with photo sourcing for textures, optimized to load quickly upon loading Google Earth. &#160; &#8230; <a href="http://bengerowe.com/?p=68">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>In association with Champlain College and the City of Burlington, a project to bring to life Burlington, VT on the web via Google Earth. 3D Models with photo sourcing for textures, optimized to load quickly upon loading Google Earth.</p>
<p>&nbsp;</p>
<p>Visualize Burlington 3D is one of the many projects within the walls of the Emergent Media Center (EMC) and is in association with the City of Burlington. The goal of the project with the EMC was to model the buildings on a block in Burlington into 3D. The block that this project was focusing on exists on South Willard, Main, South Union and Maple streets.</p>
<p><img class="aligncenter size-medium wp-image-126" title="Gallery_Downhill_Cropped" src="http://bengerowe.com/wp-content/uploads/2011/04/Gallery_Downhill_Cropped-300x211.jpg" alt="" width="300" height="211" /></p>
<p>The program that was used for this project is Google SketchUp which is a 3D modeling program designed to be used with GoogleEarth to display 3D models on GoogleEarth’s snapshots of the Earth. The program is very architectural and makes it possible to model the building with very accurate depictions of its foundation. The program has a library available with many textures  to use but the beauty of the program is that you can add custom made textures which made it possible for this project to make an even more accurate depiction of our buildings.</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/Google-Earth-Screen-Cap-of-284.jpg"><img class="aligncenter size-medium wp-image-128" title="Google-Earth-Screen-Cap-of-284" src="http://bengerowe.com/wp-content/uploads/2011/04/Google-Earth-Screen-Cap-of-284-300x187.jpg" alt="" width="300" height="187" /></a></p>
<p>One of the issues facing the project was loading models on GoogleEarth. Many people in the world who would be viewing our archive of buildings on GoogleEarth would not be able to load our buildings if they were too large a file size. With that in mind a restriction was put forth to have the buildings be around 1 MB in file size and to have each  foot of the building be represented by 10 pixels! To put out a comparison, many building models you see nowadays in video games work off a texture of a face being scaled to 1024&#215;768 pixels whilst the same face would would come out on this building model as a scaling of 300&#215;100 pixels. So in this project we were working with strict optimization guidelines.</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/Gallery_Uphill_Cropped.jpg"><img class="aligncenter size-medium wp-image-127" title="Gallery_Uphill_Cropped" src="http://bengerowe.com/wp-content/uploads/2011/04/Gallery_Uphill_Cropped-300x208.jpg" alt="" width="300" height="208" /></a></p>
<p>One of the ways this project is to be implemented with along with being a visual for GoogleEarth is to be used by the Zoning Department for the City of Burlington. This way the city can have building plans maked out and at the same time model the building and put it into GoogleEarth where they were thinking of putting it. So not only will there be footprints and landscaping plans, the city can also have a 3D aid to compare with rest of the city and the surrounding area. This way, they can tell right off the bat whether the spot is alright to build on or if that is not going to work in relation with the surrounding area.</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/McDonald-for-ArtHop.jpg"><img class="aligncenter size-large wp-image-129" title="McDonald-for-ArtHop" src="http://bengerowe.com/wp-content/uploads/2011/04/McDonald-for-ArtHop-1024x640.jpg" alt="" width="580" height="362" /></a></p>
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<p>Check it out on Google Earth! Go to Burlington, VT and turn on 3D layers on the side bar to the left.</p>
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