I have got a really nice and precise description that is crisp and to the point.I really liked it. It was posted by Ravi on :
There are things that your boss and your human resource director will probably never tell you. One of them is the fundamental truth that a job is not a career. Your job is an integral part of your career but it differs in many ways from your career. Understanding the difference is perhaps one of the most important steps you can take in your career.
Most organizations are geared towards maximizing the productivity of its employees, and by definition, the focus is on people to do their jobs better. Traditional career paths entailed succeeding at a series of jobs and climbing the ladder towards success. That ladder has increasingly become curved and convoluted. Therefore, it is very important that we manage our careers as a business; we need to recognize that if we don’t, we are depending on others to do it for us, and we are increasingly relying on fortunate turns and twists of fate.
A career is everything about your professional life that is portable. By this, I mean that a career is what you would have if you suddenly did not have a job. This includes your knowledge, your special skills, your experience, your network, your goodwill, your credentials, your education, your reputation and your professionalism. A good and satisfying job should build your career, but it is up to you to monitor the health, direction and path of your career. You need to take on the assignments, which enhance your experience and strengthen your resume. If you believe you are stagnated, you need to perform a self-diagnostic on your career. Stay connected with your network and get by feedback from your industry associates and mentors. Decisions to obtain additional training and education must be weighed against opportunity costs.
There is only one person responsible for your career – YOU! Accept it, embrace it, cultivate it, nurture it and polish it. It’s you and your brand. Once you realize that you are driving your career actively, you will gain confidence and make sound decisions, which will make you a better professional. This, in turn, will make you a more valuable asset to your organization and to your clients.
- Sharad Mitra
- Bangalore, Karnataka, India
- Strategic Senior Producer with over a decade of experience in PC, consoles, and social media game production. Proven track record of managing and delivering projects for both client-side and client-facing companies. Experienced in developing specifications project planning, scheduling and tracking, scalable production processes, scopes, SOWs, budgets, and timelines; good understanding in marketing strategies, emerging trends, analytics, and comparative analyses. Well versed in managing multi-million dollar projects/budgets and art outsourcing to vendors. Skilled in adapting to multiple cultures, and in managing international talent. Deep knowledge industry tracking and scheduling tools including MS Project, JIRA and Hansoft. Good understanding in 2D and 3D art and animation.
Tuesday, April 26, 2011
Saturday, February 05, 2011
Creating UV layout for a non-square texture sheet
Often in gaming, we need to make non-square textures for environmental props. This requirement occurs due to one of the following reasons:
- Scene importance
- Object size
- Saving texture memory (reduce fill rate)
Many a times, I have seen artist laying out UVs in such a way for such textures sheet requirement that, though the texture seems fine on a model, it’s actually a stretchy non-square checker layout.
In this tutorial, you will see how the UV needs to be laid out to get perfect non-stretchable layout Texel density on the model.AS a base point I have a model (Machet weapon)
Based on its proportions and importance, I need a 512(w) X 1024(h) texture sheet. I have laid out the UVs like a normal layout with perfect square checker size.
Keeping the UVs on one half of the layout will not solve our problem because this means we are just using half of the complete texture that will be applied to the model.
To better understand, make a dummy 512X1024 sample checker texture sheet and apply it to the model. It will look like this:
This is a stretchy uv layout and to make it proper we need to scale the UVs non-uniformly to +U direction (in this case).
(For 1024X512 texture sheet, the UVs need to be scaled in +/- V direction.)
Here is an another example where I need 256X1024 texture sheet for the model and the UV layout need to be something like this.