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	<title>Digital Mercs</title>
	<atom:link href="http://www.digital-mercs.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.digital-mercs.com</link>
	<description>Home of Project Death Race</description>
	<lastBuildDate>Mon, 24 May 2010 22:35:00 +0000</lastBuildDate>
	<language>en</language>
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		<title>Project Direction &amp; More</title>
		<link>http://www.digital-mercs.com/2010/05/24/project-direction-more/</link>
		<comments>http://www.digital-mercs.com/2010/05/24/project-direction-more/#comments</comments>
		<pubDate>Mon, 24 May 2010 22:25:40 +0000</pubDate>
		<dc:creator>Johnny</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.digital-mercs.com/?p=395</guid>
		<description><![CDATA[A little known fact about our website here at Digital-Mercs.com is that thanks to a tool written by our very own Jon Rick, we are notified by email anytime someone visits our site. This causes two things to happen. One, we get a lot of emails. And two, we know who is checking us out [...]]]></description>
			<content:encoded><![CDATA[<p>A little known fact about our website here at Digital-Mercs.com is that thanks to a tool written by our very own Jon Rick, we are notified by email anytime someone visits our site. This causes two things to happen. One, we get a lot of emails. And two, we know who is checking us out and how often.</p>
<p>Interestingly, we have been getting visits from internet watchdog services on a regular basis. We are assuming that this is due to the title of our current project, &#8220;Project: Death Race&#8221;. We here at Digital-Mercs want to take a moment to publicly state that &#8220;Project: Death Race&#8221; is simply a fan created UDK project, whose sole purpose is to highlight our talents as digital artists &amp; game designers. P:DR will never be sold, or used to make money.</p>
<p>However, with that being said, the artists here at Digital-Mercs.com are all currently looking for work. So if you like what you see, don&#8217;t hesitate to contact a member of the team that you may be interested in. Or even better, hire the entire team. Instant art department. And we work cheap!</p>
<p>New posts are coming soon.</p>
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		<title>A small update</title>
		<link>http://www.digital-mercs.com/2010/04/12/a-small-update/</link>
		<comments>http://www.digital-mercs.com/2010/04/12/a-small-update/#comments</comments>
		<pubDate>Mon, 12 Apr 2010 21:16:21 +0000</pubDate>
		<dc:creator>Johnny</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.digital-mercs.com/2010/04/12/a-small-update/</guid>
		<description><![CDATA[Things have been buzzing along here at digital-mercs.com since GDC2010 wrapped up. The team has been busy knocking out more assets, and scripting code to make the game fun/playable. We will be launching a website dedicated to the PDR project soon at; www.projectdeathrace.com Until the site officially launches, that address will simply bring you here. [...]]]></description>
			<content:encoded><![CDATA[<p>Things have been buzzing along here at digital-mercs.com since GDC2010 wrapped up.</p>
<p>The team has been busy knocking out more assets, and scripting code to make the game fun/playable.</p>
<p>We will be launching a website dedicated to the PDR project soon at; <a href="http://www.projectdeathrace.com">www.projectdeathrace.com</a></p>
<p>Until the site officially launches, that address will simply bring you here.<br />
So keep coming back to check for updates on the project!</p>
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		<title>Post GDC Post</title>
		<link>http://www.digital-mercs.com/2010/03/15/post-gdc-post/</link>
		<comments>http://www.digital-mercs.com/2010/03/15/post-gdc-post/#comments</comments>
		<pubDate>Mon, 15 Mar 2010 18:40:39 +0000</pubDate>
		<dc:creator>Bradd</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.digital-mercs.com/?p=391</guid>
		<description><![CDATA[So we&#8217;re back from the Game Developers Conference, and there&#8217;s really more great news and stories than can possibly be contained in a single post. Aside from the success we were met with at the show, I believe our greatest triumph was the vast and measurable growth each of us experienced as artists. At the [...]]]></description>
			<content:encoded><![CDATA[<p>So we&#8217;re back from the <a href="http://www.gdconf.com/">Game Developers Conference</a>, and there&#8217;s really more great news and stories than can possibly be contained in a single post.</p>
<p>Aside from the success we were met with at the show, I believe our greatest triumph was the vast and measurable growth each of us experienced as artists. At the show, I personally had several art directors who&#8217;ve been following my work (or perhaps upon whom I&#8217;ve foisted myself to the point of recognition) comment on the positive changes in my personal portfolio. (As an aside, this was the first year that new projects completely displaced all student work from my portfolio.)</p>
<p>I overheard one of my personal Art-Heroes, <a href="http://half-life.wikia.com/wiki/Jeremy_Bennett" target="_blank">Jeremy Bennett</a>, comment on how much improvement he saw in Johnny Perkins work. That alone is amazing in two regards, first that he remembers us from our brief meeting a year ago, and obviously speaks volumes for the effort and improvement itself.</p>
<p>If you haven&#8217;t had the opportunity, I urge you to drop by each of our personal sites and browse the galleries. The fact alone that we&#8217;ve crunched to update our sites and share our recent work may be out greatest achievement over the past year.</p>
<p><a href="http://braddmcbrearty.com" target="_blank">Bradd McBrearty</a><br />
<a href="http://jonrick.com">Jon Rick</a><br />
<a href="http://perkins3d.com">Johnny Perkins</a></p>
<p>Also, we had far more interest in Digital-Mercs, and its sister project, <a href="http://rpm-games.com/" target="_blank">RPM-Games</a> than I could have ever imagined. I invite you to follow both as things are just ramping up now. We&#8217;ve built a solid platform, and now progress is inevitable.</p>
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		<title>Track Creation</title>
		<link>http://www.digital-mercs.com/2010/03/05/track-creation/</link>
		<comments>http://www.digital-mercs.com/2010/03/05/track-creation/#comments</comments>
		<pubDate>Fri, 05 Mar 2010 10:43:05 +0000</pubDate>
		<dc:creator>Johnny</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.digital-mercs.com/?p=385</guid>
		<description><![CDATA[Just a quick post before bed. With a little less than four days till GDC, we have begun the looong process of populating the track with assets. Here&#8217;s an in-engine screen cap of an alleyway I have been building. More to come!]]></description>
			<content:encoded><![CDATA[<p>Just a quick post before bed. With a little less than four days till GDC, we have begun the looong process of populating the track with assets. Here&#8217;s an in-engine screen cap of an alleyway I have been building.</p>
<p><a href="http://www.digital-mercs.com/wp-content/uploads/2010/03/udklayout.jpg" rel="lightbox[385]"><img class="aligncenter size-medium wp-image-386" title="Alley" src="http://www.digital-mercs.com/wp-content/uploads/2010/03/udklayout-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>More to come!</p>
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		<title>We have cars</title>
		<link>http://www.digital-mercs.com/2010/03/03/we-have-cars/</link>
		<comments>http://www.digital-mercs.com/2010/03/03/we-have-cars/#comments</comments>
		<pubDate>Wed, 03 Mar 2010 08:47:30 +0000</pubDate>
		<dc:creator>Jon</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.digital-mercs.com/?p=377</guid>
		<description><![CDATA[In game lighting aside, we have three awesome cars that are drivable in UDK. Here is a quick little video made a day before everyone was fully finished, but it gives an idea of how these guys are working.]]></description>
			<content:encoded><![CDATA[<p>In game lighting aside, we have three awesome cars that are drivable in UDK.</p>
<p><a href="http://www.digital-mercs.com/wp-content/uploads/2010/03/allthecars.jpg" rel="lightbox[377]"><img class="aligncenter size-medium wp-image-378" title="allthecars" src="http://www.digital-mercs.com/wp-content/uploads/2010/03/allthecars-300x145.jpg" alt="" width="300" height="145" /></a></p>
<p>Here is a quick little video made a day before everyone was fully finished, but it gives an idea of how these guys are working.<br />
<center><br />
<object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/p4xty6pb78w&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/p4xty6pb78w&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></center></p>
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		<title>No cutting Corners&#8230;</title>
		<link>http://www.digital-mercs.com/2010/02/27/no-cutting-corners/</link>
		<comments>http://www.digital-mercs.com/2010/02/27/no-cutting-corners/#comments</comments>
		<pubDate>Sun, 28 Feb 2010 01:57:20 +0000</pubDate>
		<dc:creator>Bradd</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.digital-mercs.com/2010/02/27/no-cutting-corners/</guid>
		<description><![CDATA[I thought I was going to be able to get away with just low poly weapons, but as I began texturing it became evident that they were bringing down the quality of the project as a whole. I decided to man up and knock out quality High poly models. Most of the hard work was [...]]]></description>
			<content:encoded><![CDATA[<p>I thought I was going to be able to get away with just low poly weapons, but as I began texturing it became evident that they were bringing down the quality of the project as a whole. </p>
<p>I decided to man up and knock out quality High poly models. Most of the hard work was already done. And by hard, I mean tedious, EG Unwrapping and optimizing the model. High poly modeling is really a lot of fun. You&#8217;re free just to make it look awesome.</p>
<p>Here&#8217;s a quick progress shot of the M61 Vulcan:<br />
<a href="http://www.digital-mercs.com/wp-content/uploads/2010/02/Vulcan.jpg" rel="lightbox[376]"><img src="http://www.digital-mercs.com/wp-content/uploads/2010/02/Vulcan-300x226.jpg" alt="" title="Vulcan" width="300" height="226" class="aligncenter size-medium wp-image-375" /></a></p>
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		<title>Ram 1500 &#8211; Texture Pass 1</title>
		<link>http://www.digital-mercs.com/2010/02/26/ram-1500-texture-pass-1/</link>
		<comments>http://www.digital-mercs.com/2010/02/26/ram-1500-texture-pass-1/#comments</comments>
		<pubDate>Fri, 26 Feb 2010 16:51:08 +0000</pubDate>
		<dc:creator>Bradd</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.digital-mercs.com/?p=370</guid>
		<description><![CDATA[I put these turn-around videos together largely for myself so that I can see how a project is progressing. Having the model in motion makes judging the quality of the normal maps, and the correctness of the specular maps much easier. The easier answer is to dump the model into your game engine du jour, [...]]]></description>
			<content:encoded><![CDATA[<p>I put these turn-around videos together largely for myself so that I can see how a project is progressing. Having the model in motion makes judging the quality of the normal maps, and the correctness of the specular maps much easier. </p>
<p>The easier answer is to dump the model into your game engine du jour, which is my next step, as I make another pass on the textures and make shaders for the glass and lights. I also have to tackle the weapons. They&#8217;re all unwrapped and ready to go, but the jury was out on whether I needed to make high-poly models of them or not. </p>
<p>I&#8217;m going to relegate that to the &#8216;After GDC&#8217; column on my to-do list, and just put a nice texture on each one right now. Throw a little crazy bump at &#8216;em.</p>
<p><a href="http://braddmcbrearty.com/video/ram_2.html"><img src="http://www.digital-mercs.com/wp-content/uploads/2010/02/RAM_0001.jpg" alt="" title="RAM_0001" width="300" height="600" class="aligncenter size-full wp-image-371" /></a></p>
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		<title>Ram 1500 Sculpt</title>
		<link>http://www.digital-mercs.com/2010/02/25/ram-1500-sculpt/</link>
		<comments>http://www.digital-mercs.com/2010/02/25/ram-1500-sculpt/#comments</comments>
		<pubDate>Thu, 25 Feb 2010 10:37:35 +0000</pubDate>
		<dc:creator>Bradd</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.digital-mercs.com/?p=358</guid>
		<description><![CDATA[I&#8217;m glad for friends who lend some perspective to my life. Over the last ten days or so I&#8217;ve spent as much time fighting with hardware, software, drivers, and firmware as I have working. I seriously considered breaking up with the digital world. I made a comment to Johnny along the lines of, &#8220;This just [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m glad for friends who lend some perspective to my life.</p>
<p>Over the last ten days or so I&#8217;ve spent as much time fighting with hardware, software, drivers, and firmware as I have working. I seriously considered breaking up with the digital world. I made a comment to Johnny along the lines of, &#8220;This just won&#8217;t fly in a production environment.&#8221; He was quick to point out that in a studio environment they have tech guys to solve these problems, and the artists just get to make art. Now I remember why I want to stop freelancing and join a studio.</p>
<p>I put together a playblast of the Low-poly version of the Truck, with Normal and Ambient Occlusion maps. I was curious to see what kind of rendering power 8 cores running at 4.17ghz, a SSD Raid0, and 12gb of ram would deliver. </p>
<p><a href="http://braddmcbrearty.com/video/ram.html"><img src="http://www.digital-mercs.com/wp-content/uploads/2010/02/RAM_0000.jpg" alt="" title="RAM_0000" width="297" height="600" class="aligncenter size-full wp-image-364" /></a></p>
<p>Click the pic to be taken to the video.</p>
<p>Here&#8217;s a second update, after a few hours of texturing&#8230;<br />
<a href="http://www.digital-mercs.com/wp-content/uploads/2010/02/RAM_Tex_01.jpg" rel="lightbox[358]"><img src="http://www.digital-mercs.com/wp-content/uploads/2010/02/RAM_Tex_01-300x201.jpg" alt="" title="RAM_Tex_01" width="300" height="201" class="aligncenter size-medium wp-image-368" /></a></p>
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		<title>Kit Bashing</title>
		<link>http://www.digital-mercs.com/2010/02/24/kit-bashing/</link>
		<comments>http://www.digital-mercs.com/2010/02/24/kit-bashing/#comments</comments>
		<pubDate>Wed, 24 Feb 2010 10:32:55 +0000</pubDate>
		<dc:creator>Johnny</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[PDR]]></category>
		<category><![CDATA[props]]></category>
		<category><![CDATA[Riviera]]></category>
		<category><![CDATA[Textures]]></category>

		<guid isPermaLink="false">http://www.digital-mercs.com/?p=356</guid>
		<description><![CDATA[I have been working on some prop pieces along with the Riviera, I am building &#8220;kits&#8221; that can be tiled and configured in different ways to quickly create dynamic scenes . The above image is an example I threw together in about 20 minutes. I will be updating the scene tomorrow, and I will post [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.digital-mercs.com/wp-content/uploads/2010/02/kit_bash_Render01.jpg" rel="lightbox[356]"><img class="alignnone size-medium wp-image-355" title="kit_bash_Render" src="http://www.digital-mercs.com/wp-content/uploads/2010/02/kit_bash_Render01-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>I have been working on some prop pieces along with the Riviera, I am building &#8220;kits&#8221; that can be tiled and configured in different ways to quickly create dynamic scenes . The above image is an example I threw together in about 20 minutes. I will be updating the scene tomorrow, and I will post another render when I am finished.</p>
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		<title>666&#8242; Riviera Texture Update</title>
		<link>http://www.digital-mercs.com/2010/02/19/666-riviera-texture-update/</link>
		<comments>http://www.digital-mercs.com/2010/02/19/666-riviera-texture-update/#comments</comments>
		<pubDate>Fri, 19 Feb 2010 10:13:03 +0000</pubDate>
		<dc:creator>Johnny</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[666]]></category>
		<category><![CDATA[Riviera]]></category>
		<category><![CDATA[Textures]]></category>
		<category><![CDATA[vehicles]]></category>

		<guid isPermaLink="false">http://www.digital-mercs.com/?p=349</guid>
		<description><![CDATA[I have been trucking away at the textures, normals, spec maps, etc&#8230; on the Riviera since the last update. Below are two progress renders: I&#8217;d say I&#8217;m about 85% done now. There&#8217;s some details I still plan to add, a few areas need touching up, and the weapons need textures&#8230; Other than that this asset [...]]]></description>
			<content:encoded><![CDATA[<p>I have been trucking away at the textures, normals, spec maps, etc&#8230; on the Riviera since the last update.</p>
<p>Below are two progress renders:</p>
<p><a href="http://www.digital-mercs.com/wp-content/uploads/2010/02/rivie_render_16_border.jpg" rel="lightbox[349]"><img class="alignnone size-medium wp-image-351" title="rivie render 16" src="http://www.digital-mercs.com/wp-content/uploads/2010/02/rivie_render_16_border-300x225.jpg" alt="" width="300" height="225" /></a> <a href="http://www.digital-mercs.com/wp-content/uploads/2010/02/rivie_render_17_border.jpg" rel="lightbox[349]"><img class="alignnone size-medium wp-image-350" title="rivie render 17" src="http://www.digital-mercs.com/wp-content/uploads/2010/02/rivie_render_17_border-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>I&#8217;d say I&#8217;m about 85% done now. There&#8217;s some details I still plan to add, a few areas need touching up, and the weapons need textures&#8230; Other than that this asset is pretty much completed.</p>
<p>From this point on I wont be posting anymore renders from 3DSMax. I will be posting in-engine images from UDK. They will give a better indication to how the car looks.</p>
<p>-Johnny</p>
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