Showing posts with label Art. Show all posts
Showing posts with label Art. Show all posts

Tuesday, April 23, 2024

Low-Spec 3D Pixel Art

John B. Marine | 12:04 AM | | Be the first to comment!
Low-polygon, low-resolution 3D is something I have slowly worked towards. Having no real success at hyper-realistic or photo-realistic 3D, I decided to downsize my 3D work. Blockbench was a start. Blender has continued it. Recently, I had the chance to try my hand at low-spec work through making a texture atlas and then using Blender for 3D modeling. I will break down my process here in this blog post.






Low-Spec 3D Pixel Art


I wanted to try doing low-spec pixel art to downsize my 3D art efforts. I never exceled at making realistic 3D; or at least, 3D art that can be seen as "acceptable" to most people. I figure my calling is to try to design 3D art and textures with my own identity. Because I am someone who is about bare essentials instead of making something overly flashy and beautiful, I am slowly moving towards downsizing my work.

What I did recently was design a race track inspired by an Adobe Flash game called "Moja Grand Prix." This game used some very low-spec graphics and textures for design of these 3D tracks. The game had some pseudo 3d sprites (nowadays "billboards") and some basic 3D with the walls, signs, overlays, and grandstands. The point was to design low-spec graphics for a model. A quick map I designed in about 10-20 minutes is what you see below:

low-spec 3D
^ from: (my X/Twitter (@johnbmarine)) - This sample race track is one of my first experiments in building low-spec 3D models even with low-spec textures. (NOTE: This image does not represent any project I am working on.)

While this is not going to win any awards for most beautiful track, it is certainly a better effort than a lot of low-quality models I've seen on certain 3D retailers like Turbosquid. If I were to test it, I'd use my vehicle controllers in Unity3D or program these tracks into Assetto Corsa. I actually intend on making these track models available for games and game engines. I prefer doing mostly original courses. I feel like I wouldn't do real locations justice or respect if I were to 3d model real-world places. So to limit would-be damage, I'm doing my own thing.

One of my inspirations is to design low-spec material as if Mode 7 games were given a more 3D facelift. While not making things hyper-realistic or photo-realistic, I am somewhat trying to balance old-style 3D with a few modern tricks while keeping everything fairly classic. I'm even studying Super Nintendo and Game Boy Advance games that use 3D style modeling for its environments. These will not be impressive 3D models and maps, but I feel I can make low-spec cool. That is even if I want fancy pants, modern, simulation racing games to take advantage of my work. I'm actually serious on making low-spec cool for racing games of the arcade, "simcade," and pure sim variety. If we have (for example) a LEGO race track and Mario Kart series tracks for Assetto Corsa, I can make my own low-spec and low-resolution work to be just as cool as the fancy stuff.

I used a texture atlas for this sample run rather than separate textures. I had to learn how to re-map UV mapping when using the Spin tool. The Spin tool is the most effective way to model curves for race tracks. I once made a practice race track for Assetto Corsa that had elevation changes. I found it was best to bevel the top and bottom of elevation changes to ensure smooth movement when going uphill or downhill. Adding about five segments of beveling spread decently enough will make elevation changes not as sloppy (unless you want sloppy elevation changes). A texture atlas can be effective if you're trying not to have so many smaller images for textures. I seen some of the older mod tracks I had for old Sports Car GT (and a few vehicle mods for SCGT as well) used texture atlases instead of individual bitmaps for textures. However, it can be a bit messy to designate certain faces to one specific part of the texture in a texture atlas.

My original idea was to use a large texture of 1024x1024 or 2048x2048 to design the track, and then subdivide the Image as Plane down to 16x16 tiles. I then would refine the geometry to include 3D models and elevation changes. It was a cool idea, but I feel it would be rather tedious. So I went with a different method. This method was a variation of trying to make Mode 7-style maps to have greater 3D depth. The idea of using a completed race track texture map was inspired by the likes of Super Mario Kart, Wacky Wheels, Skunny Kart, and even the original Turbo Sliders.


Advantages and Disadvantages of This 3D Method.

I can have more control over using the individual tiles and produce some better low-spec 3D using tiles instead of a tile atlas. I do not need to re-create the greatest artwork ever conceived to make quality material. I am not overly cheap, though; so I have to make textures and models to where I have made at least some legit effort at producing everything. This low-spec method means I do not have to produce AAA-quality art or models to be successful. Since I have the idea of giving a unique twist to pixel art and low-res 3D, I want to be able to make it fun. I am thinking of making things 3D but not overwhelming what might have been popular in the 1990s with 3D. Since my current concentration is on race tracks, I want to be able to see my low-style creations be made for different systems and engines. I have no shame in using an advanced simulator like Assetto Corsa to make low-resolution style race tracks. Of course, I will need to make the Assetto Corsa experience interesting to give a modern style to what seems to be low-spec 3D art and low-spec 3D modeling.

The disadvantages are obvious. People are not going to take art seriously if it looks like someone in grade school for a school project created it. There is still some accomplishment in creating something if it turns out being something fun and that you put full effort into. Creative work should be about putting in your best effort to try to impress your audience. You can not impress everyone, but you can still impress just enough people to make something enjoyable.


Lessons Learned and TO DO Notes.

Establishing your own identity and doing creative work in your own way are key to letting yourself be known in any sort of media. While my recent ambitions seem like giving up on realistic 3D, I am also trying to solidify and showcase my own style. You sometimes have to do things your own way to where you are happy with what you produce even if others think you can do better if they don't like your work. While anyone can produce great creative content, you also need to produce content that you can be proud of making. I am therefore happy with what I have produced and think I can do better.

What I might do is maybe design textures into their own separate images rather than put them into a texture atlas. I even thought of doing my texture atlas a different way. I also have to try to learn how to better UV map textures after using Blender's Spin tool. The method I came across is to reset the UV mapping, straighten the UV islands, and then use a Follow Active Quads to properly utilize the 3D space I am using.

I also may want to improve my pixel art skills. I am not adept at things like using a limited palette or using different techniques to produce more amazing pixel art. That will be something else to enhance upon my work. It will help make my low-spec pixel art become liked more even by those more into pixel art.


Future Plans.

When I feel I have done enough making race tracks and other things, I want to then try to design characters in this same style. I also want to try to make scenes and worlds that are not race tracks. Besides my 3D racing ambitions, I even had ideas for action, RPG, fighting, and sports settings (motorsports technically count as sports). I had some ideas for RPG-style worlds using my current methods.


Inspirations.

Click on the links in this section for inspiration on all of the different things I have discussed in this blog post:

• I mentioned Moja Grand Prix. Even though Adobe Flash was discontinued long ago, you can view this site that gives you an idea of Moja Grand Prix: Moja Grand Prix on BeautiFl (WARNING: Site is not entirely in English). If you have Adobe Flash Player, you can play this game in that program if you download the SWF to your device. There was also a sequel called Moja Grand Prix 2, but I don't think there is too much difference from the game except for more Chinese text.

• If you don't know what Mode 7 is with games, mostly from Super Nintendo and Game Boy Advance, learn more about Mode 7 in this Wikipedia entry: Mode 7 - Wikipedia. What I have planned previously was adding more 3D depth to Mode 7-style 3D.

? Assetto Corsa for non-realistic tracks is what I made mention to. To give you insight on fantasy tracks that are unrealistic in nature, here are two videos for you to watch (thank the uploaders for making their videos public):


^ [Assetto Corsa] LEGO Speed Champions - 1:12:779

^ Mario Kart in Assetto Corsa Track List!

Hopefully this all gives you an idea of the low-spec work I plan to do in the 3D art realm.





This concludes my breakdown of my low-spec 3D art. Maybe this inspires you to try some low-spec 3D models and textures. Stay tuned to this blog and my social media to see my latest works! Subscribe/Follow my blog(s) in any capacity if you love my work. Share my blog post(s) with others if you enjoy my work. Support me further by connecting with me on social media; and if you are inclined, feel free to donate to me (donations are voluntary but would be appreciated). Thank you for reading! Take care and be well.

Visit my JohnMarineDesigns Weebly site, subscribe to My Blog(s), and/or Follow on Bloglovin! Let's connect:
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Wednesday, October 18, 2023

Embracing Artificial Intelligence (AI) for Creative Works

John B. Marine | 11:06 PM | | | Be the first to comment!
I have always been a creative type. I have not relied on other sources to help me produce my own creative work. I had a certain disdain and guilt about using artificial intelligence (AI) for creative work. Lately, however, I tried to train my mind to embrace AI. I was drawn to the appeal of AI art when I found out I could prototype work better. I ended up having several stints of trying new AI prompts using the free Bing Image Creator. Powered by DALL-E 3 (as of October 18, 2023), I tried a number of different AI art prompts. Some prompts turned out well. Some others resulted in "unsafe results." No matter what, I have started to use AI for prototyping and for getting realistic results of what I want to create.

This blog post is a discussion about using AI creatively without guilt. I may create similar blog posts for my other blogs based on this topic.


BEFORE I BEGIN...

Most of what I will discuss in this blog post relates to my adventures using the free Bing Image Creator, powered by DALL-E 3. There are other AI art generators available online, offered for free or for a fee.

Okay. Let's get it!


About the Label: AI

Blog topics that mention or feature AI-generated content will be featured under this Label.






Embracing Creative AI


Artificial intelligence has been one of the hottest things going among the past 10 years. AI usually is known with games to provide realistic entities able to act and react. Lately, AI is being used to automate tasks normally filled by humans and with human labor. Many people fear AI will be like robots- replacing human labor.

If you think AI can be damaging to many different industries, it certainly impacts the realm of creativity. AI art generating has been popular in the usage of AI. Using certain prompts can yield certain results. Some people use AI voices to automate certain people.

Even though a single user can generate almost any sort of AI media, one has to be careful of what one can actually produce. What one can produce can either be blocked or regulated. Some people have tried things such as using certain AI art prompts regarding certain celebrities or re-creating certain controversial and deadly moments. Some people made certain audio works with AI voices resembling actual people. Certain celebrities can even sue people who use AI samples of their voice, such as hip-hop legend Ice Cube.


AI Isn't Perfect...

One thing to be mindful of in AI Art Generators is that your AI prompts for AI art can often times produce results you will not be happy with. So you may need to use the same prompt again to produce a different set of images. Keep using the same prompt to try to produce a better image or set of images you want to generate. If need be, adjust the AI art prompt to something more specific to what your idea(s) is/are. However, be careful. Sometimes, the same prompt you input can produce "unsafe results." And about such results...


The "Unsafe Results" Conundrum.

If you produce a prompt which is deemed unsafe, it is because you mentioned something that gets blocked. This usually involves material that is copyrighted, considered offensive, considered seductive, or anything of that nature. You may use the same prompt and get safe results one time. Then with the same prompt, you may get unsafe results. You just have to try your luck and hope for the best.

Be wary that some words may be banned terms for certain AI art generator prompts. I found using words like "top," "bottom" or things like that will result in unsafe results. I also found using certain body parts in my prompts can also result in blocked prompts. For example, I probably can't use "shoulder" if I make a prompt about off-shoulder dresses. I think I also did a search about grilled chicken breast sandwiches, and that prompt was also blocked because of the word "breast."

Conversely, I was surprised at what terms I could use. I actually used words about certain ethnicities and some body types. For example, I did a prompt about an "athletic black woman" that did not result in me getting unsafe results. Prompts are all trial and error when it comes to AI prompts for creative material.


Your Results May Vary.

I tried a number of different prompts to test the waters of what is possible with AI art generation. I got some oddities with some prompts I generated. You might find some oddities in images. I usually found this with some of my fashion-themed AI art generated images. Usually, I would have a female fashion model that has three legs. Some female fashion models through AI may be wearing a hat while also holding onto another hat. I think I even had one female fashion model that had a severed leg. For some reason, when I did a prompt about dress outfits with sneakers, the model was holding a skateboard. I did NOT specify having a skateboard.

In other words, do NOT expect your results to be perfect the first time around. Unless you are given one result that does not result in what is close to what you are looking for, keep running the same prompt and keep trying your luck. It is like spending more money at a slot machine- keep trying until you get something you'll be happiest with. Don't give up until you've exhausted all of your efforts trying to generate something perfectly or near-perfect to what you are trying to generate.

AI simply uses algorithms based on terms you use. It will never be perfect. A great thing about AI is that it is always learning. Like how one gets better practicing something in repetitions, AI can get better with repetitions. Sometimes, your AI prompts may result in something deemed not safe for work (NSFW) and may result in your search results being blocked. Most of the time, this is a restriction set by certain providers rather than the proper AI art generator itself. So often times, your AI art generating can be hampered by the service you are using.


With an idea about AI, now it's time I discuss AI without guilt.




Embracing Creative AI: Avoiding Guilt


If you are concerned about guilt in creative works created by artificial intelligence, one thing to understand is that AI is meant to HELP you, not REPLACE you. It is perfectly safe to use AI for concept purposes. As long as you are not creating AI art to be your proper artwork, then you need not feel guilty about a lack of originality for something you could have done on your own. If you feel originality is paramount, using AI will make it seem like you cheated creative work. So avoid using AI if you feel you will suffer a lack of originality or if you feel you did not entirely make the creative work yourself.

I am personally using AI to generate concepts that I otherwise couldn't produce through making my own art. The AI I generate are concepts. I feel like using AI to generate art that provides a realistic view of what I eventually will create. In no way are the AI images I generate meant to replace any of my actual art and talent. I still maintain originality in my work no matter what AI material I produce.

I usually rely on some images online to help me express points. While this is good, some of the material may be copyrighted, and hotlinking to images can be denied. I could use AI art to express points without needing to look online for images to help prove points or demonstrate things.

Do not feel guilty about using AI unless you are making material you claim as your own and generate through AI. Just use AI to produce prototypes and concepts of your creative ideas. Once you get the proper inspiration, use those generated images to help you create the sort of work you want to produce. Try to find ways to incorporate AI into your work without letting it replace your creative work.




Embrace Creative AI: Final Thoughts


Rather than see artificial intelligence as replacing creative work and human work, learn to embrace it. AI is not entirely a bad thing if you are using it for purposes outside of prototyping or concepts. Some websites and services actually let you monetize your AI generated work that you produce. For the most part, though, the safest way to feel good about using AI is if you do not use it as your "original" prompt or your "original" creative work.

No matter what prompt(s) you use, there is a chance you may produce something deemed unsafe, resulting in a blocked prompt. This even includes if you use the same prompt that yields different results. You may need to keep using the same AI prompt to keep generating images until you find something you will eventually be happy with. You may also have to change up the prompt to something that will not result in a blocked prompt.

The point of this blog post is not about questioning the merits of artificial intelligence. Instead, I am providing this discussion on creative works AI to help you think about producing content through AI generators. In this case, mostly about AI art generators. Use any sort of AI systems to help you produce all kinds of material.


Want to Try AI Art Generation?

I started with Bing Image Creator, powered by DALL-E 3. If you want to get an idea of generating AI art, you too can start with Bing Image Creator if you have a Microsoft account. You can use any AI system besides Bing's suite of AI tools; but if you want to get started with AI art generation using Bing, follow this link: Bing Image Creator.





That concludes this blog post. If you enjoy my work, please Subscribe/Follow my blog(s) in any capacity if you love my work and want to support me any way you can. Share my blog post(s) with others if you enjoy my work. Thank you for reading! Take care and be well.

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Wednesday, September 8, 2021

Going Low-Polygon, Low-Resolution 3D Modeling

John B. Marine | 5:39 PM | | | Be the first to comment!
Low polygon and low resolution usually are not what most modern 3D types are like. However, those who model in the vein of Minecraft or PS1/N64/Saturn find a unique attraction to low-polygon work. I figured I'd join this realm myself. The reason why is because despite my best efforts to make 3D that can be well-loved and utilized, I never fully succeeded with many models I am proud out. So I figured I'd try to lessen my focus while still trying to find high quality in my low-spec work. I am also focusing in on a 3D modeling method I have adopted and practiced. This blog post is a look at my low-polygon, low-resolution work. It represents what I have worked on and what potentially may come in the future.

I can't believe I haven't updated this blog in almost a full year! That changes with this new blog post on "John's Creative Space!"






Going Low-Polygon, Low Resolution


While impressively realistic 3D rules the roost, some fancy lower-spec 3D. Mostly the reason lies in the simplicity of basic 3D models. Some even enjoy older 3D for the aesthetic. One thing I am realizing is that I am not a good digital artist or a good 3D modeler. Therefore, I am concentrating most of my artistic efforts towards low-polygon and low-resolution art. There is still a unique charm to doing this style of 3D work, and I look to try to capitalize on that.


Learning the Tiling Method (Through Blender).

Let me explain the method I am using as best as I can.

Although Blender has an add-on that allows you to make 3D models from a tileset or palette called Sprytile, I am doing my work without it. Sprytile actually originates from an older 3D modeling software via tiling called Crocotile 3D. What I define as the tile method is when you try to make models out of a series of plane meshes. One of the advantages of this is that you can apply a UV map to it easily to handle your art. What you do is make one plane and then duplicate it a lot to set up great art pieces. You will need to choose the proper sort of UV mapping to a tileset as you need to. Once you get into the process, it provides a nice challenge to 3D model. Having something like Sprytile and Crocotile 3D are not bad at all, and I am not opposed to financially supporting either program. My only thing is that I am learning of how to do those techniques without needing either tool.

The first thing to take note of is to build a texture atlas. If you already have a texture atlas to use for your work, disregard this section and move on to the next paragraph. A texture atlas combines all of the needed graphical assets into one image. Especially if you will be tiling art, it pays to build a texture atlas to contain everything. I am also trying to practice pixel art. So therefore, most of the textures I've developed in my art appear rudimentary. You can use whatever paint program you like, but I am using GIMP (one of many free art editors). For pixel art types, Aseprite is popular. I later learned that you do not need to necessarily have all tiles the same dimensions. In fact, the tiles don't even need to be powers of 2 in size (2, 4, 8, 16, 32, etc.). For example, I saw a texture atlas for a track for the PlayStation 1 game "Rage Racer," and it used a variety of different texture sizes to pack in this texture atlas. So sort of draw out and prototype the different tiles you want to use for your modeling project. You're going to be editing things again and again. If you are using Blender, you will need to constantly update the image you are using for your texture mapping. This means pressing Alt + R in the UV/Image editor panel (at least in Blender 2.79b).

The next step is to simply add a mesh plane in Blender. Make a new Material for it. Go to the Texture panel and choose "Image or Movie" for the texture type. Load in the texture atlas or whatever image you are using. Unwrap the plane mesh. To make your efforts much easier, enable "Snap to Pixels" in the UV/Image Editor panel. You can then take the vertices of each plane and adjust them accordingly to whatever tile(s) you are trying to connect to. Once you have one plane set up, you're going to do LOTS of duplicating to get the desired model you are trying to create. Duplicate as many different planes as possible to construct the scene. Afterwards, keep adjusting the UV mappings to whatever image you want a plane to show. Keep going until you complete the model you want to create. It is best to try to keep things connected. If you can, use a combination of holding down Ctrl and even Ctrl + Shift to properly move about faces. It also helps to go into individual views in orthographic mode for some movements of planes.

Once you are happy with the final model you've created, there are a few important things you need to know. I would recommend you save a copy of your finished work in Blender before doing anything else in this paragraph. It is important to select all of the planes and Remove Doubles. That means Alt + W (Blender 2.79b). Removing doubles reduces the number of vertices while also allowing you to properly manipulate the individual pieces of your model. If you need to adjust it again, it will be easier to do

My 3D Tile Modeling Runs.

Here are some of my practice runs of trying the tile modeling technique.

• Tiling a Simple Room
The point of this was to practice simply making a room. Only the floor, two walls, and the ceiling were modeled. I had to learn some of the ins and outs of trying this method out. All pieces were 16x16 tiles except for the windows. What I struggled most was trying to get sufficient lighting to the scene. Here is what I came up with:

simple room rendering

• Water Temple
This more complex interior modeling job really tested my patience. Originally intended to be a modeling of two different rooms, I basically went with just one. I left out the throne room of this temple and just modeled the hall leading to the throne room. The way to the throne room can be seen with the blue carpet. I had to properly adjust the individual tiles to get them the proper lighting. I also needed to adjust the alignment of the UV texture atlas to get some of the planes to display the correct UV mappings. I was still pretty pleased with my work that I decided to close this modeling run.

water temple rendering

• Outdoor Scene
This was a challenge. The sky was not a tile challenge; instead, it was trying to model a skybox using a cube. I learned in one YouTube video how someone used a cube rather than a sphere to make a sky. The cube was made big enough to house the scene, and then the cube was given a Subdivision Modifier. I found out at least level 2 of the Subdivision Modifier is good enough to properly portray a sky. A skybox is easier to work with than a sphere, especially when UV mapping. I needed to adjust the alignment of the UV map for the faces of my sky when I was preparing my skybox.

I began to realize two important parts of the 3D tiling method. First off, these tiling models are done using shadeless settings. I prefer to work in Blender Render (nowadays called Eevee). I didn't learn to do this in Cycles yet. The second thing I learned was to turn off backface culling. If you enable backface culling, certain faces will not show from certain angles. I modeled my material more in the vein of Minecraft. That means a lot of boxy models. Here, however, I tried modifying the planes to try diagonals and even simulate things in Minecraft like tall grass. My only regret was maybe not adding variety to my pixel art grass and trees.

This was the final result after all of my modeling attempts:

outdoor country scene


I hope to make more material like this and practice more modeling in this style. I'll keep practicing and show you my best work in the future. Stay tuned!





It is really sad I haven't updated this blog in almost a full year. "John's Creative Space" is back, though! It will really be back when I keep making more content to share. Be sure to Subscribe/Follow if you enjoy my work. Thank you for reading! Take care and be well.

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Thursday, March 1, 2018

My Assetto Corsa Teams

John B. Marine | 10:22 PM | | | | | Be the first to comment!
In #AssettoCorsa and with Content Manager, I assembled some teams. And in this "John's Creative Space" blog post, I will share you those team creations of mine. This continues my groove of car skinning for Assetto Corsa. You can view all of my work on my Weebly site, but I want to share my work here as well to keep this blog flowing.






My Assetto Corsa Teams


When creating liveries for Assetto Corsa, you can just create a basic skin for any vehicle. You and then program any number of racing suits for the driver and the team.

But before I show you my team liveries, let me share this with you...


Skins... AND Team?

I practiced looking at making a car livery along with making a team and driver set to make a complete team. This was my first practice:

Assetto Corsa team
This was practice on making a team. What isn't visible are the headphones on the teams underneath the tent.

There is an ac_crew.dds file to each skin in Assetto Corsa. The elements of that file determine the image details expressed by the team. Assetto Corsa offers a good array of default racing gear to where you feel you lack enough quality suits, gloves, and helmets. You kind of have to play around with the options of already-available content, but you should be fine unless you want to make completely unique racing gear.


Now on to my team liveries. I will share with you three teams I created.


Team: Victoria's Secret Racing.

Victoria's Secret BMW Z4 GT3 Team Assetto Corsa
This is "Victoria's Secret Racing" with some very sexy BMW Z4 GT3s.

My first team I attempted to put together in a team picture is "Victoria's Secret Racing." This is a team of thee BMW Z4 GT3s. The premise was to make a sexy set of paintschemes for a sexy race car. I initially planned on all cars to be black with pink accents. Eventually, I chose to make only one of them black with pink accents. The other two were two shades of pink and pink with white. The cars represent three different lines from the Victoria's Secret line. The first one is Victoria's Secret itself, the second one is the Juniors-oriented Victoria's Secret PINK line, and the third one is the Victoria Sport (or VSX) line.


Team: Sodexo Sport.

Sodexo Sport Porsche team Assetto Corsa
Three Porsche 911 RSRs make up this French team of the French brand Sodexo.

Sodexo is a company that specializes in quality of life services. It is a French company I learned of when I was hospitalized last year. I mostly know them for providing good food to stay nourished. In making my Sodexo team, I had trouble wondering how to utilize the template for the car. So I did my best and came up with the scheme you see for this team in Assetto Corsa.


Team: Roshfrans Racing.

Roshfranz Racing BMW M3 GT2 team Assetto Corsa
Meet this Mexican team of BMW M3 GT2s.

Of the three teams I am featuring here in this post, "Roshfranz Racing" is the only team based on freely-available cars in Assetto Corsa. So this is not downloadable content for AC. Roshfranz is a Mexican company that produces car care products. I picked to paint the cars black, but each team car features the three different colors that make up Roshfrans. Also among the sponsors is Volaris. Volaris is a Mexican airline.


Now you know about the teams I created. For more plans with my work, visit the next section.




My Plans With These Assetto Corsa Teams


Thank you for looking at my teams! I want you to know something if these pictures have interested you, though. I am thinking of providing my skins and other work to sites like RaceDepartment or NoGripRacing. I hope I can generate enough interest to be able to offer my work to all of you. So if I somehow get a good amount of interest, I will provide my work online for you to enjoy. Just be sure to thank me, of course!

All of the teams do not have actual drivers assigned to them. I'll leave that up to you in case you want to set up team liveries and such. To see all of my work work for Assetto Corsa, please visit my Assetto Corsa portfolio on JMDesigns.





I hope you enjoy my work here. Glad you could drop by! Thank you for reading! Take care and be well.

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Monday, January 1, 2018

Assetto Corsa Skinning

John B. Marine | 8:23 PM | | | | Be the first to comment!
Skinning for Aseeto Corsa cars is something I've done lately in trying to learn how to mod cars for this game. I have used GIMP for my skinning of cars. The really nice thing about this game is that all cars have templates for them supplied by the developer, Kunos Simulazioni. Part of the process is in trying to learn how to properly put in my material. I will share with you some of the skins I made for Assetto Corsa and what I have learned.

First, here is a decent skin I created:

Assetto Corsa skin
^ This is a 2016 Audi R8 LMS colored in my Moonlight Motorsports livery.

This skin was created by me after learning how to properly design liveries for cars using GIMP. Part of this involved some trial and error. Making a skin with GIMP is not really difficult; it is just not as efficient and intuitive as with Photoshop.

What are my recommendations? First off, save the PSD format template to GIMP's proprietary XCF format. If you try to save over the PSD in GIMP, you will lose the texture group information- and you don't want that. So try to save the PSD file into XCF before doing any painting in GIMP. Assetto Corsa uses the DDS format for textures. The recommended format is DXT1 for textures that do not use alpha channels. Use DXT5 format DDS for images that have transparency to them. Transparency options usually are reserved for things like windshield graphics and some car skins that are basically overlays to cars.

When you save a DDS file through GIMP, the car skin will appear light at first. It is as if gamma correction is provided when a skin is successfully loaded into the game or through some external viewer. Also, pay special attention to what layer is active in GIMP, because the active layer will be exported when you try to load the skin onto a car. So when you're done with all of the livery graphics, flatten the image so all visible layers are applied to the car. Make sure also to not have the wireframe layer active if a skin has a wireframe layer. What about the colors? The method I use is to darken the color lightness and add some saturation. Use the "Hue-Saturation" option from the Colors menu in GIMP. The settings I use are Lightness at -75 and about Saturation of 15. After doing this, the skin comes out properly when I upload the skins into Assetto Corsa.

So in review, here is the skinning process:
• paint your livery onto a given car
• flatten the image
• darken the Lightness of the image and add some Saturation
• save the DDS file in DXT1 format, and also generate mipmaps

If you have Assetto Corsa, I recommend using "Content Manager" to preview skins for cars. The program updates skins in real time, so you can edit the skins as many times as you like to sample your skin before playing it in the game.


Now for the trial and error process. Consider the following:


Skinning Too Light.

Assetto Corsa skin
^ This was a Porsche Cayman GT4 Clubsport appearing too bright.

With this effort, the colors appear faded, like badly worn jeans or other clothes. The colors are not rich enough and real enough for my tastes. Actually, I had previously added more saturation just to make sure the colors appear right. Even still, there was that sort of gamma correction that made the colors appear brighter than they should be. I didn't want that kind of gamma correction hampering the quality of my livery designs.


Skinning Too Dark.

Assetto Corsa skin
^ This Mazda MX-5 Cup test car was colored darker than the original image.

There was a point where I sampled colors too dark. What I did was apply an all-black layer and gave it some opacity. This would darken my image without needing to apply Lightness or Saturation once I flattened the image. This worked well. However, it made some of my skins appear darker and less saturated than what they should be. So I then retired that method.


Lessons Learned.

Until I find a way around gamma correction, this is the method I use to try to apply proper color quality to my car skins in Assetto Corsa. The cars still come out beautifully once I import them into the game.





Happy new year, mates! Thank you for reading! Take care and be well.

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Sunday, April 16, 2017

Vector Practice

John B. Marine | 9:01 PM | Be the first to comment!
I have practiced vectoring lately. Vector art is a fine form of art if you are able to create quality material. A number of indie games even utilize vectored art rather than pixelated material. One major advantage to vector art is that you able to resize the art to be small or large without losing quality of the image. That is why a lot of today's games and art utilize vectors over pixels. Prior to recently, I have never successfully made any kind of vector art.

I took a picture of a high-heel platform pump and made a vector out of it. This was the result:

vector art practice
^ Original image on left, vector on right.

I tried vectoring an image while also adding some extra vectors for lighting detail. Check it:

vector art practice
^ Rather than fill in vector shapes, I instead made separate vectors to add some light details. I also modified the bezier curves to my liking to mold the vector image on the right.

Really, I think I can get better at making vectors. The real challenge for me is actually in trying to trace a basic outline and then try to make something look as detailed as possible. Some people make absolutely impressive vector graphics. I even have some vector graphics for logos for cars. I am grabbing skills from various vector graphic artists to refine my vector art skills. To be honest, vectoring seems like a lot of hard work, but it really isn't. All I have done was mostly take advantage of tracing and if need be, modify the vector paths.


Vector Plans?

I have taken on an interesting project. I am considering using Inkscape (the program I am using for my vectoring) to make MUGEN characters; but more importantly, I am also trying to design as many original characters as possible for 2D game projects. That even includes my host of original fictional characters. I may even come up with entirely unique personalities made exclusively though vectoring. So be sure to follow my work for more details.





I hope you got to enjoy this blog post. Thank you for reading! Take care and be well.

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Thursday, February 16, 2017

Pizza Hut Cup

John B. Marine | 4:59 PM | | | Be the first to comment!
Earlier in 2016, I made a skin for GTR2's Saleen Mustang SE Challenge. The motivation was to make another GTR2 video. The cars share the same Pizza Hut livery. There is a story behind making a one-off event, and this blog post details that storyline. As of yet, I haven't made any kind of video or anything on it. Rest assured I will be providing links to any video material or anything else I come up with in this blog post. As of the initial blog post, however, I am simply announcing the storyline.

Since this is my first post to this blog of 2017, HAPPY NEW YEAR!!!


DISCLAIMER:

This story and its contents are purely fiction. Any relation between this project's storyline, characters, or anything of that nature is purely coincidental.

Pizza Hut and its name, logos, and related marks are a registered trademark of Pizza Hut, Inc.






Pizza Hut Cup


Here is a look at the skin I created for the GTR2 mod:

Pizza Hut Porsche Cayman S
^ from: (my Weebly site) - This is the Pizza Hut Cup car, a 2011 Porsche Cayman S. I originally had a Saleen Mustang SE to serve as my race car for the Pizza Hut Cup.

And here is the story...


Pizza Hut Cup: Story.

The main story of this race is that there is a race sponsored by Pizza Hut and promoted to run a special support race. A collection of 20 identically prepared and identical liveried cars will compete among each other. While the event is a racing event, there is one important caveat. Each of the drivers paid certain fees that went towards providing vouchers for individuals. The vouchers allow for individuals and families to be fed to a proper Pizza Hut meal. Those vouchers will be part of a raffle. The meals these vouchers pay for include the following:

• a large size pizza with any choice of toppings and crust
• the customer's choice of wings or breadsticks
• pasta
• a 2-liter bottle of soda

Racing hard while also providing delicious dinner is the premise behind this series and how it is catching on. I want this to be a rather interesting story of "paying it forward." Good food and doing good for others. Win-win, right?


Pizza Hut Cup: The Competition Car.

The car is a Porsche Cayman S race car. The car is nimble and makes fairly decent horsepower. Prior to recent times, the car I intended to have as the competition car for this series was a Saleen Mustang SE race car. I only went as far as designing the outer skin. And just like the Summer Speed Series deal I created for GTR2, the drivers featured are mostly generated or generic drivers. I have to have some kind of way to identify the drivers so it doesn't seem like a bunch of drones racing each other.

JUST SO YOU KNOW... I also created a skin for rFactor long ago to make a Pizza Hut car for that game. However, I haven't made a proper set of cars to make it unique for rFactor. I also used a different car. For rFactor, the Pizza Hut car I created is a Panoz Esperante GTS race car. If I make something for rFactor on this topic, I'll be sure to share my work with you all.

One of the real challenges was in trying to design the car skin. I can't seem to load the skins for the car using 3DSimEd, so I have to load GTR2 to get a general feel for what I am trying to design.


~~~ this space reserved for a video - check for updates ~~~





I hope you enjoyed my work here. Make sure to Subscribe and Follow this blog (and my others) if you enjoy my work. Also be sure to follow me on social media for more of the goodness I have to offer. Thank you for reading! Take care and be well.

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Tuesday, November 8, 2016

OpenGameArt

John B. Marine | 12:45 AM | | Be the first to comment!
Ladies and gentlemen, I have joined OpenGameArt! The intent here is to offer assets of many kinds while also (hopefully) getting an audience that supports my work. So if you use this resource for gaming assets, find me! You can use the link below to go to my OpenGameArt profile for when I start uploading assets to the site:

John Marine on OpenGameArt

At the moment, since I just started, I am not sure what to offer. Rest assured I will offer a variety of material that will be of help to someone who may be seeking such material. So be sure to stay tuned. Also, don't forget to be my patron on Patreon! I would appreciate monetary support. But of course, monetary support is voluntary.


What I Hope to Accomplish.

OpenGameArt is another sort of platform to offer material to game developers. Or, I may just offer stuff people will leech off of me for. I feel game development for a number of things can start with some very basic material. While I may not have the best ideas, I do hope my material can be used in projects. So be sure to follow me on OpenGameArt for me trying to offer as many game assets and game ideas as possible to help game developers ranging from hobbyists to certain studios!

I will be learning along the way, so don't think I will offer the best material right away.





I am hopeful I can continually expand upon my media work to impress (and maybe inspire) all of you. Thank you for reading! Take care and be well.

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Friday, April 22, 2016

Basic Trophy

John B. Marine | 8:12 PM | | Be the first to comment!
(UPDATED: April 23, 2016)

Using Wings3D, I made another model. This model is another trophy. I feel I need to make more models to build a portfolio and show evolution in my 3D modeling. So I will release a number of models to help that cause. This latest creation is the first true 3D model I've published on TurboSquid. Before I continue...


About the Label: "3D Modeling"

Items featured in this label include various 3D models I have created. These may consist of items I am offering for download and/or sale.

...now let's continue on.


LATEST UPDATE(S)/REVISION(S):

APR 23 2016 - edited link






Basic Trophy


Here is a look at my latest creation:

Basic Trophy JohnMarineDesigns
^ (click to visit my TurboSquid page featuring this item)

The model was then given individual materials based on colors. The whole trophy model began with a cylinder. I then broke up the cylinder base and the cup part. I intruded the top of the cup to form the hollow out the interior to form the inside of the cup. The cup part was re-joined with the stem up the trophy. To try to produce the handles of the cup, I first cut the complete model in half. Two vertices from the cup part were beveled followed by a combination of extrusions and lifts through Wings3D. Once I got towards completion, I bridged the two faces to complete the model. Afterwards, I simply mirrored the whole trophy to give you this fine model. Only the cup part of this model was smoothened on this model. It was smoothened twice for its clean appearance.

You can use my model in case you want a trophy to use as a prop. I have not tested it with game engines, because I did not intend this model to be used with any game engines. Of course, you can always convert this model to be used in games if you so choose.

This model will be among many I will try to offer to build a portfolio of content with. So if all goes well, you will see a variety of items I will be willing to offer on TurboSquid. My models can be used for applications ranging from games to media projects. Feel free to support me in all of my efforts. And of course... thank you for your support if you choose to do so.


John Marine on TurboSquid

To search for more of my work on TurboSquid, please visit: JohnMarineDesigns on TurboSquid.





I feel it is important to offer a variety of content that I think people will enjoy and use. Be sure to stay with my online material for more content. Thank you for reading! Take care and be well.

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Tuesday, April 12, 2016

Wings3D

John B. Marine | 7:30 PM | | | Be the first to comment!
Wings3D is a free 3D modeling program. In trying to learn this program, it is a bit harder than SketchUp, but much easier than Blender. Wings3D was inspired by the Nendo and Mirai modelers. Anyone wanting to make models would be hard-pressed to find an easier program to use. This program can be a bit on the tedious side to efficiently create models. However, when you really get to understand how the program works and what you can really do to make models, Wings3D is truly effective as a modeler. I am sticking to low-to-moderate detail models. When I get more experienced, I will try making more detailed models. I really need to take advantage of these skills to make models I eventually want to offer for download and sale. So as of this post, here is the one true model I consider as a start-to-finish model using Wings3D:

Wings3D model
This basic sword is the first real model I made from start to finish with Wings3D.

Again... this isn't much, but it is a start considering how inexperienced I am with 3D models. Remember it took me almost 20 years to say I created a 3D model of any kind (excluding voxel models) I was proud to create from start to finish. I still have a lot to learn in making 3D models.


Notes on Using Wings3D.

Here are a few notes I want to share on modeling with Wings3D.

• I mentioned that the workflow with Wings3D can be a bit tedious. The most important advice I can give is that when selecting elements of your geometry, make sure to de-select everything when you are done making the modifications you are making. So many times have I made unwanted modifications to the geometry of my models because I forgot to de-select parts of my edits. For example, I've extruded faces of other faces of my models in places where I didn't want the extrusions to take place at. It does get tedious remembering to de-select, select, right-click, pick an option, and execute.

• The proprietary format for Wings3D models is the *.wings file system. However, you can export your models to a number of different formats. These models you export can be used in a variety of different programs that allow for various edits (such as Blender). Three formats I have had success with are 3DS, DAE, and OBJ. 3DS offers the most direct results. DAE offers great results, but [at least in Blender] the model is rotated the wrong way, and I also have to re-size the object for it to be visible. So I don't recommend Wings3D for exporting to DAE. Exporting to OBJ yields great results, but I noticed the models are smoothened. If you prefer your models in flat shading, I wouldn't export to OBJ using Wings3D.

• You can render your models using plugins for POVRay and Kerkythea. Both do a great job. I am using POVRay because it is faster. Kerkythea offers beautiful renders, but rendering can take longer (sometimes MUCH longer) than POVRay renders.

• If you are rendering and note your models look gray, I learned a reason why- you didn't specify materials to your models. Wings3D has a window where you can add colors from a palette to your models. Those colors don't stand with the model unless you specify them. If you have already colored your model using the palette, there is a way to take those colors and make them materials for the model. Select all of the model and its colors and right-click on "Vertex Attributes." From there, click on "Colors to Materials." You are now able to edit the materials as you wish. From there, you can adjust the different settings to make more impressive renders.

• Try as you might, you can't create curves or use any bezier curves. So you will have to get accustomed to using hard-edged models and models with hard edges.

• You can UV Map objects in Wings3D. It isn't too difficult to try to properly mark seams for UV mapping.

• If you want to export certain images, like UV maps or screenshots, you must click on the item from the Outline window and click on "Make External." Save the images to your computer, and you can use those images to share online or to make edits.

• Wings3D is an amazing modeling program, but I wouldn't really recommend it for extravagant models. There are no options for animation. Simply use Wings3D to create models and export to common formats for other programs. Then use other programs to be able to animate your objects or rig them. So for example, make a human character model in Wings3D, then use Blender to add an armature to the model for rigging.


Those are only a few things I want to get to you in helping you play around with Wings3D.


Final Thoughts.

I mentioned Wings3D as being harder than SketchUp but easier than Blender. That is the truth to be honest. SketchUp was basically designed for inexperienced modelers (like myself) to make models easily and have a fairly simple suite to work with. Wings3D is a step up from SketchUp with a handful of other options to help make more detailed models. You can use your exported models from Wings3D in a number of different programs, such as Blender or Unity3D. I would recommend 3DS as the kind of file to export from Wings3D based on my own experience so far. The only real negatives to Wings3D are the inability to make some simple geometry and nothing in terms of making circles or curved objects.


For More Information...

You can download Wings3D from www.wings3d.com. Remember- Wings3D is FREE and open-source! You can use Wings3D for both personal projects and commercial projects. So if you want to make models and offer them for sale, you can use Wings3D for that.






Special Request!


I mentioned that I am looking to make a better effort to make many more 3D models for download and/or sale. If you want to view my work, I will be working with TurboSquid. I will try to offer models there for you to check out and use. So please support my work through TurboSquid by searching for my models here: JohnMarineDesigns on TurboSquid

I will add graphics to this blog for you to visit my TurboSquid site for models I have offered for download and/or sale.





I hope I have helped expose you to Wings3D and maybe encouraged you to use this program. Thank you for reading! Take care and be well.

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Tuesday, March 15, 2016

My First SketchUp Model!

John B. Marine | 7:34 PM | | | Be the first to comment!
I completed my first SketchUp model! I made my latest 3D model based on my 3D skill and on how much I've learned so far trying to make models with SketchUp. This post is my opportunity to share with you my latest creation and second-ever 3D model I completed. So without further hesitation, take a look at my latest creation:

SketchUp Car
^ Here is my first model I created in SketchUp- a car.

I began creating this model by tracing the side profile of a Citroen C2 VTR 1.6. Then after that, I extruded the body and envisioned making the rest of the car. I used only a basic side silhouette to envision making the rest of the car. For the most part, I went with the strategy of modeling the half of the car. So I modeled the left side of the car to begin. Afterwards, I copied my entire creation and then tried to piece together the car. To say the least, the process of piecing together the car is a MUCH easier process in SketchUp than in Blender. All I had to do afterwards was flip the car along the red axis. Only other modification I made was modeling a muffler on the right side of the car from the back. Another simple process was to combine the geometry. By simply marking up all of the faces I wanted to have join the main body of the car, I just simply used the Intersect Faces option to apply the geometry of my muffler to the car. I could then easily erase some of the extra geometry to reduce unnecessary polygons.

This car was sort of a tricky one to me. My emphasis was mostly on low polygons, but I wanted to make the car a bit detailed without going overboard. It was all entirely made through materials. No textures of any kind were used, but I did use a few textures early on just to learn SketchUp. The final model didn't have any textures. I created this car within the course of one day. I actually worked on it all of this past Monday and then put on finishing touches this Tuesday. So this was a car that actually probably took maybe a total of 3-5 hours when it could have been made in one or two hours. There are no overly insane details I made with this model.

I hope to offer this model on TurboSquid, but no plans right now have been made to actually offer it. I actually want to test my creation before wanting to offering it online.





So do you like my work? Let me know what you think by commenting. Thank you for reading! Take care and be well.

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Monday, March 14, 2016

SketchUp

John B. Marine | 6:56 PM | | | Be the first to comment!
"3D for Everyone"- so says SketchUp. Aside from my learning of Blender, I tried SketchUp. SketchUp is a 3D modeling program which many know Google had for a while until it was sold to a Colorado company called Trimble. When I did research on SketchUp and what to get, I was ultimately convinced to try to get [Google] SketchUp 8 Free. Part of the reason was to be able to commercially offer my creations. The reason why was because I felt confident enough I can model in SketchUp to where I can produce quality material. To my fine fans of "John's Creative Space," I offer this blog post regarding my experience with SketchUp so far.






SketchUp Thoughts


SketchUp
^ This picture is a demonstration of me trying to learn SketchUp. I took a pixel art car and practiced making shapes. Maybe something will come from this?

For the most part, SketchUp is VERY easy to learn. Let's just say that SketchUp in making 3D models is as easy as voxel modeling with MagicaVoxel. There is almost the same level of confidence in making quality material once you really get accustomed to everything. Truth be told, Blender is much more powerful with many more features. SketchUp is just very easy to model with. As long as you know what you are trying to build, you don't have to do too much to quickly and efficiently make models.

I tried last night to make a fictional car in SketchUp based solely on a pixel art car I downloaded a long time ago. I probably should have modeled half of the car (which is a great tactic for modeling a lot of objects), but I was very pleased at how I went from taking a basic silhouette of a car and doing the many different extrusions and such to model a machine properly. Getting down a lot of the mere basics was enough to get me excited. I'm serious- when you can confidently make something using SketchUp, you begin to really feel like you can create something quickly and effectively.

A thing I like best about SketchUp is how nicely you can snap onto edges and vertices to make items without the geometry going out of whack. This allows you to model items with a good degree of precision. One thing to take advantage of are the materials. The materials include items like solid colors, texture patterns, and even translucent colors- good for glass faces of models. For making various vehicles, you are basically looking at just putting together a bunch of faces and then applying some translucent textures to the glass bits of some vehicles. Extremely basic models can take only a few minutes to complete with SketchUp.

If you want to expand upon your experience, SketchUp allows for plugins and other items to help add more features. This will allow you a lot more power in making items through SketchUp. One such example of a plugin for SketchUp is SketchyPhysics, which allows you to provide realistic physics to models to bring life to them. SketchyPhysics can be essential in things like animating cars or any other vehicles.


SketchUp vs. Blender.

There are so many more features and so much more detail in Blender than SketchUp, so this is a no-contest in that front. However, SketchUp is MUCH easier to learn and has much less of a learning curve than Blender. The free version of SketchUp (called SketchUp Make these days) only allows you to export in DAE and KMZ. You can save files in SketchUp's native SKP format. Blender allows for the importing of DAE format models. When I tried uploading one DAE model I downloaded that was made in SketchUp, parts of the model appeared missing. When I uploaded a DAE of a file I fooled around with on SketchUp into Blender, it appeared nearly perfectly. However, a lot of the elements meant to be translucent from SketchUp didn't appear transparent when imported into Blender. So I had to make the translucent materials transparent through Blender. The work otherwise went well.

What you could do as a workflow is to model in SketchUp followed by refining your model with Blender. You can export from the free SketchUp versions in the DAE format- which works with Blender. The creations should come in properly through Blender unless the model is overly complex. Depending on the model, it will properly be broken up into a number of different elements when you upload to Blender. You may also have to rearrange the origin of items in Blender if you didn't line them up too well in SketchUp.




SketchUp Plans?


Do I have any plans or projects set up for SketchUp? Read this section for plans I have in using SketchUp...

I am actually considering taking my voxel model cars from MagicaVoxel and try to make more proper 3D versions of them through SketchUp. In addition, I am also considering making exclusive models of machines I haven't created or finished in MagicaVoxel. So you might see some material I've never created before. One thing I am undecided on is making the vehicles white. The reason why I am undecided on that is because I want the user to be able to color any of my machines in any color(s) one so chooses. I mostly intend on making base model machines without any real attention to textures. My machines can benefit from real texture use, but I'll leave it mostly up to the ones who ultimately get to use my work.

Nothing has been decided yet in regards to making characters. While it is possible to make characters, I haven't been purely convinced on that front. SketchUp seems more tailored towards the modeling of non-organic entities. It is still possible you can create characters of various kinds in SketchUp. However, I am still investigating and researching in wanting to come up with characters.

Also possible is the creation of simple gaming assets through SketchUp. A few basic items I have in mind will suffice for the small-time independent/indie game studio or developer.


In other words, I have multiple plans. What I actually come up with and what I feel I can provide and showcase will vary.




SketchUp: Final Thoughts


The ease of use and relatively low learning curve makes SketchUp a real boon for modelers ranging from hobbyists to professionals. With little patience, it is possible to create even basic material. More adept types can try to make more advanced creations. No matter which way you go, you will be met with a program that seems very bare bones to many people, but very detailed without being overwhelmingly detailed. You can easily make your very first true 3D model with this program and be confident enough to make many more with SketchUp if you have never made any true 3D models before. Give SketchUp a chance and model away!


For More Information...

I will provide the link to today's SketchUp, though I mentioned I am using a previous model of SketchUp. So visit www.sketchup.com to learn more about SketchUp and to download or buy the program.





Anything interesting I come up with will be shared across social media and here in my creative works blog. It has been a great pleasure to share this post with you. Be sure to Subscribe and Follow if you enjoyed my work. Agree or disagree at will about my material. Thank you for reading! Take care and be well.

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