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CrazyBump saves an artist’s time by giving a simple interface to powerful tools. Ryan Clark - I guess the main thing it brings is speed.
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Ryan Jackson - In your eyes what does it bring to the table that other software out there does not? Read on to and find out what Ryan has to say about what Crazybump brings to the table, what the community is asking for now, major obstacles he faced when developing Crazybump and more! In summary, CrazyBump is a frankensteinian conglomeration of happy accidents and artist's sugestions. I tried to implement things people were asking for. So artists began to send me suggestions for features they’d like to see. In retrospect, its best feature was that it displayed my email address whenever you used it. I gave it the imaginative title "Displacement Creator," and I posted it on polycount.
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I’m not much of a visual artist, so I wrote a program to generate some heightmaps. I had written a parallax shader, but I didn't have good heightmaps to test it with. The very first version of CrazyBump was born of necessity one weekend in 2003. CrazyBump wouldn't exist without a lot of helpful advice I've recieved from friends in the art community. I have to give a lot of credit to the artists who've contacted me with suggestions and feature requests. Occasionally I find an effect that looks cool and gets added to CrazyBump. Most of the time I don't quite know what I'm doing. My workflow involves throwing half-baked formulas at a compiler or sheet of graph paper, to see what happens. Ryan Clark - A lot of it came from playing around. On that note, where did the idea for Crazybump come from? Ryan Jackson - It's interesting what a long period of time can do to one's imagination. I found I could entertain myself for hours by creating visualizations of random functions and ideas. I gravitated toward graphics, having identified the field for the giant playground that it is. I picked up a master's degree at some point, and then spent a few years working for game studios in Austin.
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I learned to code on Commodores and Apple IIs in the mid-eighties.
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Ryan Clark - I've been programming recreationally since I was small. What sort of technical background do you have? Why don't you tell everyone a bit about yourself. Ryan Jackson - It really was awesome to see this application take off - especially from someone who was relatively unknown, yet so eager to make it as accessible & powerful as it can be. (The first time I saw CrazyBump mentioned on someone's resume, I was kinda shocked.) I had hoped artists would find CrazyBump useful, but I was didn't expect the wonderful reception the tool has found in the game-art community. Ryan Clark - Thanks very much! It's been great seeing this little program take on a life of its own.
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How's it been seeing an idea like this come to fruition? Ryan Jackson - Before we begin let me just say congratulations! Since Crazybump has been out of Beta it's been quite the success! We've certainly seen a ton of posts about it on the Polycount Forum. Polycount’s Ryan Jackson talked recenty with Ryan Clark about the development of Crazybump, a tool most game artists now use in their regular arsenal of tools.