Monthly Archives: October 2014

3D I, Week 5, Part 2: Assignment 2 Update

This is a long overdue blog report on the progress of my Assignment 2 necklace.
In this post, I will showcase my final model, along with the UV and a WIP texture. I’ll follow up with another post showcasing the final set of textures.

Above is my final model for this necklace with a polycount of 2088 tris. With a somewhat flexible polycount limit of 1000 to 3000 tris, I tried to keep my modeling simple but still modeled out some […]

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Program: Graphics

3D I, Week 5, Part 2: Assignment 2 Update

This is a long overdue blog report on the progress of my Assignment 2 necklace.
In this post, I will showcase my final model, along with the UV and a WIP texture. I’ll follow up with another post showcasing the final set of textures.

Above is my final model for this necklace with a polycount of 2088 tris. With a somewhat flexible polycount limit of 1000 to 3000 tris, I tried to keep my modeling simple but still modeled out some […]

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Program: Graphics

Paper prototype feedback and more

So, in the last week we receieved feedback on our paper prototype.
Our prototype wasn’t really up to par, but it seemed that our general idea about the game came through regardless, we also received a lot of really good feedback on things that we could include or improve on the concept, which was great!
I am feeling we are on the right track so far, still, there is always room for improvement ofcourse, nothing will ever be perfect.
So, now… To our […]

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Program: Graphics

Paper prototype feedback and more

So, in the last week we receieved feedback on our paper prototype.
Our prototype wasn’t really up to par, but it seemed that our general idea about the game came through regardless, we also received a lot of really good feedback on things that we could include or improve on the concept, which was great!
I am feeling we are on the right track so far, still, there is always room for improvement ofcourse, nothing will ever be perfect.
So, now… To our […]

/ Comments Off on Paper prototype feedback and more
Program: Graphics

Paper prototype feedback and more

So, in the last week we receieved feedback on our paper prototype.
Our prototype wasn’t really up to par, but it seemed that our general idea about the game came through regardless, we also received a lot of really good feedback on things that we could include or improve on the concept, which was great!
I am feeling we are on the right track so far, still, there is always room for improvement ofcourse, nothing will ever be perfect.
So, now… To our […]

/ Comments Off on Paper prototype feedback and more
Program: Graphics

Paper prototype feedback and more

So, in the last week we receieved feedback on our paper prototype.
Our prototype wasn’t really up to par, but it seemed that our general idea about the game came through regardless, we also received a lot of really good feedback on things that we could include or improve on the concept, which was great!
I am feeling we are on the right track so far, still, there is always room for improvement ofcourse, nothing will ever be perfect.
So, now… To our […]

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Program: Graphics

Week 43: 3D Scanning and Photogrammetry

Another week, another tool introduced to us. Through the duration of this week we have been focused on the application of 3D scanning, specifically on a facial structure.
 
3D Scanning
Using 3D Coat, I was able to utilise a photo from 123D Catch and apply a mesh manually using said 3D reconstruction as reference. It is a fairly straight forward process. Using 123D Catch, you insert photos of whatever object you have chosen (a face in this case) in a way that […]

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Program: Graphics

Week 43: 3D Scanning and Photogrammetry

Another week, another tool introduced to us. Through the duration of this week we have been focused on the application of 3D scanning, specifically on a facial structure.
 
3D Scanning
Using 3D Coat, I was able to utilise a photo from 123D Catch and apply a mesh manually using said 3D reconstruction as reference. It is a fairly straight forward process. Using 123D Catch, you insert photos of whatever object you have chosen (a face in this case) in a way that […]

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Program: Graphics

Week 43: 3D Scanning and Photogrammetry

Another week, another tool introduced to us. Through the duration of this week we have been focused on the application of 3D scanning, specifically on a facial structure.
 
3D Scanning
Using 3D Coat, I was able to utilise a photo from 123D Catch and apply a mesh manually using said 3D reconstruction as reference. It is a fairly straight forward process. Using 123D Catch, you insert photos of whatever object you have chosen (a face in this case) in a way that […]

/ Comments Off on Week 43: 3D Scanning and Photogrammetry
Program: Graphics

Week 43: 3D Scanning and Photogrammetry

Another week, another tool introduced to us. Through the duration of this week we have been focused on the application of 3D scanning, specifically on a facial structure.
 
3D Scanning
Using 3D Coat, I was able to utilise a photo from 123D Catch and apply a mesh manually using said 3D reconstruction as reference. It is a fairly straight forward process. Using 123D Catch, you insert photos of whatever object you have chosen (a face in this case) in a way that […]

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Program: Graphics

3D week 08 – Facial modelling

Hello!
This week has been about modelling faces. We talked about different methods of creating facial meshes and theoretical about edge-flow and topology for facial projects.
One faster and simpler ways of convert real life object to digital 3D meshes is by scanning them by simply photograph the object from all the right, necessary and different angles. The photos need to cover all of the faces, edges and angles that you want to have on your 3D mesh later on.
When all photos […]

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Program: Graphics

3D week 08 – Facial modelling

Hello!
This week has been about modelling faces. We talked about different methods of creating facial meshes and theoretical about edge-flow and topology for facial projects.
One faster and simpler ways of convert real life object to digital 3D meshes is by scanning them by simply photograph the object from all the right, necessary and different angles. The photos need to cover all of the faces, edges and angles that you want to have on your 3D mesh later on.
When all photos […]

/ Comments Off on 3D week 08 – Facial modelling
Program: Graphics

3D week 08 – Facial modelling

Hello!
This week has been about modelling faces. We talked about different methods of creating facial meshes and theoretical about edge-flow and topology for facial projects.
One faster and simpler ways of convert real life object to digital 3D meshes is by scanning them by simply photograph the object from all the right, necessary and different angles. The photos need to cover all of the faces, edges and angles that you want to have on your 3D mesh later on.
When all photos […]

/ Comments Off on 3D week 08 – Facial modelling
Program: Graphics

3D week 08 – Facial modelling

Hello!
This week has been about modelling faces. We talked about different methods of creating facial meshes and theoretical about edge-flow and topology for facial projects.
One faster and simpler ways of convert real life object to digital 3D meshes is by scanning them by simply photograph the object from all the right, necessary and different angles. The photos need to cover all of the faces, edges and angles that you want to have on your 3D mesh later on.
When all photos […]

/ Comments Off on 3D week 08 – Facial modelling
Program: Graphics

3D week 08 – Facial modelling

Hello!
This week has been about modelling faces. We talked about different methods of creating facial meshes and theoretical about edge-flow and topology for facial projects.
One faster and simpler ways of convert real life object to digital 3D meshes is by scanning them by simply photograph the object from all the right, necessary and different angles. The photos need to cover all of the faces, edges and angles that you want to have on your 3D mesh later on.
When all photos […]

/ Comments Off on 3D week 08 – Facial modelling
Program: Graphics

3D week 08 – Facial modelling

Hello!
This week has been about modelling faces. We talked about different methods of creating facial meshes and theoretical about edge-flow and topology for facial projects.
One faster and simpler ways of convert real life object to digital 3D meshes is by scanning them by simply photograph the object from all the right, necessary and different angles. The photos need to cover all of the faces, edges and angles that you want to have on your 3D mesh later on.
When all photos […]

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Program: Graphics

The First Game Jam

A little belated post about the impressions of the first Game Jam as I was busy with other university assignments.
The topic for the Game Jam was Addiction X. Every team could use their own imagination to interpret the topic as they saw fit. Afterwards, in the span of about 6-7 hours every team had to produce a playable game using Game Maker (GM). Game creation was intended as a cooperation between programmers who would write the code in GM and graphics artists who […]

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Program: Programming

The First Game Jam

A little belated post about the impressions of the first Game Jam as I was busy with other university assignments.
The topic for the Game Jam was Addiction X. Every team could use their own imagination to interpret the topic as they saw fit. Afterwards, in the span of about 6-7 hours every team had to produce a playable game using Game Maker (GM). Game creation was intended as a cooperation between programmers who would write the code in GM and graphics artists who […]

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Program: Programming

Photogrammetry: 3D Facial Scanning

What I noticed the most during this week’s working with facial scanning using photographs was the importance of having good quality photographs, and lots of them. I could not get the program to construct the 3D model correctly, not even by going in and correcting manually. Perhaps this was due to not having enough photos of good enough quality, maybe it is because my lovely skin is too smooth for the program to find good reference points, although that […]

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Program: Graphics

Photogrammetry: 3D Facial Scanning

What I noticed the most during this week’s working with facial scanning using photographs was the importance of having good quality photographs, and lots of them. I could not get the program to construct the 3D model correctly, not even by going in and correcting manually. Perhaps this was due to not having enough photos of good enough quality, maybe it is because my lovely skin is too smooth for the program to find good reference points, although that […]

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Program: Graphics

Clueless fancy pants. The paper prototype

Paper prototype.
Methodology.
Quite many changes has been done since the last time.
As for the setup, we changed that the avatar is not the victim, instead one plays as the thief, breaking in to the mansion. We decided that this would facilitate the setup/story/mechanics, because now we could add items on the map that where more logical according to the setup, we could make the AI have real motives trying to kill the player.
In the beginning of the project when the player […]

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Program: Graphics

Clueless fancy pants. The paper prototype

Paper prototype.
Methodology.
Quite many changes has been done since the last time.
As for the setup, we changed that the avatar is not the victim, instead one plays as the thief, breaking in to the mansion. We decided that this would facilitate the setup/story/mechanics, because now we could add items on the map that where more logical according to the setup, we could make the AI have real motives trying to kill the player.
In the beginning of the project when the player […]

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Program: Graphics

Diver & Fish


Concept sketches, first version.

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Program: Graphics

Diver & Fish


Concept sketches, first version.

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Program: Graphics