Browsing '2013': Students starting in 2013
Character Background Jorm
Name: Jorm. It has no name that can be pronounced by humans, through folklore since the dawn of time this one has been called Jorm.
Gender: None.
Age: Unknown. The beings are mentioned in the earliest accounts of civilization, they are said to have been created by the goods to keep watch over the realms of good and guard them from the dark forces that wishes to take over the world. Some even say that the gods have forgotten them in […]
Character Background Jorm
Name: Jorm. It has no name that can be pronounced by humans, through folklore since the dawn of time this one has been called Jorm.
Gender: None.
Age: Unknown. The beings are mentioned in the earliest accounts of civilization, they are said to have been created by the goods to keep watch over the realms of good and guard them from the dark forces that wishes to take over the world. Some even say that the gods have forgotten them in […]
3D1 Character Turnaround
For this assignment i had to draw a character for my peer to model so here i go:
Character Background “Mokhtar”
Name:
Mokhtar (“The chosen” one in arabic)
Nickname:
He is referred to as “Al-Saher” (Wizard in Arabic) by the people.
Gender:
Male.
Place and time:
Middleages, “Al Qariya Al-Hurra” (The free village), Kingdom of “Memlaka”.
Age:
Unknown. He has lived for a long time. Generations that has passed has seen him but he has never grown in appearance. When asked he answers: “A wise individual would not count his age […]
3D1 Character Turnaround
For this assignment i had to draw a character for my peer to model so here i go:
Character Background “Mokhtar”
Name:
Mokhtar (“The chosen” one in arabic)
Nickname:
He is referred to as “Al-Saher” (Wizard in Arabic) by the people.
Gender:
Male.
Place and time:
Middleages, “Al Qariya Al-Hurra” (The free village), Kingdom of “Memlaka”.
Age:
Unknown. He has lived for a long time. Generations that has passed has seen him but he has never grown in appearance. When asked he answers: “A wise individual would not count his age […]
Week 41: Character Background
This is turning out to be an interesting week. Not only are we supposed to construct a character with a fully realized background, but also do a report on a second character’s references and visual style provided by a fellow student. The latter will be posted soon. For now, here’s the back story and setting of my own character Y’hrel. An adventurous Murloc!
Name
Y’hrel
Nickname
Dryskin, Air Dweller
Gender
Male
Age
Young Adult
Physical Characteristics
Not as shiny as his fellow kinsmen, due to his body having learned […]
Week 41: Character Background
This is turning out to be an interesting week. Not only are we supposed to construct a character with a fully realized background, but also do a report on a second character’s references and visual style provided by a fellow student. The latter will be posted soon. For now, here’s the back story and setting of my own character Y’hrel. An adventurous Murloc!
Name
Y’hrel
Nickname
Dryskin, Air Dweller
Gender
Male
Age
Young Adult
Physical Characteristics
Not as shiny as his fellow kinsmen, due to his body having learned […]
Week 41: Character Background
This is turning out to be an interesting week. Not only are we supposed to construct a character with a fully realized background, but also do a report on a second character’s references and visual style provided by a fellow student. The latter will be posted soon. For now, here’s the back story and setting of my own character Y’hrel. An adventurous Murloc!
Name
Y’hrel
Nickname
Dryskin, Air Dweller
Gender
Male
Age
Young Adult
Physical Characteristics
Not as shiny as his fellow kinsmen, due to his body having learned […]
Week 41: Character Background
This is turning out to be an interesting week. Not only are we supposed to construct a character with a fully realized background, but also do a report on a second character’s references and visual style provided by a fellow student. The latter will be posted soon. For now, here’s the back story and setting of my own character Y’hrel. An adventurous Murloc!
Name
Y’hrel
Nickname
Dryskin, Air Dweller
Gender
Male
Age
Young Adult
Physical Characteristics
Not as shiny as his fellow kinsmen, due to his body having learned […]
The Viking longship mesh
3 days ago i turned in my Viking longship and have forgoten to blog about it so here it comes.
I’m “done” with the mesh, will probably have to change some things when i get my feedback but for the first turnin it’s done.
What i dont like about it is the ropes, the day after i turned it in i felt that maybe i should have done the endings of the ropes better but i couldnt think of it at the […]
The Viking longship mesh
3 days ago i turned in my Viking longship and have forgoten to blog about it so here it comes.
I’m “done” with the mesh, will probably have to change some things when i get my feedback but for the first turnin it’s done.
What i dont like about it is the ropes, the day after i turned it in i felt that maybe i should have done the endings of the ropes better but i couldnt think of it at the […]
The Viking longship mesh
3 days ago i turned in my Viking longship and have forgoten to blog about it so here it comes.
I’m “done” with the mesh, will probably have to change some things when i get my feedback but for the first turnin it’s done.
What i dont like about it is the ropes, the day after i turned it in i felt that maybe i should have done the endings of the ropes better but i couldnt think of it at the […]
The Viking longship mesh
3 days ago i turned in my Viking longship and have forgoten to blog about it so here it comes.
I’m “done” with the mesh, will probably have to change some things when i get my feedback but for the first turnin it’s done.
What i dont like about it is the ropes, the day after i turned it in i felt that maybe i should have done the endings of the ropes better but i couldnt think of it at the […]
Texture
So we have been working on the texturing of our crates. We were supposed to choose one of our crates and then do a diffuse, Specular and normal map. I chose to texture my post-apocalyptic crate. I really want to go for a broken down sense but still working. Like something that was built with scraps of other things. This was my concept on the actual modeling so I wanted the same feeling in the texture.
The first thing I thought […]
Texture
So we have been working on the texturing of our crates. We were supposed to choose one of our crates and then do a diffuse, Specular and normal map. I chose to texture my post-apocalyptic crate. I really want to go for a broken down sense but still working. Like something that was built with scraps of other things. This was my concept on the actual modeling so I wanted the same feeling in the texture.
The first thing I thought […]
Optimizing the Crates
So for this blog post i will be talking about how i and a class mate Nils Wennergren optimized my crates that i had modeled in class. We were put in groups but because we were only three people in my group then I fixed two of my own crates and Nils fixed one. I optimized my sci-fi crate and my post-apocalyptic crate while Nils optimized my medieval crate.
I will start with the medieval crate that Nils Wennergren did.
So there […]
Optimizing the Crates
So for this blog post i will be talking about how i and a class mate Nils Wennergren optimized my crates that i had modeled in class. We were put in groups but because we were only three people in my group then I fixed two of my own crates and Nils fixed one. I optimized my sci-fi crate and my post-apocalyptic crate while Nils optimized my medieval crate.
I will start with the medieval crate that Nils Wennergren did.
So there […]
Texture
So we have been working on the texturing of our crates. We were supposed to choose one of our crates and then do a diffuse, Specular and normal map. I chose to texture my post-apocalyptic crate. I really want to go for a broken down sense but still working. Like something that was built with scraps of other things. This was my concept on the actual modeling so I wanted the same feeling in the texture.
The first thing I thought […]
Texture
So we have been working on the texturing of our crates. We were supposed to choose one of our crates and then do a diffuse, Specular and normal map. I chose to texture my post-apocalyptic crate. I really want to go for a broken down sense but still working. Like something that was built with scraps of other things. This was my concept on the actual modeling so I wanted the same feeling in the texture.
The first thing I thought […]
Optimizing the Crates
So for this blog post i will be talking about how i and a class mate Nils Wennergren optimized my crates that i had modeled in class. We were put in groups but because we were only three people in my group then I fixed two of my own crates and Nils fixed one. I optimized my sci-fi crate and my post-apocalyptic crate while Nils optimized my medieval crate.
I will start with the medieval crate that Nils Wennergren did.
So there […]
Optimizing the Crates
So for this blog post i will be talking about how i and a class mate Nils Wennergren optimized my crates that i had modeled in class. We were put in groups but because we were only three people in my group then I fixed two of my own crates and Nils fixed one. I optimized my sci-fi crate and my post-apocalyptic crate while Nils optimized my medieval crate.
I will start with the medieval crate that Nils Wennergren did.
So there […]
Blog report week 05
Different maps
When creating a material for a mesh you usually combine three texture maps, Diffuse, Normal and Specular:
The Diffuse map is the colours of the model and it contains surface details and some self-shadowing. This is the most important texture since this holds the most straight-forward information. It shows what colour and what texture your model have. It is important to not add any other shadows, from a light source for example, because those will not be accurate when the model […]
Blog report week 05
Different maps
When creating a material for a mesh you usually combine three texture maps, Diffuse, Normal and Specular:
The Diffuse map is the colours of the model and it contains surface details and some self-shadowing. This is the most important texture since this holds the most straight-forward information. It shows what colour and what texture your model have. It is important to not add any other shadows, from a light source for example, because those will not be accurate when the model […]
Blog report week 05
Different maps
When creating a material for a mesh you usually combine three texture maps, Diffuse, Normal and Specular:
The Diffuse map is the colours of the model and it contains surface details and some self-shadowing. This is the most important texture since this holds the most straight-forward information. It shows what colour and what texture your model have. It is important to not add any other shadows, from a light source for example, because those will not be accurate when the model […]
Blog report week 05
Different maps
When creating a material for a mesh you usually combine three texture maps, Diffuse, Normal and Specular:
The Diffuse map is the colours of the model and it contains surface details and some self-shadowing. This is the most important texture since this holds the most straight-forward information. It shows what colour and what texture your model have. It is important to not add any other shadows, from a light source for example, because those will not be accurate when the model […]