Browsing '2013': Students starting in 2013

Chalice Update

As well as finishing up my crates I have completed the model for my museum assignment this week. I have optimized the model and created the UV map, now I need to finish the texture set complete with diffuse, specular and normal maps. Here is a visual update of what I have done so far.

Reference chalice from Gotland Museum

Finished Model

October 05, 2014 / Comments Off on Chalice Update
Program: Graphics

Chalice Update

As well as finishing up my crates I have completed the model for my museum assignment this week. I have optimized the model and created the UV map, now I need to finish the texture set complete with diffuse, specular and normal maps. Here is a visual update of what I have done so far.

Reference chalice from Gotland Museum

Finished Model

October 05, 2014 / Comments Off on Chalice Update
Program: Graphics

3D Week 5 – Fully Operational (Chest)

Greetings!
So this week it was time to wrap up the first assignment, i.e. the chest. And so that is what I’ve been doing. In this post I will go through what kinds of different texture maps the 3D object has and what they do.
Diffuse Texture Map
Every object needs at least three different texture maps to look good. The first one is the diffuse texture.
The diffuse is basically and simply the color of the object. Straight color along with some self […]

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Program: Graphics

3D Week 5 – Fully Operational (Chest)

Greetings!
So this week it was time to wrap up the first assignment, i.e. the chest. And so that is what I’ve been doing. In this post I will go through what kinds of different texture maps the 3D object has and what they do.
Diffuse Texture Map
Every object needs at least three different texture maps to look good. The first one is the diffuse texture.
The diffuse is basically and simply the color of the object. Straight color along with some self […]

/ Comments Off on 3D Week 5 – Fully Operational (Chest)
Program: Graphics

Advanced Hard Surface Modeling Assignment – Finish the Model

Last week consisted of me trying to figure out how to build the mech and what I needed to change in the concept to make it work. This week has been all about finishing the model, construction wise. By the end of last week I was basically finished with the model but I knew that I had made a ton of mistakes regarding clean up, since I’m used to make models for product rendering and not for games. The difference […]

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Program: Graphics

Advanced Hard Surface Modeling Assignment – Finish the Model

Last week consisted of me trying to figure out how to build the mech and what I needed to change in the concept to make it work. This week has been all about finishing the model, construction wise. By the end of last week I was basically finished with the model but I knew that I had made a ton of mistakes regarding clean up, since I’m used to make models for product rendering and not for games. The difference […]

/ Comments Off on Advanced Hard Surface Modeling Assignment – Finish the Model
Program: Graphics

3D I, Week 5, Part 1: Assignment 1

This is my final blog report on Assignment 1 of the 3D I class, which is to be handed in this evening.
In this blog, I will show my final textured crate, and go through the function of each individual texture.

Here are two shots of my final crate model, rendered in UDK. This version isn’t much different from the version I showed last week, other than some small fixes and the textures being resized down to 512×512 for the […]

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Program: Graphics

3D I, Week 5, Part 1: Assignment 1

This is my final blog report on Assignment 1 of the 3D I class, which is to be handed in this evening.
In this blog, I will show my final textured crate, and go through the function of each individual texture.

Here are two shots of my final crate model, rendered in UDK. This version isn’t much different from the version I showed last week, other than some small fixes and the textures being resized down to 512×512 for the […]

/ Comments Off on 3D I, Week 5, Part 1: Assignment 1
Program: Graphics

3D I, Week 5, Part 1: Assignment 1

This is my final blog report on Assignment 1 of the 3D I class, which is to be handed in this evening.
In this blog, I will show my final textured crate, and go through the function of each individual texture.

Here are two shots of my final crate model, rendered in UDK. This version isn’t much different from the version I showed last week, other than some small fixes and the textures being resized down to 512×512 for the […]

/ Comments Off on 3D I, Week 5, Part 1: Assignment 1
Program: Graphics

3D I, Week 5, Part 1: Assignment 1

This is my final blog report on Assignment 1 of the 3D I class, which is to be handed in this evening.
In this blog, I will show my final textured crate, and go through the function of each individual texture.

Here are two shots of my final crate model, rendered in UDK. This version isn’t much different from the version I showed last week, other than some small fixes and the textures being resized down to 512×512 for the […]

/ Comments Off on 3D I, Week 5, Part 1: Assignment 1
Program: Graphics

Medieval Crate

Crate as seen in UDK (back and front)

I was working on the diffuse map last week but something was just not right with it, when I started to think of and work on the other maps I came to realise that the fault I had probably made was that I was trying to do the work of the normal and specular maps because I wanted it to look complete […]

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Program: Graphics

Medieval Crate

Crate as seen in UDK (back and front)

I was working on the diffuse map last week but something was just not right with it, when I started to think of and work on the other maps I came to realise that the fault I had probably made was that I was trying to do the work of the normal and specular maps because I wanted it to look complete […]

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Program: Graphics

3D1 Week 5, Assignment one hand in

So the diffuse map is the basic texture with all the color needed to make this “basket” wear the right colors. This is the first step and most basic texturing you need to do and will determine the outcome of the later maps. When you create a low poly count model you will still need to have some depth in your model, with the help of a normal map you can achieve that and it gives the illusion that it […]

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Program: Programming

3D1 Week 5, Assignment one hand in

So the diffuse map is the basic texture with all the color needed to make this “basket” wear the right colors. This is the first step and most basic texturing you need to do and will determine the outcome of the later maps. When you create a low poly count model you will still need to have some depth in your model, with the help of a normal map you can achieve that and it gives the illusion that it […]

/ Comments Off on 3D1 Week 5, Assignment one hand in
Program: Programming

3D1 Week 5, Assignment one hand in

So the diffuse map is the basic texture with all the color needed to make this “basket” wear the right colors. This is the first step and most basic texturing you need to do and will determine the outcome of the later maps. When you create a low poly count model you will still need to have some depth in your model, with the help of a normal map you can achieve that and it gives the illusion that it […]

/ Comments Off on 3D1 Week 5, Assignment one hand in
Program: Programming

3D1 Week 5, Assignment one hand in

So the diffuse map is the basic texture with all the color needed to make this “basket” wear the right colors. This is the first step and most basic texturing you need to do and will determine the outcome of the later maps. When you create a low poly count model you will still need to have some depth in your model, with the help of a normal map you can achieve that and it gives the illusion that it […]

/ Comments Off on 3D1 Week 5, Assignment one hand in
Program: Programming

Post Apocalyptic Crate, Final Version


I am finally done with my crate! It now has both a normal and specular texture, and of course the diffuse. The diffuse is just the basic texture, where you have the image that is wrapped around the model to make it look like whatever it is supposed to look like.
The normal map is the texture that actually adds texture to the object, the kind of texture you talk about when painting a wall. It creates the illusion of […]

/ Comments Off on Post Apocalyptic Crate, Final Version
Program: Graphics

Post Apocalyptic Crate, Final Version


I am finally done with my crate! It now has both a normal and specular texture, and of course the diffuse. The diffuse is just the basic texture, where you have the image that is wrapped around the model to make it look like whatever it is supposed to look like.
The normal map is the texture that actually adds texture to the object, the kind of texture you talk about when painting a wall. It creates the illusion of […]

/ Comments Off on Post Apocalyptic Crate, Final Version
Program: Graphics

Post Apocalyptic Crate, Final Version


I am finally done with my crate! It now has both a normal and specular texture, and of course the diffuse. The diffuse is just the basic texture, where you have the image that is wrapped around the model to make it look like whatever it is supposed to look like.
The normal map is the texture that actually adds texture to the object, the kind of texture you talk about when painting a wall. It creates the illusion of […]

/ Comments Off on Post Apocalyptic Crate, Final Version
Program: Graphics

Post Apocalyptic Crate, Final Version


I am finally done with my crate! It now has both a normal and specular texture, and of course the diffuse. The diffuse is just the basic texture, where you have the image that is wrapped around the model to make it look like whatever it is supposed to look like.
The normal map is the texture that actually adds texture to the object, the kind of texture you talk about when painting a wall. It creates the illusion of […]

/ Comments Off on Post Apocalyptic Crate, Final Version
Program: Graphics

3D week 05 – Final Crate

Hello!
This is the final post about my crate and my first assignment in 3D graphics 1.
A 3D model often consists of at least four parts. The mesh which is the actual 3D model, the diffuse map which is the texture that holds all the colours, the specular map which tells the secularity of  different parts of the object, and last the normal map which contains information making details look realistic and not like “stickers”.
A diffuse map is basically a 2D […]

/ Comments Off on 3D week 05 – Final Crate
Program: Graphics

3D week 05 – Final Crate

Hello!
This is the final post about my crate and my first assignment in 3D graphics 1.
A 3D model often consists of at least four parts. The mesh which is the actual 3D model, the diffuse map which is the texture that holds all the colours, the specular map which tells the secularity of  different parts of the object, and last the normal map which contains information making details look realistic and not like “stickers”.
A diffuse map is basically a 2D […]

/ Comments Off on 3D week 05 – Final Crate
Program: Graphics

3D week 05 – Final Crate

Hello!
This is the final post about my crate and my first assignment in 3D graphics 1.
A 3D model often consists of at least four parts. The mesh which is the actual 3D model, the diffuse map which is the texture that holds all the colours, the specular map which tells the secularity of  different parts of the object, and last the normal map which contains information making details look realistic and not like “stickers”.
A diffuse map is basically a 2D […]

/ Comments Off on 3D week 05 – Final Crate
Program: Graphics

3D week 05 – Final Crate

Hello!
This is the final post about my crate and my first assignment in 3D graphics 1.
A 3D model often consists of at least four parts. The mesh which is the actual 3D model, the diffuse map which is the texture that holds all the colours, the specular map which tells the secularity of  different parts of the object, and last the normal map which contains information making details look realistic and not like “stickers”.
A diffuse map is basically a 2D […]

/ Comments Off on 3D week 05 – Final Crate
Program: Graphics