Daily Archives: October 7, 2014
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 […]
Assignment 2: Part 2
Hello! I’s been a busy week. I meant to post this much sooner, but I underestimated my efficiency. The modelling process itself was completed easily enough, but mistakes made during optimization cost me dearly. I spent hours just trying to correct the errors that I had unwittingly saved without thoroughly checking if I had accidentally removed edges. Needless to say I’m a lot more paranoid now when selecting elements.
In overall it turned out rather well I’d […]
Assignment 2: Part 2
Hello! I’s been a busy week. I meant to post this much sooner, but I underestimated my efficiency. The modelling process itself was completed easily enough, but mistakes made during optimization cost me dearly. I spent hours just trying to correct the errors that I had unwittingly saved without thoroughly checking if I had accidentally removed edges. Needless to say I’m a lot more paranoid now when selecting elements.
In overall it turned out rather well I’d […]
3D Class – Week 3
I’m still trying to catch up with the blog posts for 3D class. This is the post for the 3rd week, and it’s about the optimization of my crates.
During this week we got to optimize the crates in class, but instead of doing only our own crates, we got divided into groups of three and got to optimize one crate from each of the other students in the group. I was in a group together with Camilla and Anita.
– Urban […]
3D Class – Week 3
I’m still trying to catch up with the blog posts for 3D class. This is the post for the 3rd week, and it’s about the optimization of my crates.
During this week we got to optimize the crates in class, but instead of doing only our own crates, we got divided into groups of three and got to optimize one crate from each of the other students in the group. I was in a group together with Camilla and Anita.
– Urban […]