Author Archives: Camilla von Paykull
Post mortem: Motion Capture Shoot
Animation Analysis
This is one blog assignment that I actually found very difficult to write, we were asked to choose three games which I admire the animations of. This is something that I have never really considered, I think that bad animations is something that makes you feel that something is just not right while good animations go unnoticed as everything is as it is supposed to be. The games I chose in the end were Tomb Raider, Skyrim and Assassin’s […]
Animation Analysis
This is one blog assignment that I actually found very difficult to write, we were asked to choose three games which I admire the animations of. This is something that I have never really considered, I think that bad animations is something that makes you feel that something is just not right while good animations go unnoticed as everything is as it is supposed to be. The games I chose in the end were Tomb Raider, Skyrim and Assassin’s […]
3D2 Assignment: Update 2
Here is how far I have come with the modeling today, some minor adjustments and cleaning up and I will be ready for high-poly.
3D2 Assignment: Update 2
Here is how far I have come with the modeling today, some minor adjustments and cleaning up and I will be ready for high-poly.
3D2 Assignment 2 Update
I have spent some time finding good reference pictures and drawing my own blueprints on top of and with the help of them so that I can model it properly. The trailer was the most difficult part to make blueprints of as there were no good references for it and I had to guess a lot both when it comes to how it looks and proportions. I also had to guess and estimate when modeling parts of it due to […]
3D2 Assignment 2 Update
I have spent some time finding good reference pictures and drawing my own blueprints on top of and with the help of them so that I can model it properly. The trailer was the most difficult part to make blueprints of as there were no good references for it and I had to guess a lot both when it comes to how it looks and proportions. I also had to guess and estimate when modeling parts of it due to […]
Paladin Concept
I finished the paladin concept art that I have been wrking on while at DreamHack Winter. As usual there are still things that could be improved but I felt that I wanted to let it go and move on, it was where it needed to be.
For this concept I have been experimenting with the art style and brushes that I used, I have used a square brush for nearly every element of the picture […]
Paladin Concept
I finished the paladin concept art that I have been wrking on while at DreamHack Winter. As usual there are still things that could be improved but I felt that I wanted to let it go and move on, it was where it needed to be.
For this concept I have been experimenting with the art style and brushes that I used, I have used a square brush for nearly every element of the picture […]
Mocap Cleanup
Here is a video update of what I have been doing in the Mocap studio this week, I have been cleaning mocap data for my first assignment. The video is of the very final steps of cleaning unwanted elements and looking through the data to spot any mistakes.
Mocap Cleanup
Here is a video update of what I have been doing in the Mocap studio this week, I have been cleaning mocap data for my first assignment. The video is of the very final steps of cleaning unwanted elements and looking through the data to spot any mistakes.
Texture Assignment Final
After getting some feedback from my teacher I decided to redo some things, including scaling down the pattern of the metal texture so that it repeated itself more times inside the texture instead of repeating the texture as many times for the same result. It did help somewhat with the problem I had wit dark patches appearing in Unreal that where not really visible inside photoshop.
The stone texture got a new normal map with deeper lines between the stones as […]
Texture Assignment Final
After getting some feedback from my teacher I decided to redo some things, including scaling down the pattern of the metal texture so that it repeated itself more times inside the texture instead of repeating the texture as many times for the same result. It did help somewhat with the problem I had wit dark patches appearing in Unreal that where not really visible inside photoshop.
The stone texture got a new normal map with deeper lines between the stones as […]
Nim the Snowman
The background for the winter level of Totemic is complete, as a bonus you get Nim, the snowman. 🙂
Nim the Snowman
The background for the winter level of Totemic is complete, as a bonus you get Nim, the snowman. 🙂
Metal Texture
I have been working on a tiled metal texture over the last few days, there are still some problems with the dark patches but it is starting to look pretty good. It has Diffuse, Gloss and Normal maps attached to it and this is how it looks in Unreal 4.
Metal Texture
I have been working on a tiled metal texture over the last few days, there are still some problems with the dark patches but it is starting to look pretty good. It has Diffuse, Gloss and Normal maps attached to it and this is how it looks in Unreal 4.
Totemic Winter Level
Today I have been working on a new level for Totemic, it is a special winter theme for DreamHack Winter that we are leaving for in less than two weeks now. There is still a lot to do on it but it is starting to look pretty cool and we are really excited to show it at DreamHack!
Totemic Winter Level
Today I have been working on a new level for Totemic, it is a special winter theme for DreamHack Winter that we are leaving for in less than two weeks now. There is still a lot to do on it but it is starting to look pretty cool and we are really excited to show it at DreamHack!
Totemic at DreamHack Winter
In two weeks time we will be taking Totemic to DreamHack Winter, we will be at Uppsala University’s booth at the DreamExpo.
Come see us there and play Totemic!
Totemic at DreamHack Winter
In two weeks time we will be taking Totemic to DreamHack Winter, we will be at Uppsala University’s booth at the DreamExpo.
Come see us there and play Totemic!