Author Archives: Mikaela Moberg
3D I, Week 8, Part 2: 3D Scanning
This is my final blog report for the 3D I class. In this blog, I will talk about the process of facial scanning and reflect on what we’ve learned about face topology.
Facial scanning is the act of taking photos of a person and throwing them into a software to convert them into a 3d model. This requires a huge amount of photos, the more photos you get the more accurate the generation will be. The software we used in class […]
3D I, Week 8, Part 2: 3D Scanning
This is my final blog report for the 3D I class. In this blog, I will talk about the process of facial scanning and reflect on what we’ve learned about face topology.
Facial scanning is the act of taking photos of a person and throwing them into a software to convert them into a 3d model. This requires a huge amount of photos, the more photos you get the more accurate the generation will be. The software we used in class […]
3D I, Week 8, Part 2: 3D Scanning
This is my final blog report for the 3D I class. In this blog, I will talk about the process of facial scanning and reflect on what we’ve learned about face topology.
Facial scanning is the act of taking photos of a person and throwing them into a software to convert them into a 3d model. This requires a huge amount of photos, the more photos you get the more accurate the generation will be. The software we used in class […]
3D I, Week 8, Part 2: 3D Scanning
This is my final blog report for the 3D I class. In this blog, I will talk about the process of facial scanning and reflect on what we’ve learned about face topology.
Facial scanning is the act of taking photos of a person and throwing them into a software to convert them into a 3d model. This requires a huge amount of photos, the more photos you get the more accurate the generation will be. The software we used in class […]
3D I, Week 9: Assignment 3 Update
Here’s the final update on Assignment 3. This post will showcase pictures of the final model for my character, along with the different texture sets and the UV.
The final character, with all textures on. Rendered in UDK.
A screenshot of the UV setup, with a UV checker on the character.
3D I, Week 9: Assignment 3 Update
Here’s the final update on Assignment 3. This post will showcase pictures of the final model for my character, along with the different texture sets and the UV.
The final character, with all textures on. Rendered in UDK.
A screenshot of the UV setup, with a UV checker on the character.
3D I, Week 9: Assignment 3 Update
Here’s the final update on Assignment 3. This post will showcase pictures of the final model for my character, along with the different texture sets and the UV.
The final character, with all textures on. Rendered in UDK.
A screenshot of the UV setup, with a UV checker on the character.
3D I, Week 9: Assignment 3 Update
Here’s the final update on Assignment 3. This post will showcase pictures of the final model for my character, along with the different texture sets and the UV.
The final character, with all textures on. Rendered in UDK.
A screenshot of the UV setup, with a UV checker on the character.
3D I, Week 8, Part 1: Assignment 3 Update
This blog post is a late progress report on Assignment 3. In this post I will showcase pictures of the final mesh of my character model.
The final model ended up at 2855 tris, slightly below the 3000 polycount target.
A closeup of the face.
A closeup of one of the hands.
The character seen from the front, next to the concept art, and overlayed onto the concept art.
The character seen from the […]
3D I, Week 8, Part 1: Assignment 3 Update
This blog post is a late progress report on Assignment 3. In this post I will showcase pictures of the final mesh of my character model.
The final model ended up at 2855 tris, slightly below the 3000 polycount target.
A closeup of the face.
A closeup of one of the hands.
The character seen from the front, next to the concept art, and overlayed onto the concept art.
The character seen from the […]
3D I, Week 8, Part 1: Assignment 3 Update
This blog post is a late progress report on Assignment 3. In this post I will showcase pictures of the final mesh of my character model.
The final model ended up at 2855 tris, slightly below the 3000 polycount target.
A closeup of the face.
A closeup of one of the hands.
The character seen from the front, next to the concept art, and overlayed onto the concept art.
The character seen from the […]
3D I, Week 8, Part 1: Assignment 3 Update
This blog post is a late progress report on Assignment 3. In this post I will showcase pictures of the final mesh of my character model.
The final model ended up at 2855 tris, slightly below the 3000 polycount target.
A closeup of the face.
A closeup of one of the hands.
The character seen from the front, next to the concept art, and overlayed onto the concept art.
The character seen from the […]
3D I, Week 6, Part 3: Assignment 2 Update
This is, again, a late blog report on my Assignment 2 necklace. Following up on my previous post, this is a short and simple post on my final model and its textures.
Above is my final model rendered in UDK with the diffuse, specular and normal textures on.
My diffuse texture has the simple patterns of each of my pearls. To go with my simplified cartoony style, I kept the colors limited, and used a lot of contrast between […]
3D I, Week 6, Part 3: Assignment 2 Update
This is, again, a late blog report on my Assignment 2 necklace. Following up on my previous post, this is a short and simple post on my final model and its textures.
Above is my final model rendered in UDK with the diffuse, specular and normal textures on.
My diffuse texture has the simple patterns of each of my pearls. To go with my simplified cartoony style, I kept the colors limited, and used a lot of contrast between […]
3D I, Week 6, Part 3: Assignment 2 Update
This is, again, a late blog report on my Assignment 2 necklace. Following up on my previous post, this is a short and simple post on my final model and its textures.
Above is my final model rendered in UDK with the diffuse, specular and normal textures on.
My diffuse texture has the simple patterns of each of my pearls. To go with my simplified cartoony style, I kept the colors limited, and used a lot of contrast between […]
3D I, Week 6, Part 3: Assignment 2 Update
This is, again, a late blog report on my Assignment 2 necklace. Following up on my previous post, this is a short and simple post on my final model and its textures.
Above is my final model rendered in UDK with the diffuse, specular and normal textures on.
My diffuse texture has the simple patterns of each of my pearls. To go with my simplified cartoony style, I kept the colors limited, and used a lot of contrast between […]
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 […]
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 […]
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 […]
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 […]
3D I, Week 7, Part 2: Assignment 3 Progress
Today in class we started work on modeling our Assignment 3 characters. This is a quick blog post on the progress I made during the lesson.
During class today, I modeled out most of my character’s body, with a torso, arms and legs. Right now the model itself only consists of the left half of his body, which is mirrored on the right side to create a full body.
I’ve split up the upper and lower body of the model […]
3D I, Week 7, Part 2: Assignment 3 Progress
Today in class we started work on modeling our Assignment 3 characters. This is a quick blog post on the progress I made during the lesson.
During class today, I modeled out most of my character’s body, with a torso, arms and legs. Right now the model itself only consists of the left half of his body, which is mirrored on the right side to create a full body.
I’ve split up the upper and lower body of the model […]
3D I, Week 7, Part 1: Self-evaluation
This week in 3D we had a lecture on human anatomy and musculature to prepare for character modeling. At the end of the lecture, we sat down in groups and evaluated each other’s strengths and weaknesses in anatomy.
This blog post is a reflection on my 2D art skills.
I’m heavily influenced by animation and comics, and I usually draw character art. I studied animation in high school, and one particular skill I consciously try to develop is effective use of […]
3D I, Week 7, Part 1: Self-evaluation
This week in 3D we had a lecture on human anatomy and musculature to prepare for character modeling. At the end of the lecture, we sat down in groups and evaluated each other’s strengths and weaknesses in anatomy.
This blog post is a reflection on my 2D art skills.
I’m heavily influenced by animation and comics, and I usually draw character art. I studied animation in high school, and one particular skill I consciously try to develop is effective use of […]