Author Archives: Thom Hujanen
Enterprise-D
This is a modular environment representing an engine room hallway of the Star Trek starship Enterprise-D. It was created in fall 2015 during a 3D environment course taken at Uppsala University for my bachelors degree.
The environment was constructed by modelling 16 parts in 3ds Max. The tileable PBR textures are created in Substance Painter 2. The objects in the scene have several LODs and the lightmaps are manually adjusted to increase the quality of shadows while keeping resolution low. The […]
Enterprise-D
This is a modular environment representing an engine room hallway of the Star Trek starship Enterprise-D. It was created in fall 2015 during a 3D environment course taken at Uppsala University for my bachelors degree.
The environment was constructed by modelling 16 parts in 3ds Max. The tileable PBR textures are created in Substance Painter 2. The objects in the scene have several LODs and the lightmaps are manually adjusted to increase the quality of shadows while keeping resolution low. The […]
Sci-Fi Crate
This is a sci-fi crate I made in spring 2017. It has 1 098 triangles and is modeled in 3ds Max and Zbrush. The PBR texture is created in Substance Painter 2.
I was inspired by a concept art piece made by Colin Geller, but I wanted it to have a more realistic appearance so this was the design I ended up with. I was curious to see how far I could push the use of normal maps to save […]
Sci-Fi Crate
This is a sci-fi crate I made in spring 2017. It has 1 098 triangles and is modeled in 3ds Max and Zbrush. The PBR texture is created in Substance Painter 2.
I was inspired by a concept art piece made by Colin Geller, but I wanted it to have a more realistic appearance so this was the design I ended up with. I was curious to see how far I could push the use of normal maps to save […]
WIP 3 – ZBrush Assignment 4
Today, I have finished working on the topology of the two sculpts and this is how they look. I wish I had more time to make them better.
WIP 3 – ZBrush Assignment 4
Today, I have finished working on the topology of the two sculpts and this is how they look. I wish I had more time to make them better.
WIP2 – ZBrush Assignment 4
Today, I have worked with the topology on the Jim Broadbent-sculpt. I did not like the result ZRemesher gave me, so have been editing the topology manually. I am not satisfied with the result, but it is better than before, however. I will work more on it if there is time. The old topology is to the left, and the new to the right.
WIP2 – ZBrush Assignment 4
Today, I have worked with the topology on the Jim Broadbent-sculpt. I did not like the result ZRemesher gave me, so have been editing the topology manually. I am not satisfied with the result, but it is better than before, however. I will work more on it if there is time. The old topology is to the left, and the new to the right.
WIP – ZBrush Assignment 4
Yesterday, I started the final assignment of the ZBrush course I’m taking. It is about improving the topology of the models. I started with the sculpt of myself. I think that ZRemesher did a bad job handling this, so I have to manually create the topology I’m looking for. The image shows the old topology to the left and the new topology after using ZRemesher to the right.
WIP – ZBrush Assignment 4
Yesterday, I started the final assignment of the ZBrush course I’m taking. It is about improving the topology of the models. I started with the sculpt of myself. I think that ZRemesher did a bad job handling this, so I have to manually create the topology I’m looking for. The image shows the old topology to the left and the new topology after using ZRemesher to the right.
WIP 4 – Assignment 3
Today, I have finished my second character – Jim Broadbent. I will add more asymmetry and texture if there is time.
WIP 4 – Assignment 3
Today, I have finished my second character – Jim Broadbent. I will add more asymmetry and texture if there is time.
WIP 4 – Assignment 3
Today, I have started my second character for the assignment – Jim Broadbent. I will fix the neck and chest and add some asymmetry to the character. I will also flatten out his head which is currently a bit pointy.
ZSpheres:
ZSpheres Mesh:
SDiv1 after projection and symmetry with polyframe:
SDiv7:
WIP 4 – Assignment 3
Today, I have started my second character for the assignment – Jim Broadbent. I will fix the neck and chest and add some asymmetry to the character. I will also flatten out his head which is currently a bit pointy.
ZSpheres:
ZSpheres Mesh:
SDiv1 after projection and symmetry with polyframe:
SDiv7:
WIP 3 – Assignment 3
During this weekend, I have continued to model myself. I have some work left to do if there is time. Adding asymmetry, for example.
SDiv7:
SDiv7 Polyframe:
SDiv1:
WIP 3 – Assignment 3
During this weekend, I have continued to model myself. I have some work left to do if there is time. Adding asymmetry, for example.
SDiv7:
SDiv7 Polyframe:
SDiv1:
WIP 2 – Assignment 3
So this one is myself. I am well aware that the neck and shoulders are way to small and I will fix that. After applying symmetry, the model did not look like me, so I will fix that as well.
WIP 2 – Assignment 3
So this one is myself. I am well aware that the neck and shoulders are way to small and I will fix that. After applying symmetry, the model did not look like me, so I will fix that as well.
Prioritizing
We have been prioritizing all the main tasks during the sprint planning meetings. They are prioritized after how much they add value to our game.
During the sprint planning meetings, we talk about what we want to accomplish during the sprint. The decisions are noted as main tasks and then we start to prioritize all the main tasks. When they are prioritized, we divide us into two groups: programmers and artists/designers. Both groups go through the main tasks and talk about […]
Prioritizing
We have been prioritizing all the main tasks during the sprint planning meetings. They are prioritized after how much they add value to our game.
During the sprint planning meetings, we talk about what we want to accomplish during the sprint. The decisions are noted as main tasks and then we start to prioritize all the main tasks. When they are prioritized, we divide us into two groups: programmers and artists/designers. Both groups go through the main tasks and talk about […]
Prioritizing
We have been prioritizing all the main tasks during the sprint planning meetings. They are prioritized after how much they add value to our game.
During the sprint planning meetings, we talk about what we want to accomplish during the sprint. The decisions are noted as main tasks and then we start to prioritize all the main tasks. When they are prioritized, we divide us into two groups: programmers and artists/designers. Both groups go through the main tasks and talk about […]
Prioritizing
We have been prioritizing all the main tasks during the sprint planning meetings. They are prioritized after how much they add value to our game.
During the sprint planning meetings, we talk about what we want to accomplish during the sprint. The decisions are noted as main tasks and then we start to prioritize all the main tasks. When they are prioritized, we divide us into two groups: programmers and artists/designers. Both groups go through the main tasks and talk about […]
The Task Board
This week, I have made a task board at the office. I have read that a task board can improve many aspects of a project and that seems to be true. I pitched the idea of having a task board to my team during the last sprint review and they liked the idea. So we have tried it this week to see if we like it.
Our task board works like this:
On a whiteboard in our office there are a lot […]
The Task Board
This week, I have made a task board at the office. I have read that a task board can improve many aspects of a project and that seems to be true. I pitched the idea of having a task board to my team during the last sprint review and they liked the idea. So we have tried it this week to see if we like it.
Our task board works like this:
On a whiteboard in our office there are a lot […]