Author Archives: William Höglund Mayer

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 […]

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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

Textures

The light is a bit strong. I haven’t figure out how to turn it down in yet…
I finally finished the texture for my post apocalyptic crate! I pretty much have not changed my original design at all, since my first sketch. I did remove the fallout shelter symbol on the box, since it did not really make any sense and was just a cheap way of saying “hey, this is post apocalyptic and stuff”. I kept going with the beaten-up […]

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Program: Graphics

Textures

The light is a bit strong. I haven’t figure out how to turn it down in yet…
I finally finished the texture for my post apocalyptic crate! I pretty much have not changed my original design at all, since my first sketch. I did remove the fallout shelter symbol on the box, since it did not really make any sense and was just a cheap way of saying “hey, this is post apocalyptic and stuff”. I kept going with the beaten-up […]

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Program: Graphics

Textures

The light is a bit strong. I haven’t figure out how to turn it down in yet…
I finally finished the texture for my post apocalyptic crate! I pretty much have not changed my original design at all, since my first sketch. I did remove the fallout shelter symbol on the box, since it did not really make any sense and was just a cheap way of saying “hey, this is post apocalyptic and stuff”. I kept going with the beaten-up […]

/ Comments Off on Textures
Program: Graphics

Textures

The light is a bit strong. I haven’t figure out how to turn it down in yet…
I finally finished the texture for my post apocalyptic crate! I pretty much have not changed my original design at all, since my first sketch. I did remove the fallout shelter symbol on the box, since it did not really make any sense and was just a cheap way of saying “hey, this is post apocalyptic and stuff”. I kept going with the beaten-up […]

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Program: Graphics

Board Game Analysis: Portobello Market

This week, we were assigned to play and analyse another board game, we chose ‘Portobello Market’.

‘Portobello Market’ is a two to four player strategy game. The goal of the game is to have your market stalls placed in the most profitable places as possible. This goal is achieved by placing market stalls in alleyways visited by as wealthy people as possible. The game ends at the end of the round the first player places her final stall.
Core Mechanics
The player verbs are; chosing […]

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Program: Graphics

Board Game Analysis: Portobello Market

This week, we were assigned to play and analyse another board game, we chose ‘Portobello Market’.

‘Portobello Market’ is a two to four player strategy game. The goal of the game is to have your market stalls placed in the most profitable places as possible. This goal is achieved by placing market stalls in alleyways visited by as wealthy people as possible. The game ends at the end of the round the first player places her final stall.
Core Mechanics
The player verbs are; chosing […]

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Program: Graphics

Board Game Analysis: Portobello Market

This week, we were assigned to play and analyse another board game, we chose ‘Portobello Market’.

‘Portobello Market’ is a two to four player strategy game. The goal of the game is to have your market stalls placed in the most profitable places as possible. This goal is achieved by placing market stalls in alleyways visited by as wealthy people as possible. The game ends at the end of the round the first player places her final stall.
Core Mechanics
The player verbs are; chosing […]

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Program: Graphics

Board Game Analysis: Portobello Market

This week, we were assigned to play and analyse another board game, we chose ‘Portobello Market’.

‘Portobello Market’ is a two to four player strategy game. The goal of the game is to have your market stalls placed in the most profitable places as possible. This goal is achieved by placing market stalls in alleyways visited by as wealthy people as possible. The game ends at the end of the round the first player places her final stall.
Core Mechanics
The player verbs are; chosing […]

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Program: Graphics

Modeling Medieval Item

Last week we made a trip to the museum, to sap some photos of an item that we would like to model for our next assignment.

I was a little bit disappointed with the visit. I had expected to find some interesting pieces of medieval armor and weaponry. However, there were barley any weapons, and but a few helmets, way to simple to make a good modeling task. After searching the museum for a few hours, I […]

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Program: Graphics

Modeling Medieval Item

Last week we made a trip to the museum, to sap some photos of an item that we would like to model for our next assignment.

I was a little bit disappointed with the visit. I had expected to find some interesting pieces of medieval armor and weaponry. However, there were barley any weapons, and but a few helmets, way to simple to make a good modeling task. After searching the museum for a few hours, I […]

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Program: Graphics

Modeling Medieval Item

Last week we made a trip to the museum, to sap some photos of an item that we would like to model for our next assignment.

I was a little bit disappointed with the visit. I had expected to find some interesting pieces of medieval armor and weaponry. However, there were barley any weapons, and but a few helmets, way to simple to make a good modeling task. After searching the museum for a few hours, I […]

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Program: Graphics

Modeling Medieval Item

Last week we made a trip to the museum, to sap some photos of an item that we would like to model for our next assignment.

I was a little bit disappointed with the visit. I had expected to find some interesting pieces of medieval armor and weaponry. However, there were barley any weapons, and but a few helmets, way to simple to make a good modeling task. After searching the museum for a few hours, I […]

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Program: Graphics

Optimizing Crates

In this post, I’ll go through the optimization done by my group members, on the crates I modeled some time ago.
Post Apocalyptic Crate
Before
After: Improved edge flow, n-gons removed.
Andreas Calmius was tasked with optimizing one of my crates. He pointed out that the by far worst problem with the crate, was that I had decided to make it half open. one half of the lid was attached to the crate, while the other revealed an opening into the crate, […]

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Program: Graphics

Optimizing Crates

In this post, I’ll go through the optimization done by my group members, on the crates I modeled some time ago.
Post Apocalyptic Crate
Before
After: Improved edge flow, n-gons removed.
Andreas Calmius was tasked with optimizing one of my crates. He pointed out that the by far worst problem with the crate, was that I had decided to make it half open. one half of the lid was attached to the crate, while the other revealed an opening into the crate, […]

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Program: Graphics

Optimizing Crates

In this post, I’ll go through the optimization done by my group members, on the crates I modeled some time ago.
Post Apocalyptic Crate
Before
After: Improved edge flow, n-gons removed.
Andreas Calmius was tasked with optimizing one of my crates. He pointed out that the by far worst problem with the crate, was that I had decided to make it half open. one half of the lid was attached to the crate, while the other revealed an opening into the crate, […]

/ Comments Off on Optimizing Crates
Program: Graphics

Optimizing Crates

In this post, I’ll go through the optimization done by my group members, on the crates I modeled some time ago.
Post Apocalyptic Crate
Before
After: Improved edge flow, n-gons removed.
Andreas Calmius was tasked with optimizing one of my crates. He pointed out that the by far worst problem with the crate, was that I had decided to make it half open. one half of the lid was attached to the crate, while the other revealed an opening into the crate, […]

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Program: Graphics

Crates of the Third Dimension

For our lates 3D assignment we’ve been tasked with modelling crates with different themes.


Post-Apocalyptic “Crate”
What I find typical for the post-apocalyptic theme is the worn, torn, and overused look. Since there would be no manufacturing of new items, many objects a player would come across would be worn from being used many times before. And of course, everything would suffer from the elements, so steel and iron would be rusted from rain, painted objects would be bleached from sun.

Fallout […]

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Program: Graphics

Crates of the Third Dimension

For our lates 3D assignment we’ve been tasked with modelling crates with different themes.


Post-Apocalyptic “Crate”
What I find typical for the post-apocalyptic theme is the worn, torn, and overused look. Since there would be no manufacturing of new items, many objects a player would come across would be worn from being used many times before. And of course, everything would suffer from the elements, so steel and iron would be rusted from rain, painted objects would be bleached from sun.

Fallout […]

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Program: Graphics

Crates of the Third Dimension

For our lates 3D assignment we’ve been tasked with modelling crates with different themes.


Post-Apocalyptic “Crate”
What I find typical for the post-apocalyptic theme is the worn, torn, and overused look. Since there would be no manufacturing of new items, many objects a player would come across would be worn from being used many times before. And of course, everything would suffer from the elements, so steel and iron would be rusted from rain, painted objects would be bleached from sun.

Fallout […]

/ Comments Off on Crates of the Third Dimension
Program: Graphics

Crates of the Third Dimension

For our lates 3D assignment we’ve been tasked with modelling crates with different themes.


Post-Apocalyptic “Crate”
What I find typical for the post-apocalyptic theme is the worn, torn, and overused look. Since there would be no manufacturing of new items, many objects a player would come across would be worn from being used many times before. And of course, everything would suffer from the elements, so steel and iron would be rusted from rain, painted objects would be bleached from sun.

Fallout […]

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Program: Graphics