EDUCATIONAL PROJECT
EDUCATIONAL PROJECT.:
Game production with Blender 3D finished in 2012.:
Project carried out for the master's degree in Biomedical Engineering.
Target audience: Children with ADHD (Attention Deficit/Hyperactivity Disorder).
Modeling[Characters and Scenarios].:
I modeled the game in blender, the scenario was developed in an open environment[Prioritize the visualization of the environment, the freedom of play and the presentation of all the effects available in the game], the skybox was positioned in order to simulate an infinite environment, the characters had animation, however, they did not move from the position and the main player in first person[View control].
Texturing.:
Technique used to texture the scenery: Splatting.:
3 images (e.g. Earth and Grass + another to control the influence of the features between the images).
GLSL.
Color Map e Normal Map.
Animation.:
For the animation, I used slow-in and slow-out.
The characters were animated through the armature, caps, and IPO curves.
Programming.:
Python programming.
SCA Method (Logical Blocks of Programming).
Softwares.:
Blender.
Photoshop.
Corel Draw.
Game production with Blender 3D finished in 2016.:
Project carried out for the PhD in Biomedical Engineering.
Target audience: Children with ADHD (Attention Deficit/Hyperactivity Disorder).
Modeling[Characters and Backgrounds].:
For the modeling of the scenarios, I chose to develop it indoors to facilitate the process of positioning objects and better control the processing of the game. In a closed environment as well, interactions were better controlled, as well as the player's focus on the implemented activity.
The characters were developed using Blender/Maya, applying the retopology via Topogun and the creation of UV maps via UV-Layout.
Texturing.:
Technique used in the texturing of the characters and scenarios: Sub-UV.
Sharing texturing coordinates (Mapping) in a single image.
UV-Layout.
GLSL.
Color Map, Normal Map e Ambient Occlusion.
xNormal, ShaderMap Pro, Photoshop, Illustrator e Quixel Suite.
Animation.:
For the animation, I used slow-in and slow-out.
The characters were animated through the armature, caps, and IPO curves.
Programation.:
Programming in Python language.
SCA method.
Softwares.:
Blender.
Maya.
Photoshop.
Corel Draw.
Illustrator.
xNormal.
ShaderMap Pro.
Quixel Suite.
UV Layout.
Topogun.
Production of a game to aid physical activities of people with hypertension.
Project carried out for the master's degree in Biomedical Engineering.
Target audience: Patients with hypertension.
Computational part developed.:
Modelling.:
For the modeling I used basic techniques of looping vertices, edges and faces (Edge loopping).
Texturing.:
Technique used in the texturing of the characters and scenarios: Sub-UV.
Sharing texturing coordinates (Mapping) in a single image.
UV-Layout.:
GLSL.
Color Map, Normal Map e Ambient Occlusion.
xNormal, ShaderMap Pro, Photoshop, Illustrator e Quixel Suite.
Animation.:
The animation of this game was carried out through the pose-to-pose scheme.
! In this project I worked only as a software developer. The embedded system (Hardware) developed to run it was produced by the primary author of the project.
Softwares.:
Blender.
Photoshop.
Production of ductal cancer cell growth simulator in situ.:
Computational part developed.:
Modelling.:
For the modeling I used basic techniques of looping vertices, edges and faces (Edge loopping).
Texturing.:
Technique used to texture the scenery: Splatting.:
3 images (e.g. Earth and Grass + another to control the influence of the features between the images).
GLSL.
Color Map e Normal Map.
Animation.:
The animation of this game was carried out through the pose-to-pose scheme.
! In this project I worked only as a simulator developer. The mathematical model and its explanation are left to the primary author.
Softwares.:
Blender.
Photoshop.