#modellng
Explore tagged Tumblr posts
Text
hot chocolate i made on blender with my boyfriend ^^
17 notes
·
View notes
Text
cel shaded ice i made for fun
6 notes
·
View notes
Photo

Morgana I told you yo stop looking at Ann’s modellng pics you got the room all dirty again
4 notes
·
View notes
Photo
low poly modellng of a confectionary city! and some concept art
its mostly a concept art for a racing game
1 note
·
View note
Photo

Thing 90
Some isometric voxel art I’m working on. Modellng done in magicavoxel, rendered in Cinema 4D.
1 note
·
View note
Link
Willis Towers Watson announces Q1 2021 financial results Net income for Q1 2021 was $736 million, or 28.4% of revenue, up from net income of $313 million, or 12.7% of revenue for the prior year first quarter. Adjusted EBITDA for the quarter was $730 million, an increase from adjusted EBITDA of $680 million in Q1 2020. WTW noted that the first quarter is seasonally strong due to the renewal periods for some lines of business. It has been a busy time for the global insurance business which saw the completion of the transaction offloading its majority-owned subsidiary Miller. Diluted earnings per share for the period were $5.63 for the quarter, up 140% over prior year, while adjusted diluted earnings per share were up 9% over prior year at $3.64 for the quarter. Commenting on the impact of COVID-19, WTW noted that the crisis continues to affect its business and its financial position will depend on future developments, such as the severity and scope of the pandemic and the measures imposed by governmental authorities. “We continue to expect that the COVID-19 pandemic will negatively impact our revenue and operating results for 2021,” WTW stated in its trading statement. “During 2020 and through the first quarter of 2021, the COVID-19 pandemic had a negative impact on revenue growth, particularly in our businesses that are discretionary in nature, but otherwise it generally did not have a material impact on our overall results.” In light of these considerations, the company will continue to consider the impact of COVID on its business as appropriate, taking into account its business resilience and continuity plans, financial modellng and stress testing of liquidity and financial resources. WTW’s corporate risk & broking segment saw its revenue increase by 10% (5% increase constant currency and 5% increase organic) to $810 million during the period, compared to $739 million for Q1 2020. On an organic basis, international and Great Britain led the segment with new business generation primarily in natural resources and Finex insurance lines. North American revenue also grew although overall revenue growth was partially offset by a decline in Western Europe. Its investment, risk & reinsurance segments saw revenues decrease 2% (5% decrease constant currency and 4% increase organic) to $605 million, from $615 million for Q1 2020. On an organic basis, most lines of business contributed to the growth. Reinsurance growth was driven by new business wins and favorable renewal factors. The segment had an operating margin of 47.9%, as compared to 45.1% for the prior-year first quarter. Commenting on the results, John Haley, Willis Towers Watson’s CEO, noted that the company had an encouraging start to the year with these strong results and he was proud of its financial performance. “We delivered revenue growth, meaningful margin expansion and strong earnings-per-share growth,” he said. “Our results reflect both increased demand for our solutions, as well as our sustained focus on profitable growth. We continue to build on our solid foundation and believe we are well-positioned to continue driving value for all our stakeholders. As always, I would like to thank all of our colleagues for their tremendous efforts this past quarter in support of our clients and each other.” Source link Orbem News #announces #Financial #Results #Towers #Watson #Willis
0 notes
Text
dec 2019
( #01 ) nov monthly activity
+5 singing && +5 modeling && +5 performance && +5 korean
( #02 ) dec monthly sns
+2 modeling && +1 notoriety
( #03 ) lgc side event #2 hell week secret rewards
+5 dance && +5 singing && +2 notoriety
( #04 ) lgc future dreams #2
+5 performance && +5 dance && +5 singing && +5 modellng && +14 notoriety
( #05 ) lgc isac 2019
+5 performance && +8 hosting && +3 modellng && +4 notoriety
TOTAL gained in the month !! 68 points && 21 notoriety
( +15 ) singing
( +10 ) dance
( +15 ) performance
( +8 ) hosting
( +15 ) modeling
( +5 ) korean
( +21 ) notoriety
0 notes
Photo
My First Attempt at Character Animation
0 notes
Text
Project Evaluation + Reflection – 1500 Words
For this project we have been assigned to groups of four and were given the freedom to create any game we desired in the span of six weeks. Without a structure to base our game from, we began researching into multiple genres that all of us would enjoy producing. From a process of elimination, we came across the decision to create a comedy, fantasy role playing game which everyone had high hopes for. David then proposed the idea to base the game from a comedy show, Blackadder, however with a little twist; the characters will be portrayed as animals instead of humans. With no other ideas or objections, we agreed on the suggestion.
Split into different roles, I was selected the role of environment artist. However, the prop artist of our team is frequently absent, therefore I switched into prop artist and the whole team evenly distributed the environment artist’s work. The reason I took the role of prop artist instead of sharing the work amongst each other was because that we required a lot of props in our game which is also the main priority in gameplay. By taking charge of the props, it will be completed on schedule. The environment assets are not as important, as its main role is to make the game aesthetically pleasing. This will enable us to be on top of the environment artist’s work if he does not complete the assignments on time. As a result it has been proven really effective as the only work we received from that individual was a barrel without texture.
During the first two weeks of the project I noticed that other projects have been interfering with the schedule we had planned which dragged me behind on the character modelling. It was really difficult to keep on track of the planner, this mostly due to the fact that stylising characters is complicated. I did not expect that creating my own version of characters would require so much thought and adjusting. And since most of my models revolved around characters, it took me a long time to complete them. Although the modelling was the biggest factor of difficulty, the UV and texturing was pretty straight forward and did not cause any problems. For the characters, I used mainly flat colours and hand painted some clothing and details using the brush tool on substance painter. I also left out the arms, legs and eyes as they will be animated in Unreal Engine for a more entertaining effect. After finishing ten character models I noticed that I was incredibly behind schedule and had to scrap the hedgehog and weasel characters. The other team members did not object with this as they were also behind therefore it was the best option to get everyone back on track as it also removes implementing the dialog and interactions for those characters.
Having fewer models to do, I slowly caught up to the plan and finished all of my character models by week 4 andallowed me to move on to the next stage; props and environment. Unlike the character modellng, the props or environment assets does not need to be stylised. They can be based off existing props and shapes from games. I found that making these assets were a lot simpler than animals from my own creation and was able to speed through them. However, the schedule was altered by removing a few models. This lead to me doing; a tree, platform, wall, crate, closed barrel, open barrel and title screen instead of the other in game assets. Reassigning these tasks allowed me to follow up on things that needed to be produced of the highest of priority to grant the game the necessary assets for gameplay.
Throughout the whole project, I have stumbled upon many difficulties and challenges. One of which was the character modelling. It has been the most time consuming models to create as well as texture. However, I have enjoyed creating them as it shows off my style and my artistic flare. Hand painting these textures was very different than just throwing a material onto substance painter. It enabled me to customise the animals with my unique ideas and getup. I am very proud with the results of the final models, especially the badger and boar. I believe that they turned out the most promising and were exactly how I pictured them to be like. If I were to improve the character models, I would most likely be changing the queen squirrel mainly because of the texturing rather than the model itself. It was unfortunate that we had to discard some of the potential characters in the game as a result in lack of time, but I do believe that it was the best option for our current position we was in. In future, I would pay more attention to time management as it has shown to be our major downfall for this project. Since we have implemented comedy in the game, I had fun with modelling some bizarre characters such as a genuine electronic mouse rather than the animal. Although it was a simple model to produce, I enjoyed the comedy aspect of the model and how it appears in the game.
Following the character assets I also took pleasure in constructing the prop assets. They were very straightforward to produce due to the simple shapes. For the barrels and crates, I inserted a wooden texture from substance painter and then edited it to remove the seams from the texture and decorated them to look stylised. For the crate I added a black outline around the edges so it looks stylised rather than realistic as this was our approach to the theme. Similar to the crates and barrel, I applied a concrete texture to the wall model, and stylised it by drawing outlines where the bricks would appear on the model. The end results were pretty pleasing and I did not have any problems other than a small stretch on the wall’s UV when wrapped; however, I could not find a solution but it didn’t affect the quality of the model therefore it was not a big crisis. One thing I would have liked to have done if I had the chance is to learn and add animations to the assets in addition to characters.
On the other hand, I included an animation for the title page. This consists of just over a hundred frames of the main character, the fox, strolling through the forest. The scenes were copied and pasted with the silhouette moving in frames across the screen. It is a start to animation and test piece given that I have no experience with animation whatsoever. Visually, it was aesthetically pleasing and comprehensible.
Overall, the project was a success. We have functioning gameplay and we stuck towards the planner. As a modeller for this project, not many problems occurred on my side. This was probably because of how simple the models were as they were not required to be very detailed. This meant that emission or transparency was rarely used. But in the final outcome, it has proven to be aesthetically pleasing and blended well into the game. If I were given the opportunity to improve it for another project, I would like to have focused more on the props rather than characters. I noticed that the characters were more high quality than the scenery and environment, which ever so slightly distorted the way the game blends. Therefore with an even quality of props and characters, it will merge cohesively in the game’s visuals.
0 notes
Photo

2 notes
·
View notes