This document provides a design pack for creating a 3D medieval town environment that includes assets for modeling various structures and objects. It lists assets like houses, churches, gravesites, walls, and barricades. For each asset, it specifies a texture that will be used to cover the 3D model in order to achieve the desired medieval aesthetic and level of deterioration from corruption spreading in the town. The document aims to plan out the key components and designs for a coherent 3D environment simulation.
This document provides assets and textures that will be used to model a 3D medieval town environment that has been affected by corruption. It includes a list of assets to be modeled such as houses, churches, gravesites etc. For each asset, a texture is chosen to apply to the 3D model to achieve a realistic medieval style. Background for each asset explains why it is included in the town design. The document aims to fully cover the medieval town and explain how corruption has impacted and ruined many of the structures and occupied areas.
This document contains a list of assets that can be used to design a 3D medieval town environment. It includes items like a tavern, house, tree, church, graveyard, library, tent, campfire, bench, fence, fountain, wall, tower, gatehouse, gate, rubble, and wooden barricade. For each asset, a brief description is provided about how it will be used in the environment and why a particular texture was chosen. Reference images are also included to illustrate each asset.
2012 Ba (Hons) Bl & Cm Employer BrochureLucyHatt
This document describes the BA (Hons) Corporate Management program which provides companies with direct access to capable students within a supported learning framework. The 3-year program incorporates a 2-year paid position at a company while students attend intensive study blocks. This blends academic development with work experience, allowing students to contribute while gaining support. The program replaces graduate schemes and enhances talent pipelines for companies without programs. Students work full-time years 2-3 while studying and attending 2-week campus periods to contextualize learning. Modules support in-company learning areas like managing people, innovation, and strategy.
This document provides biographical information about Arne Pedersen and summarizes his book "Lead with Intent". Pedersen is a former Army officer who served in the Persian Gulf War and later worked in corporate management. He founded a leadership training company and authored "Lead with Intent", which shares lessons on leadership drawn from his military and business experiences. The document outlines some of Pedersen's leadership philosophies and styles discussed in the book.
The document outlines the responsibilities and procedures for managing a command's Career Development Program (CDP). It discusses the Career Counselor Coordinator's (CCC) primary responsibilities in overseeing the CDP, ensuring all sailors have career development opportunities. It also covers establishing an effective CDP, organizing the CCC office, creating an annual budget, tracking retention statistics, and using reference publications to effectively manage the CDP.
Career Development. its about you identifying your potentials and developing them no matter the circumstances.
its best to do want you love doing best so that you can working hours in your lifetime than feel miserable doing something you don't like for about twenty years.
believe in yourself and don't let any thing discourage you.
The document discusses the five steps of career planning: 1) self-assessment to understand your interests, personality, and skills, 2) exploring work and career options, 3) narrowing your options to 3-5 choices, 4) deciding on the best option by considering your ideal job and qualifications, and 5) setting a specific, measurable career goal. It also identifies barriers to goals like negative self-image and outlines tips for preparing for successes and setbacks in your career like maintaining a resume and building professional network.
This document provides assets and textures that will be used to model a 3D medieval town environment that has been affected by corruption. It includes a list of assets to be modeled such as houses, churches, gravesites etc. For each asset, a texture is chosen to apply to the 3D model to achieve a realistic medieval style. Background for each asset explains why it is included in the town design. The document aims to fully cover the medieval town and explain how corruption has impacted and ruined many of the structures and occupied areas.
This document contains a list of assets that can be used to design a 3D medieval town environment. It includes items like a tavern, house, tree, church, graveyard, library, tent, campfire, bench, fence, fountain, wall, tower, gatehouse, gate, rubble, and wooden barricade. For each asset, a brief description is provided about how it will be used in the environment and why a particular texture was chosen. Reference images are also included to illustrate each asset.
2012 Ba (Hons) Bl & Cm Employer BrochureLucyHatt
This document describes the BA (Hons) Corporate Management program which provides companies with direct access to capable students within a supported learning framework. The 3-year program incorporates a 2-year paid position at a company while students attend intensive study blocks. This blends academic development with work experience, allowing students to contribute while gaining support. The program replaces graduate schemes and enhances talent pipelines for companies without programs. Students work full-time years 2-3 while studying and attending 2-week campus periods to contextualize learning. Modules support in-company learning areas like managing people, innovation, and strategy.
This document provides biographical information about Arne Pedersen and summarizes his book "Lead with Intent". Pedersen is a former Army officer who served in the Persian Gulf War and later worked in corporate management. He founded a leadership training company and authored "Lead with Intent", which shares lessons on leadership drawn from his military and business experiences. The document outlines some of Pedersen's leadership philosophies and styles discussed in the book.
The document outlines the responsibilities and procedures for managing a command's Career Development Program (CDP). It discusses the Career Counselor Coordinator's (CCC) primary responsibilities in overseeing the CDP, ensuring all sailors have career development opportunities. It also covers establishing an effective CDP, organizing the CCC office, creating an annual budget, tracking retention statistics, and using reference publications to effectively manage the CDP.
Career Development. its about you identifying your potentials and developing them no matter the circumstances.
its best to do want you love doing best so that you can working hours in your lifetime than feel miserable doing something you don't like for about twenty years.
believe in yourself and don't let any thing discourage you.
The document discusses the five steps of career planning: 1) self-assessment to understand your interests, personality, and skills, 2) exploring work and career options, 3) narrowing your options to 3-5 choices, 4) deciding on the best option by considering your ideal job and qualifications, and 5) setting a specific, measurable career goal. It also identifies barriers to goals like negative self-image and outlines tips for preparing for successes and setbacks in your career like maintaining a resume and building professional network.
This document outlines the creator's design plan for creating a 3D medieval environment containing various assets like a castle, wall, tower, temple, garden, market, tavern and huts. Texture choices are described for each asset to convey realism and visual interest. The castle will contain Roman-inspired houses around a courtyard. The temple will feature Greek-style pillars and a central statue. The tavern and market will include interior details. Huts will be simple structures for civilians.
This document provides details on the design of 3D environment assets for a medieval castle and town. It includes a list of basic assets like a castle, wall, tower, temple, garden, market, tavern and huts. Details are given on the design of the wall, towers, castle, temple, tavern, market and huts. Texture choices are described to match the material and style of each asset.
Tristan Procida Designing for Laser Cutting and 3D Printing.pptxTristan96
This document summarizes a student's design project to create a bridge and pier support using laser cutting and 3D printing. The bridge must span 200mm and support 1kg, assembled without glue from a single 400x200mm wood sheet. The student designed a truss bridge inspired by the Sydney Harbour Bridge. Simulations showed it could support the required load. For the pier support, the student optimized an existing design through filleting and simulations to reduce material while supporting 5kg. Both projects developed the student's problem-solving and design skills.
The document discusses environment art choices for a medieval pixelated game. It includes 6 images chosen for inspiration: 1) a deserted city to inspire game environments, 2) a wooded area for a forest scene, 3) a darker wooded area fitting the desired style, 4) a rural medieval town to showcase a pixelated interpretation, 5) pixelated medieval artwork as the goal, and 6) a town with varied structures for level design ideas. Additional references are included in a bibliography for further mood board inspiration.
The document discusses several pieces of environment art that could provide inspiration for designing pixelated medieval-themed environments in GameMaker. The art includes deserted cities, wooded areas, darker forests, rural medieval towns, and structures within towns. Referencing this variety of environment art will help develop several unique pieces of pixelated medieval artwork for a game.
The document discusses several pieces of environment art that could provide inspiration for designing pixelated medieval-themed environments in GameMaker. The art includes deserted cities, wooded areas, darker forests, rural medieval towns, and structures within towns. Referencing this variety of environment art will help develop several unique pieces of pixelated medieval artwork for a game.
The document summarizes an animation assignment where the student created 3 animation sequences of a character doing actions like walking and fighting. While the quality could be improved and the original intentions were more complex, the student is pleased with the results given the short deadline and their lack of animation experience. They believe their production skills and time management were consistent through the project, and they received positive feedback from their target audience through a questionnaire. Overall the student evaluated their work positively while noting areas like animation skills and planning that could be improved if they did the project again.
The document discusses different types of production briefs that could be used for creating media products for clients. It provides examples of briefs for competitions, including briefs for creating games for Armor Games, games for Steam Greenlight, and games for reviews on IGN. For each competition example, it outlines the client, required product, timescale, target audience, legal/ethical considerations, and constraints. The document serves to illustrate how production briefs provide guidance and set expectations for creating media products for different clients and platforms.
This production diary details the progress of a student over several weeks as they worked to complete animations for their major project. Over the course of multiple entries, the student researched examples, developed storyboards, textured 3D models, added skeletons to models, animated sequences in Layout, tweaked and rendered the final animations, and uploaded them to YouTube and their blog. Their plan for each following week was to continue working towards completing and polishing the animations.
This production diary details the progress of a student over several weeks as they worked to complete animations for their final major project. In the first week, the student began research on 3D gameplay animations and assets for inspiration. The next week's plan was to finish research and ideas generation to move onto storyboarding. Subsequent weeks were spent texturing models, completing storyboards, adding skeletons to models, animating sequences in Layout, tweaking and rendering the final animations, and uploading them to a blog and YouTube to review. The final week's plan was to complete the review and make any necessary improvements.
This document contains a production diary for a 3D animation project. It summarizes the progress made each week from April to June, including research, storyboarding, modeling, texturing, rigging, and animation. The student's plan for the following week is also provided each time, with the goal of completing all animation sequences and rendering the final product by mid-June.
This document contains a student's production diary for their major project creating 3D animations. Over the course of several months, the student researched examples, developed storyboards, textured 3D models, added skeletons to models, animated sequences in Layout, tweaked the animations, and planned to render and present the finished animations on their blog along with a review. Their plans for upcoming weeks involved continuing, tweaking, and completing the various animation production stages.
This document contains a list of print media references from magazine articles about video games such as Splatoon, Bloodborne, and Avengers. It includes the magazine title, publication date, article title, author name, and page numbers for articles discussing games like Witcher 3, Dawn of Titans, Bloodborne, Swords & Shields II, Bravely Second, and studio profiles from Edge magazine issues in May 2015 and April 2015. It also lists Empire magazine articles from March 2015 that reference Avengers and include pages about Captain America and Thor.
The document provides an evaluation of the author's final major project (FMP) which involved creating different types of art, including character art, environment art, and sprite art with a medieval theme. The author discusses their process, including doing research to help with character designs, experimenting with colors, and creating pieces with varying levels of technical skill. They also reflect on improving quality, meeting deadlines through time management, and receiving positive feedback from their target audience through a survey. Overall, the author believes they successfully completed the FMP while developing their production skills and creating a consistent body of work to a high standard.
The document provides an evaluation of the author's final major project (FMP) involving the creation of various art pieces within deadlines. It discusses the character, environment, and sprite art created for a medieval-themed game. The author believes they successfully managed their time and improved their production skills over the course of completing independently planned stages of pre-production, production, and post-production. Feedback on the target audience's response to the created art was also positive.
The document provides an evaluation of the author's final major project (FMP) involving the creation of various art pieces within deadlines. The FMP included character art, environment art, and sprite art with a medieval theme. Through completing the project, the author believes their production skills and ability to manage time improved. Originally the project was intended to be a group effort developing a game, but was changed to an individual art-focused project. Feedback from surveys on the art was mostly positive.
The document evaluates the author's final major project (FMP) involving creating different types of art within a given deadline. The FMP included character art, environment art, and sprite art with a medieval theme. The author believes they successfully managed the project through planning and keeping track of progress. While some pieces could be improved, the author is overall pleased with the quality and variety of art created within the constraints of the FMP.
The document contains 4 character sketches inspired by fantasy games and films. The first sketch is based on Templar armor from Dragon Age II but with original design elements. The second sketch has unrealistic proportions but appealing armor design. The third sketch interprets a Gondorian soldier from Lord of the Rings with tweaks to boots and leg armor. The final sketch adds background and features Roman-themed chest plate and helmet designs.
The document describes three pieces of concept art created for an environment and character in a game. The environment art uses a dark color palette with some light blue for the sky and orange for fires. The character art depicts a gladiator-themed figure with a single armored arm and collar attached to armor surrounding the neck. The sprite art removes the helmet and changes the armor to a darker tone.
In his final pieces of concept and environment art, the artist used a darker color palette with some light blue for the sky and orange for fires. For his final character art, he created a gladiator-themed character with a single fully armored arm like Roman gladiators. For the final sprite art, he removed the character's helmet, added a collar attached to the armor surrounding the neck, and changed the armor to a much darker tone.
Final major project production diary lewis bradyLewisB2013
This document contains the production diary of a student working on their final major project for a creative media course. It consists of 15 weekly updates spanning from January to June, with each update providing a summary of work completed that week and a plan for the following week. The student's work included creating concept art, sketches, and presentations for a video game they were designing. Their plans generally involved continuing to create and refine concept art, presentations, and other materials for their project.
Final major project production diary lewis bradyLewisB2013
This document contains the production diary of a student working on their final major project for a creative media course. It consists of 15 weekly updates spanning from January to June. Each update summarizes the work completed in the past week and outlines plans for the following week, which generally involve continuing concept art sketches for characters, weapons, and environments for a video game project. Contingency plans are also mentioned in case of delays or issues arising.
This document outlines the creator's design plan for creating a 3D medieval environment containing various assets like a castle, wall, tower, temple, garden, market, tavern and huts. Texture choices are described for each asset to convey realism and visual interest. The castle will contain Roman-inspired houses around a courtyard. The temple will feature Greek-style pillars and a central statue. The tavern and market will include interior details. Huts will be simple structures for civilians.
This document provides details on the design of 3D environment assets for a medieval castle and town. It includes a list of basic assets like a castle, wall, tower, temple, garden, market, tavern and huts. Details are given on the design of the wall, towers, castle, temple, tavern, market and huts. Texture choices are described to match the material and style of each asset.
Tristan Procida Designing for Laser Cutting and 3D Printing.pptxTristan96
This document summarizes a student's design project to create a bridge and pier support using laser cutting and 3D printing. The bridge must span 200mm and support 1kg, assembled without glue from a single 400x200mm wood sheet. The student designed a truss bridge inspired by the Sydney Harbour Bridge. Simulations showed it could support the required load. For the pier support, the student optimized an existing design through filleting and simulations to reduce material while supporting 5kg. Both projects developed the student's problem-solving and design skills.
The document discusses environment art choices for a medieval pixelated game. It includes 6 images chosen for inspiration: 1) a deserted city to inspire game environments, 2) a wooded area for a forest scene, 3) a darker wooded area fitting the desired style, 4) a rural medieval town to showcase a pixelated interpretation, 5) pixelated medieval artwork as the goal, and 6) a town with varied structures for level design ideas. Additional references are included in a bibliography for further mood board inspiration.
The document discusses several pieces of environment art that could provide inspiration for designing pixelated medieval-themed environments in GameMaker. The art includes deserted cities, wooded areas, darker forests, rural medieval towns, and structures within towns. Referencing this variety of environment art will help develop several unique pieces of pixelated medieval artwork for a game.
The document discusses several pieces of environment art that could provide inspiration for designing pixelated medieval-themed environments in GameMaker. The art includes deserted cities, wooded areas, darker forests, rural medieval towns, and structures within towns. Referencing this variety of environment art will help develop several unique pieces of pixelated medieval artwork for a game.
The document summarizes an animation assignment where the student created 3 animation sequences of a character doing actions like walking and fighting. While the quality could be improved and the original intentions were more complex, the student is pleased with the results given the short deadline and their lack of animation experience. They believe their production skills and time management were consistent through the project, and they received positive feedback from their target audience through a questionnaire. Overall the student evaluated their work positively while noting areas like animation skills and planning that could be improved if they did the project again.
The document discusses different types of production briefs that could be used for creating media products for clients. It provides examples of briefs for competitions, including briefs for creating games for Armor Games, games for Steam Greenlight, and games for reviews on IGN. For each competition example, it outlines the client, required product, timescale, target audience, legal/ethical considerations, and constraints. The document serves to illustrate how production briefs provide guidance and set expectations for creating media products for different clients and platforms.
This production diary details the progress of a student over several weeks as they worked to complete animations for their major project. Over the course of multiple entries, the student researched examples, developed storyboards, textured 3D models, added skeletons to models, animated sequences in Layout, tweaked and rendered the final animations, and uploaded them to YouTube and their blog. Their plan for each following week was to continue working towards completing and polishing the animations.
This production diary details the progress of a student over several weeks as they worked to complete animations for their final major project. In the first week, the student began research on 3D gameplay animations and assets for inspiration. The next week's plan was to finish research and ideas generation to move onto storyboarding. Subsequent weeks were spent texturing models, completing storyboards, adding skeletons to models, animating sequences in Layout, tweaking and rendering the final animations, and uploading them to a blog and YouTube to review. The final week's plan was to complete the review and make any necessary improvements.
This document contains a production diary for a 3D animation project. It summarizes the progress made each week from April to June, including research, storyboarding, modeling, texturing, rigging, and animation. The student's plan for the following week is also provided each time, with the goal of completing all animation sequences and rendering the final product by mid-June.
This document contains a student's production diary for their major project creating 3D animations. Over the course of several months, the student researched examples, developed storyboards, textured 3D models, added skeletons to models, animated sequences in Layout, tweaked the animations, and planned to render and present the finished animations on their blog along with a review. Their plans for upcoming weeks involved continuing, tweaking, and completing the various animation production stages.
This document contains a list of print media references from magazine articles about video games such as Splatoon, Bloodborne, and Avengers. It includes the magazine title, publication date, article title, author name, and page numbers for articles discussing games like Witcher 3, Dawn of Titans, Bloodborne, Swords & Shields II, Bravely Second, and studio profiles from Edge magazine issues in May 2015 and April 2015. It also lists Empire magazine articles from March 2015 that reference Avengers and include pages about Captain America and Thor.
The document provides an evaluation of the author's final major project (FMP) which involved creating different types of art, including character art, environment art, and sprite art with a medieval theme. The author discusses their process, including doing research to help with character designs, experimenting with colors, and creating pieces with varying levels of technical skill. They also reflect on improving quality, meeting deadlines through time management, and receiving positive feedback from their target audience through a survey. Overall, the author believes they successfully completed the FMP while developing their production skills and creating a consistent body of work to a high standard.
The document provides an evaluation of the author's final major project (FMP) involving the creation of various art pieces within deadlines. It discusses the character, environment, and sprite art created for a medieval-themed game. The author believes they successfully managed their time and improved their production skills over the course of completing independently planned stages of pre-production, production, and post-production. Feedback on the target audience's response to the created art was also positive.
The document provides an evaluation of the author's final major project (FMP) involving the creation of various art pieces within deadlines. The FMP included character art, environment art, and sprite art with a medieval theme. Through completing the project, the author believes their production skills and ability to manage time improved. Originally the project was intended to be a group effort developing a game, but was changed to an individual art-focused project. Feedback from surveys on the art was mostly positive.
The document evaluates the author's final major project (FMP) involving creating different types of art within a given deadline. The FMP included character art, environment art, and sprite art with a medieval theme. The author believes they successfully managed the project through planning and keeping track of progress. While some pieces could be improved, the author is overall pleased with the quality and variety of art created within the constraints of the FMP.
The document contains 4 character sketches inspired by fantasy games and films. The first sketch is based on Templar armor from Dragon Age II but with original design elements. The second sketch has unrealistic proportions but appealing armor design. The third sketch interprets a Gondorian soldier from Lord of the Rings with tweaks to boots and leg armor. The final sketch adds background and features Roman-themed chest plate and helmet designs.
The document describes three pieces of concept art created for an environment and character in a game. The environment art uses a dark color palette with some light blue for the sky and orange for fires. The character art depicts a gladiator-themed figure with a single armored arm and collar attached to armor surrounding the neck. The sprite art removes the helmet and changes the armor to a darker tone.
In his final pieces of concept and environment art, the artist used a darker color palette with some light blue for the sky and orange for fires. For his final character art, he created a gladiator-themed character with a single fully armored arm like Roman gladiators. For the final sprite art, he removed the character's helmet, added a collar attached to the armor surrounding the neck, and changed the armor to a much darker tone.
Final major project production diary lewis bradyLewisB2013
This document contains the production diary of a student working on their final major project for a creative media course. It consists of 15 weekly updates spanning from January to June, with each update providing a summary of work completed that week and a plan for the following week. The student's work included creating concept art, sketches, and presentations for a video game they were designing. Their plans generally involved continuing to create and refine concept art, presentations, and other materials for their project.
Final major project production diary lewis bradyLewisB2013
This document contains the production diary of a student working on their final major project for a creative media course. It consists of 15 weekly updates spanning from January to June. Each update summarizes the work completed in the past week and outlines plans for the following week, which generally involve continuing concept art sketches for characters, weapons, and environments for a video game project. Contingency plans are also mentioned in case of delays or issues arising.
The document provides an evaluation of an assignment to create various art pieces for a project with a deadline. It discusses creating character art, environment art, and sprite art with a medieval theme. Time management was key to complete all tasks on schedule. Overall, the creator believes they produced a consistent level and quantity of work while maintaining quality and managing their time efficiently.
The document describes the process of creating several sprite art pieces, including characters in armor, weapons, and a shield. For the first character, the artist primarily used gold and yellow colors with additional colors for accessories. The second character had a modified helmet and armor design with a different color scheme. Subsequent pieces included a sword with colored details and a shield with a colored illumination on the central gem.
The document describes 4 pieces of environment concept art. The first piece depicts a bridge over a river with a tower in the distance. The second piece features a castle and palace within a lighter color palette. The third design goes back to darker colors with brighter colors showing illumination from a cave and torches in a town. The fourth piece has a variety of dark and light colors with a blue tint to represent a cold environment.
The document describes 5 character sketches inspired by fantasy designs. The first sketch takes aspects from Dragon Age II's Templar armor. The second depicts a gladiator character with a single armored arm. The third has unrealistic proportions but appealing armor. The fourth interprets Gondorian soldiers from Peter Jackson's work with tweaks. The fifth adds background and depicts Roman-themed armor.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Article: https://pecb.com/article
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Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
4. I have chosen this this asset to
model because this will cover
large quantities of the medieval
town and will tell you why most
of town buildings are boarded up
and why most of the town is in
ruins.
I have chosen this purple crystal
texture because this will be the
effect the corruption has looking
like crystals which I think will
look distinct when exploring the
3D environment.
CORRUPTION
http://i53.photobucket.com/albums/g42/goldentickets/Purple-
Crystals404copy.png
5. I have chose this asset for my
environment because it will
cover small areas of the
medieval town mostly
surrounded by several houses
indicating that they were built to
occupy the inhabitants of the
medieval town
I chose the wood texture
because this will most likely be
used to go over my 3D model of
a Tavern.
TAVERN
http://fc09.deviantart.net/fs70/f/2010/345/f/3/old_tavern_by
_roomper-d34n4ey.jpg
6. I have chosen this asset
because it will be used to take
most of the medieval town as it
houses of the occupancies of
the people in the town, the
house I will design will be run
down from the effects of the
corruption spreading through
town.
I have chosen this type of wood
texture because the building will
be fully made by wood so the
textures have to match.
HOUSE
http://trystan.us/images/Art_Gallery/House/house_1.jpg
7. This asset I have chosen to
create is a tree these will only be
used in certain locations of the
town which will be next to the
church and the fenced-off area,
this is because all of the other
building take up most of the
space in the town.
I have chosen this type of texture
because it represents the texture
of wood before it is refined so it
will be effect when used for the
tree 3D models.
TREE
http://www.bristol-tree-surgeon.co.uk/wp-
content/uploads/2013/07/bristol-tree-surgeon-two.png
8. I have chosen this asset to
model because of the setting of
which I have chosen, in most
medieval towns there would be a
church of some description
within the settlement so I
thought it would be a good idea
to model a church for the
medieval town that I’ll be
creating.
This texture I have chosen is a
stone brick texture, I chose this
because the church will be made
to look like it was made out of
stone.
CHURCH
http://btckstorage.blob.core.windows.net/site378/Photos/Farringd
on%20Church%20web%20a.jpg
9. I have chosen this asset to model
because of there being a church
normally has an area close to it
with gravestones covering that
point, so I will model these and
scatter them across a fenced area
which will be known as the
graveyard.
I have chosen this texture
because most tombstone were
carved fully out in stone so I will
use that to add to my 3D model of
a gravestone.
GRAVEYARD (TOMBSTONES)
http://upload.wikimedia.org/wikipedia/commons/e/e5/All_Saints_Chu
rch,_Highweek_from_the_graveyard.jpg
10. I have chosen this asset to
model because I wanted my
medieval town to have a basic
library which will only cover a
small space next to the church,
the library will only be small so
it will consist of a few
bookshelves.
I chose this texture because the
library will be entirely made out
of wood so this texture will work
perfectly with the 3D model I am
designing.
LIBRARY
http://i.kinja-img.com/gawker-media/image/upload/s--plT_zfoI--
/anfleam2l0mh8yikqejw.jpg
11. TENT
http://www.medievalfantasiesco.com/Camping/WallTent2.jpg
I have chosen this asset to
model because the tents will
surround the first gatehouse
indicating that soldiers have set
up positions because of the
corruption spreading through the
town.
I chose the wool texture because
this will cover the entire 3D
model because the tent is mainly
a cotton sheet.
12. I chose this asset to design
because it will be in placed in
the centre of where all the tents
meet indicating that the tents
and barricades have been set for
quite some time which has
resulted in people building
campfires to stay warm.
I have chosen this stone texture
because the campfire will mainly
consist of stones so it makes
sense to use this type of texture
I picked.
CAMPFIRE
http://www.travelgatesweden.se/wp-
content/uploads/2013/10/Bushcraft-Campfire1.jpg
13. The asset I have chosen to create
the bench because I will place
this in the garden area of the
medieval town indicating this is
where people could sit and relax
in the gardens but not many will
be placed within the 3D
environment because I don’t want
it to overpopulate the garden
area.
I chose this wood texture because
I want to cover the whole model
of the bench as it is fully made
out of wood.
BENCH
http://www.mmarkley.com/4130-bench-resized.jpg
14. I have chosen this asset to
model because this model will
be used to fence off certain
areas like the gardens and the
graveyard which will be inside
the medieval town.
The surface I have chosen is a
worn iron texture which will be
used to fully texture the fences
surrounding certain areas in the
town.
FENCE
https://hududborders.files.wordpress.com/2012/05/img_11102.j
pg
15. I have chosen this fencepost to
model because this will be used
to determine when the fences
formation changes it direction,
so weather it turns an angle but
there will only be a few a placed
because the fenced off areas
wont be too intricate.
The chosen texture will be the
same as the fence texture which
will be the iron texture, I chose
it because most fences that
designed in medieval times were
mainly made out iron or other
raw metals.
FENCEPOST
http://farm5.static.flickr.com/4029
/5140249649_de7610ebfc_m.jpg
16. The asset I have decided to
design is a statue, I have
chosen this because it will be
placed in the town centre
facing the gates of the town,
this will determine that it is the
main meeting point of the town.
The surface I have chosen is a
stone wall texture, I have
chosen this because the statue
will be made out of stone so I
wont give the impression that it
is stone so that’s why I chose
this particular texture.
FOUNTAIN/STATUE
http://1.bp.blogspot.com/-
a67qmafolpE/TZKoNu4So9I/AAAAAAAABQ8/hzyOdE8JJw0/s160
0/Petera%2Bfountain.jpg
17. I have chosen this asset to
model because this will be
thing that will be the object
that walls off the two sections
of the medieval town, so the
wall will be a vital asset that
will be designed to keep the
theme to good standard.
The texture I have chosen is a
stone wall texture, I have
chosen this because the wall
will need to look like it was
fully constructed out of stone
bricks.
WALL
http://www.polyvore.com/cgi/img-
thing?.out=jpg&size=l&tid=46031663
18. The asset I have chosen is a
tower, I chosen this object to
model because it will be used at
each corner of the town to
determine when each point of
the wall ends and to also to give
a bit of variation to the walls
surrounding the medieval town.
The texture I have chosen is the
stone wall texture, I chose this to
match the same texture as the
walls I will create this to show
that the towers were built the
same way.
TOWER
http://upload.wikimedia.org/wikipedia/commons/e/e2/M
edieval_tower_at_Olcoz_(Navarra).JPG
19. I chose this asset to model
because it will determine where
the entry points are in and out
of the medieval town it will be
positioned at the centre of the
walls facing the statue and town
centre.
I have chosen this texture again
because the walls, tower and
gatehouse are going to like they
were built with the same
materials.
GATEHOUSE
http://blender3dclub.com/Samples/d/221-2/SaleImage12.png
20. The asset I have chosen to
create is a gate, this will be
used at the inner/outer
gatehouse of the medieval town
which will be used to show that
they could be activated to shut
and open if assigned coding to
them.
I have chosen the iron texture
because will be made too look
like it is made our of solid iron.
GATE
https://slm-
assets1.secondlife.com/assets/2583281/view_large/GATE0005
%20D1D.jpg?1290965849
21. The asset I have chosen to
model is a rubble piece, this
will be used to cover certain
parts of the medieval town to
indicate that an explosion or
something else has cause areas
of the town to turned into
rubble.
The texture I have chosen is the
stone wall texture, I chose this
to match the same texture as
the walls I will create this to
show that the rubble was likely
to have originally been apart of
a wall.
RUBBLE
http://www.canterburytrust.co.uk/catpress/wp-
content/uploads/2011/02/MG_1388_resized.jpg
22. The asset I have chosen to
model is a wooden barricade, I
have chosen to model this
object because it will show in
parts of the town where small
defences have been put after
the corruption infecting the
medieval town.
The texture I have chosen for
this model is an oak wood
texture to give an indication
that the logs were carved and
put together to create the
wooden barricades.
WOODEN BARRICADE
http://opengameart.org/sites/default/files/styles/watermarked/
public/schermata14.png