Showing posts with label task. Show all posts
Showing posts with label task. Show all posts

Thursday, July 30, 2009

24 hours not enough

Ever wonder if there were like 36 hours a day. Its hard to spend quality time for myself after been sliced for working hours, driving around and stuck in a jam, breakfast, dinner, lunch in between, part time work and other necessary task which left me just a few or less than 3 hours of fun out of 24 hours in total. I wish i could overwrite my sleeping timetable to more shorter length so i have excess an hour but it would kill my biological clock. Time is crampy. That why wise man always says "Time is money, every second is valuable". I've been practise multi tasking whenever i go to save up more time between home, office and the outdoor task. I always bring stuff that i have to work on from home to the office so i can work it out during breakfast and lunchtime. while waiting for someone inside the car spent playing game on PSP or workout on r/c model assembly or sketch up my next 3d design. Whenever there a void between time i would use the time efficiently doing something that i would do next in advance and at later time i could continue the balance work which save me another extra for other task.
Benn having lots of grey hair on my head, everyday i would planned carefully about what to do next like working on new project, 3d design, outdoor mountain biking, maintenance, what to cook, when to play on my pc, hangout with friends and thing i would miss before my time comes. Wish that time stood still so i could roam freely

Wednesday, December 03, 2008

More handy tech stuff.



This is what i always do during free time, glad i took this to kill of some boredom during lunchtime. It does usefull thing to teach me some science and physic behind maintaining this mini speed machine. I helps to refresh my brain than being infront of the computer every day. Its a dirty works but it has to. Which reminds me where did i left my 3d design task?

Wednesday, June 11, 2008

Fun time..2 day extra holiday.


I don't feel good this week due to extensive dry coughing and tooth pain. Gonna take two days leave to relief my health and also going to make appointment with tooth doctor. 2 days is a long day especially when i start wake up very early in the morning and do something usefull so that at the end of the day there's nothing wasted at the end. ...it make you day felt longer. I'm very excited since i have more room to settle daily task and also complete some project which left in the dark for a long time. Lots of people says i should settle the EXAGE model, yes i do have the urge to release the new car but i have another important matter to settle under the same topic. This month i've built 8 models for respective client so its kinda appropriate i should take a break or two to lay back and relax my brain. Good news is the my pocket is back bulge again, gonna fund my bike maintenance, mini-z, computer upgrade and personal grooming. Life is good when you're a 3d modeler. Its fun.

Friday, February 08, 2008

PART 22: At last! The plain beautiful 4x4 truck emerge!

Success!!! After took almost a day work...the surface detaching and normalisation task has been completed! The smooth surface and true body line relevealed the true looks of this new truck design! Its looks wild and real Humvee killer! I was very happy today! very much happy indeed beause guided with no blueprint only use brain imagination imprint through hand movement on my mouse click the shape of new 4x4 truck finally caught my heart the instinct of design never fade, Finally i can proceed another exciting task that is "Detailing" and "Texture Rendering".



Thursday, February 07, 2008

PART 21: Surface detaching and normalization, normalised the ugly

By removing the object 3d wireframe at this moment the models looks ugly with patches and unnormalised surface. Time for detaching and normalisation. This process is the most crucial stage of the model construction! Detaching surfaces and relink missing vertices to another surface to make up smooth linear body line and normalising the surface to create smooth vertex shading. This process is essential for high poly models, missing this process will end up having crumpled squash paper like surface on 3d meshes. This will take more time to complete the whole detaching and normalisation process because i'm dealing with hundred parts and surface. So be patient.