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A particle animation I created mainly to test out particle operators both within Krakatoa MagmaFlow and ParticleFlow, to get the density of the particles to fade as they age over their lifespan. The end result worked out well, and I feel that I can use this technique for more practical purposes.
2011 |
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This was rendered out for a school project. I had to create a basic environment for a type of game. I chose a fighting game, as no one else had chosen this, and created this basic background environment. With the heavy time pressure of the time, I didn't get to fully fill the garden with as much as I wanted to, but I'm happy with how the house and objects came out.
2011 |
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A collection of props I created originally for the Source modification known as Ivan's Secrets. In the end, I believe that only the wooden crates with the red star on them were used. The rest was submitted, but I have not seen them in any of the mod's promotional videos. I was never an official part of the modification team, but just offered some models on a loose basis, not wanting to engage in an actual agreement due to my hectic schedule back then.
2011 |
A level I created for a basic 3D tower defense game I made with C++ and OpenGL. The end result was supposed to be a simple demo, demonstrating the core functionality of the gameplay. The game itself can be downloaded here. It's a packed rar file, containing an excecutable and the folder for all the game's assets, plus a readme for information on controls and the demo itself. 2011 |
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I decided I wanted some more practice on more realistic, medieval-era props and objects, keeping it low-poly, but detailed. As I enjoy modeling doors, I decided to start with that. This image was grabbed from the viewport, and shaded with Xoliul's Shader 2.0, which is an absolutely brilliant real-time shader. It followed with a barrel sometime later, and then a little wooden carrying crate. I still want to expand on the set, see if I can build a little scene with it all. 2011 |
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After going through past work, I noticed I never tried anything in the 'cartoon' style, to - for example - make kid-friendly games featuring shooting and war-elements. I didn't want to go overboard on it, so I made this semi-cartoony tank. After reviewing, it could have used more round forms, but I do like the end result. If it vibrates a little while driving, and shoots big nerf darts or something, it'd be well fitted for a cartoony game. 2012 |
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I did this quick prop after I talked with a friend, who suggested I'd focus more on the baking of normal maps from highpoly, sculpted objects to low-poly props. Since I'm working on a project of a medieval styled environment, I figured I may as well make something to fit in the style. A box like this can be fitted with some ivy, or a small bush or tree in the center of it. 2012 |
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This project started out as a way of testing a technique I had been studying for the creation of automatic wear and tear on inside and outside corners of geometry, by using the blending of a clean and dirty map on basis of ambient occlusion with a normal and inverted normal. In this result, I feel the wear and tear is a bit too limited to the corners, and should be spread out more. However, any geometry added automatically creates new wear on the newly created edges, so in the end, it did work, and it helps creating a much more believable connection between separate segments of geometry. 2011 |