Monday, 27 January 2014

Desert Enviro - Update 2 - More RAWKS!

A quick update. Was iterating on the rock formations last week, went through a few ups and downs but the current form seems interesting. The noise distribution is still outbalanced but I will fix it later.


I'm going to focus on either dry vegetation or some ground blends this week.

Sunday, 19 January 2014

Desert Enviro - Update 1

I have been working on this scene for the last two weekends. The aim is to improve my organic modelling workflow. I started with creating the vista (still needs lots of love) in World Machine and now focusing on creating more detailed rock pieces in Zbrush. Will try to post an update once a week.

Feel free to share thoughts and tips!







Friday, 9 August 2013

Night Vision Shader


Some tests with material overlay effects in UDK





Distance controller - core part of the post-process chain




ULTIMATE ART DECO (wip)


Game project for UDK. A study of wet surface shaders and art deco architecture.


Composition mock-up


Animated DX11 shader using image based reflections



KARMIC FLOW

Speed composition test built with UDK. It took less than two days to complete.



Art test for PCF

Created in 2 days



SPEED SCULTPTING PRACTICE

Organic


Used with UDK's vertex paint material


Hard surface






Art test for Gameloft's Dungeon Hunter 2

Handpainted environment study. (under 3500 tri)






INGRAM MAC10


Speed weapon modelling.



 Tri count (with mag): 4547


Body: D:2048, N:1024, S:1024. 
Labels: D:1024x512 , N:512x256 , S:From diffuse.


Sunday, 27 March 2011

Nocturnal Vapour released


The Nocturnal Vapour is my personal scene built with UDK. All assets and textures were created by me. The level was featured by Epic Games on their facebook profile.












Sunday, 14 November 2010

Congratulations! You managed to reach end of this blog.

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This is not THE end, however. Like every guy who attempts to produce art I get nostalgic about my old pieces (older the pieces, the more attached I become). I will spare you my very first Golden Source projects (Half-Life 1 engine) but Source stuff goes right here:

SP mod for HL2: TEAR 2008-2010 (Rest in Peace) 



The only official page that survived: http://www.moddb.com/mods/tear

Parts of a walkthrough: https://www.youtube.com/watch?v=uot0ruVgS6A&list=PLBdiwlnOugq_ifshNLlZKC8R8BxZyusMV

Big gallery of wips, 'finals', concept art and sketches: http://imgur.com/a/FMpg5

HUGE, HUGE, HUGE props to unbelievably dedicated team who worked on this!

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Contests for Source Engine community (SourceSDK.pl)

The Ecstasy Of Dusk (2010), http://imgur.com/a/HNXOn

The Joy Of A Dawn (2009), http://imgur.com/a/RSEcc

SmC Mix (hmm, 2008 I think), http://imgur.com/a/DPsVd

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Personal CS:S/HL2:DM maps

Santa Barbara (2009), http://imgur.com/a/rlVwX

Aim_Baltic / NoName mod (2008), https://gamebanana.com/mods/106182

Cs_Oriental (2008), https://gamebanana.com/mods/100306

Aim_Thecity_2 (2007), https://gamebanana.com/mods/109063

Aim_Thecity (2007), https://gamebanana.com/mods/109062

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Misc

Never posted before HL2 SP mod: Highway to Freedom (2007), http://imgur.com/a/2XzxY#0

My school building in Hammer, apparently (2007), http://imgur.com/a/ugCBD

That's TOZ-34 in Softimage XSI (2007), http://imgur.com/X02Xvl1  O_O

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Old Unreal 3 stuff

My first Unreal map, lol. DM-Factory (2008, presumably), http://imgur.com/a/Dmv1j

Early version of The Farm 51 art test (Circa about 2010),  http://imgur.com/a/XNxvk

Never to be finished Asian metropolis (2011), http://imgur.com/a/BbrdS