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Misc Hioply models

HIPOLY Homeless Models.
  • WINGED VICTORY
    Statute inspired on the Winged Victory. The hair is still missing.
  • WINGED VICTORY WIP
    Wips of the winged Victory Statue.
  • BIODONNA
    A statue mixed with a futuristic Art Deco piece... had to be done quick.
  • BIODONNA
  • SHEORC
  • SHEORC STAFF
  • SHEORC
  • SHEORC STUDY
  • Train1
  • Train2
  • Trainwire
    Subway Train WIP
 
LOWPOLY
  • Sororita
    07/2004
    ~2000 triangles. Warhammer 40k Sororita sister of battle.
  • Sororita-flat
    07/2004
    Painted skin for the Sororita model.
  • Pedestal-pimp
    05/04/2002 - 2692 triangles
    his was done for Dungeon Siege and was supposed to be hovering connected with bridges. By the time they had released the mod tools i had moved on.
 

Misc Props

MISC NEXT-GEN ENVIRO PROPS This is a small ingame testscene with a collection of facades, broken down by detail into foreground, middleground and background Buildings. Followed by some of the textured props and their hipoly parts.
Most buildings didn't get a full hipoly version, only the detailed parts were modeled in hipoly.

Note: The 1 pavement texture on the ground wasn't done by me.
  • Scene
    Ingame Testscene
  • FG8WhiteArches2
    Ingame Testscene
  • Scene2
    Ingame Testscene
  • Cinema
    The doors are rather unfitting but i ran out of time!
  • Scene3
    Ingame Testscene
  • Scene5
    Ingame Testscene
  • Scene6
    Ingame Testscene
  • GothicFacade
    Ingame Testscene
  • StoreGreen
    Ingame Testscene
  • StoreGreenSource
    Wires and Textures
  • FG8mWhiteArches
    Wires and Textures
  • FG8mWhiteArchesRender
    Hipoly
  • FacadeIndustrial6mSource
    Wires, Textures and hipoly
  • BGbuilding
    Wires and textures
 

Dark Sector Props

 

BEFORE AND AFTERS I set quality standards and made the first art style guides to define the look, feel and architectural style of the main areas.
By the end of development i had done about 40% of all the world textures in the game and around 25-30% of the architecture.
  • DS before and after
    This image shows Dark Sector before and after I took over environments. The lower half of the screenshot shows Dark Sector as it was coming along (not my work).
    The upper half (minus the car, lamps, tree and manhole) was what I managed to do withing a month, the time available to make an art style guide. The screenshot itself was taken at a later time, when stencil shadows were replaced by lightmaps etc.
    I laid down the quality standards and techniques used, trained the other artists on how use them and helped them as best as I could within the time left to gain a better grasp for building architecture and creating interesting areas.
  • STANDARDS AND TECHNIQUES
    We couldn't affort making a custom texture for every building but I still wanted a rich amount of trims and decorations.
    With the help of the programmers to write the basic shaders, this is what we ended up with.
  • Encounter
    An encounter before meeting me.
  • Encounter
    The encounter after a week of work.
    The gameplay didn't have to change, the spaces, paths etc remain exactly the same in the new layout.
    Also, all pieces are modular so the bridge, walls, industrial buildings etc can be expanded and reused.
  • Encounter
    After a week in the game engine.
    The architectural geometry is all done from scratch plus, reusing doors/windows/props I had already done.
  • ENCOUNTER
    Not all textures in this encounter were done by me.
  • ENCOUNTER
  • Train
    Did the train wagon too
 
TEXTURES For textures and some of the custom skins (where it made sense), I painted heightmaps with stones and the larger details that the engine would combine with the normalmaps during preprocessing, giving the final normalmap a much deeper and correct feel.
  • Wall1
    Random textures applied to buildings to show the depth of the painted normalmaps. The same heightmaps can be used to create self occluding normalmaps, which are the latest cool technology to have in games!
  • StoneOld
  • StoneRough
  • Stonewall
  • PlasterRedStripe
  • Texture1
    Random textures applied to buildings to show the depth of the painted normalmaps. The same heightmaps can be used to create self occluding normalmaps, which are the latest cool technology to have in games!
  • Texture2
    Random textures applied to buildings to show the depth of the painted normalmaps. The same heightmaps can be used to create self occluding normalmaps, which are the latest cool technology to have in games!
  • Texture3
    Random textures applied to buildings to show the depth of the painted normalmaps. The same heightmaps can be used to create self occluding normalmaps, which are the latest cool technology to have in games!
 
  • Mausoleum3
    One of the few areas I could afford to spend some time into
  • Mausoleum2
  • Mausoleum1
    For most textures i painted additional bumpmaps/heightmaps enhancing the depth of cracks, damage and other details. The engine would then merge these painted maps with the normalmaps during pre-processing.
  • Mausoleum6
  • BalconySupport
    These details were made so that they could double as balcony supports on other buildings.
  • Mausoleum4
  • Mausoleum5
  • FireThingy
    A torch that had fire in the game, used for puzzle gameplay.
  • Firethingy2
  • Gargoyles
  • Fountain
    Centerpiece fountain
  • Fountain-wire
  • ClockTower
    A victim of the frequent design changes.
  • Madonna
  • Madonna1
  • Madstatue-self
  • Doors2
    I love doing doors... I'm not quite sure why but i believe it's because they're a simple contained surface waiting to be detailed that commonly gets a respectable amount of texture space.
  • Doors1
    Ingame
  • Doors3
    Some of the door Textures.
  • ACs
    Dark Sector had crouching and standing cover which required simple boxy objects with proper heights.
  • Poles2
  • Poles3
  • Poles4
    Textures
  • Architecture
    Some random architecture (models and textures) I did for Darksector inside a test scene in the editor.
  • Architecture
  • Miscarch1
  • Miscarch13
  • Architecture
  • Miscarch2
  • Miscarch3
  • Miscarch4
  • Miscarch5
  • Miscarch10
  • SchoolExterior
  • SchoolPatio
    A Private school yard
  • Wall1
    Set of Lego wall pieces
  • Wall2
    Set of Lego wall pieces
  • Wall3
    Set of Lego wall pieces
  • Wall4
    Set of Lego wall pieces
 

SciFi DarkSector

 

  • SpaceStation
  • DarkSector0051
    Ingame
  • Freighter
    The low poly went through too many hands before it was given to me to make the hipoly and final lowpoly of whatever i could come up with.
    It was supposed to feel like a locomotive. Didn't have time to detail the lower side of it, but it wasn't seen in the cinematic anyway.
  • Beebugbot-rad
    A small palm sized drone
  • Liset
    The hero's small stealth ship, and my first ever hipoly model.
  • Cat1-game
    They were broken down into metal panels that I could combine to form any required shape and intersection.
  • Cat2-game
    They were broken down into metal panels that I could combine to form any required shape and intersection.
  • Misc6
    The different pannels that made up the catwalks
  • Server1
    Your average SciFi computer/server thing.
  • Server-game
    Your average SciFi computer/server thing, ingame
  • Misc2
  • Misc4
    Pannels used to build floors etc.
  • Server2
    Personal computers didn't get very personal in the future.
 
Around 2000, DarkSector was to be an MMO.
Around 2003, a Singleplayer SciFi game.These are some of the models I did back then.