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Modeling
I have been modeling for a number of years. Even while I am not a hardcore modeler, and do not attempt to be one either, I can help myself out just fine in packages like 3DSMax, Silo, and to an extend Maya. The art work in my levels and on the Art page are an example of that.
I can model
high and low poly. See my Unreal Tournament (1999-2002) levels for levels with a polycount of about 1000 triangles in view at most.
I can model using BSP, both additive and subtractive based BSP, and standard modeling packages like 3DSMax and to a lesser extend Maya. I am fluent in Silo.
Texturing
I occasionally create free texture packs. I have released four of those packs up to today.
I have created dozens and dozens of textures for all of my levels throughout the years. You can find all of those back inside my levels.
I am very well versed in the Unreal material editors, and use those extensively.
Lighting
I have a passion for litting environments. Lighting really takes an environment to the next level in my opinion, and greatly aids the atmosphere and feeling of a place.
I have worked with the lighting system of various engines, as well the system found in both Maya and 3DSMax and renderers like Mental Ray. I worked a number of months on litting the characters for Killzone cutscenes for example, a work done entirely in Maya.
I have lit every single one of my environments, using a wide range of different lighting techniques. My views on lighting are detailed in my level design book. The chapter on lighting is one of the most extensive chapters in my book.
I have lit dark and bright environments, realistic and unrealistic environments, outdoors and indoors, and so on.
Special FX
I have created hundreds of particles throughout the years, both environment particles and gameplay particles.
Examples of that are all the particles I made for the game "The Chronicles of Spellborn", for a contract for the studio VStep, for dozens of my of personal levels, for my levels in Huxley, and for my personal project "The Ball".
For the game "The Chronicles of Spellborn" I have also created a number of very large and complex storms, both magical storms and chemical storms, often enveloping entire levels. These storms made great use of advanced materials and many particles.
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