About Me

I am a teacher in Game Art at Graphic Lyceum Rotterdam. Mostly, I use 3D Studio Max, Photoshop and Unreal Developers Kit. Since teaching takes quite some time, I prefer to create props. It takes less time to get results. On this blog you can find some of my models. I hope to add screenshots of levels soon too.

Wednesday, 14 September 2011

I found / made some time


The face is fully rigged already. The body is not. And, clearly, I still need to do the hands. But this is getting to be more and more fun. I can't wait to make some nice animation with him. He still needs a name. I think I'll refine the hair a bit as well. Oh, and texturing the body. Simple and subtle.

Thursday, 11 August 2011

Good topology

So, I wanted to explain good topology to my students. I created this face as an example. It has little over 2000 polygons and they are all quads.



The wireframe shows all the loops and stuff. The ears were though to connect to the head, without using tri's or creating too long poly's.

I'm quite happy with the result. It will do great as an example. Just for fun, I hope to create the body too. Maybe even rig and animate it all. (But looking at my previous projects, I'm not sure I will actually find the time to do this.)

Monday, 18 October 2010

I'm starting my own eco-system



This is just the start. I have some ideas for a unformiliar eco-system. These are some of the plants. They collect raindrops.

It's all very low-poly. The magic is in the textures. It should all go to UDK one day. A complete eco-system.
(By now, I'm starting to love my Mudbox.)

Thursday, 7 October 2010

Ode to Fairytale Fights



Playlogic gave me the opportunity to walk with the pro's for a couple of weeks. They realy took their time to teach me their best tricks and process. (Thanxs Jeroen Backx.) Unfortunately, these weeks were the last weeks of Playlogic. I've seen so much potential there, which makes the bankruptcy extra sore.
Anyway, during those days they taught me the "Fairytale Fights" style and tricks. The last week I made a design for a box where the player could buy weapons. In the FF style, of course. This is it.

It is fully animated in UDK, with 2 idle-state animations, a pop-open and a slow-close animation. When you press E, it pops open with some nice particle effect.

The mesh has a bit less than 1800 tri's. The normal map is painted in Photoshop.

Monday, 4 October 2010

Character Mudbox practice



I've been playing with Mudbox a bit. It was time for a little practice project. First, I made a sketch in Mudbox. (2,5 hours) Then, I made a clean wireframe in Max. (5 hours) Up next were the details in Mudbox, again, for the normal map. (3 hours) And so far the last step was the diffuse map, in Mudbox, with a little tweaking in Photoshop. (1,5 hours)

The scene has a total of about 1500 tri's. The textures are 2k.

I guess I should make a specular map now.

Wednesday, 23 June 2010

Old stuff

Here is some old stuff I've worked on in the past.


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This is a test character I've made to play around with in Character Studio.


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These are some low-poly characters for in a game. (I never made the game.)


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I made these package designs for Draka Nederland. Both the boxes and the graphic design is mine. I used the above image to get approval. It worked.


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In the old days light leaks were a problem in game-engines. This lighthouse was completely optimesed to prevent leaks. Today, I would break it up in building blocks.

Wednesday, 16 June 2010

Low Poly spacecraft


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I created this model for a class exercise in unwrapping. The model is inspired on Starwars concept art. It has only 1265 vertices. No moving parts this time. In a future class, we might create a normal map with Mudbox.


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Lights always work well in a picture. I should have made lights on the front as well.


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Testing for stretching, mirrored faces, seams and other optimalizations.


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The fun part: Photoshop. I used lots and lots of layer-styles.