Teardrop // ARENA placeholder wip1

•July 26, 2011 • Leave a Comment

Arena for turn-based prototype made out of placeholder Unreal assets made on UDK

Arena for turn-based prototype TEARDROP

 

 

 

The Witcher 2: Assassins of Kings

•May 18, 2011 • 2 Comments

This is what I was working on for the last 15 months as a quest designer. Enjoy.

Lately I’ve been learning UnrealScript

•April 16, 2010 • Leave a Comment

a little video of the effects of going through some tutorials…

Because I was bored

•January 25, 2010 • Leave a Comment

Unreal Developers Kit

~11 hours of work

hope you like it :)

T.

Some old UED stuff

•January 21, 2010 • Leave a Comment

I’ve just came across some old stuff I’ve been doing in unreal ed :)

Nothing wow, just so it wont get lost

The Cathedral

(unfortunately after my UED crash i lost most of the work and only the skeleton lasted)

Life Simulation System

[!WARNING! LARGE IMG's]

Calendar

hours, days, months and years flow by, sun goes up, sun goes down

24 hour cycle = 45 minutes

Single NPC life system

2 different states (the active one depends on the current hour),

5 random pathnodes per state,

5 random animations per pathnode

On that system base I’m currently working with “Me, Myself and I” in crysis but far more complex

T.

Last night

•January 20, 2010 • Leave a Comment

I’ve discovered that Dragon Age Toolbox has been released, so I started to fiddle with their cutscene editor. Here’s the effect of couple hours of work :)

Ok back to “Me Myself and I” :)

T.

At last!

•January 11, 2010 • Leave a Comment

I managed to figure out whats with the hovering and whats more important – successfully exported a custom animation and implemented it in the engine (and trust me it wasn’t easy, I’ve spent whole weekend on trying to force Cryengine exporter to do what I want him to do :) ).

Anyhow from now on its just downhill so get ready for more frequent and loaded with content updates

Oh and I’m also working on massive tutorial on implementing custom characters into crysis as player characters that will cover the topic from A to Z, so stay tuned!

T.

Faster than I thought.

•January 7, 2010 • Leave a Comment

Last night I wrote that in a max month time I will have a low poly level of the mansion. Well today thanks to Madame Bastet I got a low poly version of the ground floor and the model of a whole mansion should be ready till the end of the week :)

I fixed also the rig a little bit and right now am trying to figure out why my character is hovering 10 cm above the ground :P

JakeCake is currently working on redoing our enviroment base for the Mansion (thats why the clip is recorded on a sdk map :)

T.

At last!

•January 6, 2010 • Leave a Comment

After over a week of fighting with the exporter and learning how to rig, skin, code, making custom bipeds, creating phys skeletons i finaly did it!:

TADA!

I know the rig is full of faults but it is just for the tests and as a placeholder – now what awaits me is to fix those messy verts, rescale the whole thing, add normal maps, add custom animations, add attachements and on we go with the rest.

In max a month I should have a low poly model of the mansion, and will start implementing the AI hopefully.

Keep your fingers crossed!

T.

Fight goes on…

•December 31, 2009 • Leave a Comment

I’m still working on “Me Myself and I” mod, last two weeks I’ve been trying to skin, rig and implement the model of the main character into the engine. As you can see below

I’m almost done (I know the rig isn’t flawless but its just for tests) and right now I’m trying to swap the nanosuit character with a proper model before the year ends :)

I’ll keep u updated

 
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