The Shader is just the standard, RGB Vertex blend ... nothing crazy ![]()
Posts by LOOM
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[Blocked Image: http://www.beancubeoflove.com/images/TEXTURES/sand_blend_01.jpg]
Hey mapcore dudes! decided to learn some UDK Vertex Shader implementation - i need some textures to test - then im like ill do some sand blend.
May aswell make a tutorial while im at it! haha so here it is.
Let me know what u guys think, Cheers.
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Version 2.0 of website!
Wasnt too happy with my main home page. I found a great javascript template - which i totally overhauled the theme to fit into my old webpages. Only took a couple of copy-pastings and a bit of photoshop work!
So now you can see my info/resume and use the slideshow buttons to skrim through the Sets. Then enter from there.

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gotta admit, wasnt very fond of your original website... but this kicks ass man.
bbs - gonna stare at your images for a while haha.
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jaboo my man! good to see ya again dude.
cheers man - gotta give thanks to all the great artist hanging around the game forums hehe.
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cheers guys, back to the grind! on the home stretch now

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Double Post

Alright Guys, i split up the Orange Room Apartment into Workflow Break Downs of what i have so far.
I will probably add the lighting Setup and Enviro Wireframe in the Final Section.
What do u think Mino? bit more clear of how i work?

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haha all good man, But do you think i should start to break down the environment further into parts?
Since its still a w.i.p ill take the crits and redo the pages into a full break down when im finished

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Cheers Minotauro! Appreciate it man.
1. The galleries are way too wide. I'm on a 1650x1080 monitor and I need to scroll some of the pages horizontally.
Yep Fair enough - im on a 27" at a hi res, ill keep the guys at a lower res in mind!

2.I'd move the guns page to the bottom of the page (or maybe even remove it since you are looking for an environment artist position).
Yep, ill drop it towards the bottom.
3. I'd move the Playstation Home page below to the Hellboy page. The Hellboy page is a lot more interesting to look at than the Playstation Home one!
I agree- it is alot more Architectural and i guess more sterile. I just thought since there was alot more actual "Environment Building" in the PSHome comparing to my content from Hellboy.
With your last crit: 1st of, what do you mean by real-time? Are you suggesting an Environment more generic to the sense of an FPS, with "gameplay" elements as realtime?
The Apartment is an architectural piece kept within game specifations - Running in "Real Time" in UDK.
Everything is either baked down from a Highpoly source or modelled at a triangle count that works with the shaders. Which you can see on my break downs of some assets below on the page.
Not startin shit here, but checking your Zest Foundation Environment. There is barely any breakdown on the building on such environment - One small image of some tillable meshes?
I agree that the rest of my Environments dont have very good breakdowns at all, which is why i am documenting this Apartment!
If you read the Description at the top of the page, ive included my WhiteBox Building Standards PDF:
Download here for a quick read of my workflow.
Apartment Whitebox mesh:
http://%7Boption%7D[Blocked Image: http://www.beancubeoflove.com/images/APARTME…_ver_01_bnc.jpg]
Top Down with Dimensions and Measurements:
http://%7Boption%7D[Blocked Image: http://www.beancubeoflove.com/images/APARTME…r_layout_01.jpg]
http://%7Boption%7D[Blocked Image: http://www.beancubeoflove.com/images/APARTME…mensions_01.jpg]
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Thanks for all the kind words guys!
Hopefully some good luck will come my way, i picked a fun time to job hunt and relocate lol
@ e-freak : Hey dude, yeh ur name is familiar
definately some great times there!Regarding the post you made about putting up the W.I.P apartment, you are probably right.
I just wanted to post something fresh for 2011, as all my previous art is from 2006-2009.
Posting it 1st on the frontpage, will make me finish it haha!
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Lovely viewing on my 27' dell hehe!
Envious of the texture res you guys get to use

Awesome work man.
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Hey Mapcore dudes!
Just checked my last activity here... 2009! haha - damned polycount

Left my post as Snr Enviro Artist @ SEGA Australia in February, been spending my time since then mainly building up my Folio.
Hunting down some of my old work , getting some newer stuff built in UDK - while trying to juggle part time work and working on some Iphone games with some friends

Life is good, but ill need something fulltime soon! So ill try and pimp my art in various places. Would love any feedback, what im missing - what shouldnt be there... you guys know the drill!
Cheers!
[Blocked Image: http://www.beancubeoflove.com/images/BAN_APRT_01.jpg][Blocked Image: http://www.beancubeoflove.com/images/BAN_SR_01.jpg]
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i bought a 360 just for skate aswell.
great game!
i also have a similar feeling to the tricks aswell. i always seems to accidently do a shuvit or 360 shuvit wen trying 360flips or hardflips.
I sumtimes find the camera a little annoying wen navigating some spots.
Letting the player leave his board and run around like on thug would have totally been awesome.
Blunts and Noseblunts feel so rad on this game though.
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Ryan Bargiel.
Texture/Prop Artist @ Krome Studios.
Brisbane, Australia.
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hehe

also the Graffiti Wall textures are mirrored

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Yep congrats mate.
does that mean ND is over for you?

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cool & fun entries

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in that case can normal maps be used?
Just mucking around here, haha

[Blocked Image: http://www.loom.sourceblog.org/PORTFOLIO/turtletrooper_normal.jpg]
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[Blocked Image: http://www.loom.sourceblog.org/PORTFOLIO/turtletrooper_final.jpg]
I could of spent the remaining 50 tris on arms , but ah well. & not really suitable for rigging purposes. ( i skimped on the head and leg joints.)
he looks cool nonetheless hehe.

what you guys think?