A vehicle does not get more awesome than this. Period. It’s all russian on the site, but in short this is a sort of jet-boat that uses the “Wing In Ground” effect, meaning a wing has much more lift when it operates close above the ground or sea. That and it has missiles and turrets […]
This author has yet to write their bio.Meanwhile lets just say that we are proud Laurens contributed a whooping 50 entries.
Entries by Laurens
I started working on a character for a change. It’s not organic but definitely something different from the usual four-wheeled subject. It’s the water armor from Yukito Kishiro’s Aqua Knight. I rarely read manga but this one was just too original to miss. Polycount WIP topic
I spent the last two months working on this Hot Rod model, as some sort of fan-art for Brütal Legend. I really hope I can bring myself to at least creating some sort of environment for it. 19.652 tri’s, one 2048 set, two 1024 and a 256 set of textures.
Update on my level. I put a lot of work in the surrounding environment. I also made the custom waterfall mesh and material. The custom mesh for the waterfall:
I found another one of those great blog type websites that posts awesome pictures of abandoned places and other interesting locations: Weburbanist.com I love how they also have some sets of abandoned vehicles: Image by Hyperfinch Photo from Ruud De Leeuw Fascinating page, that last one. It’s about plane wrecks in Alaska. Makes me want […]
Been spending a lot of time creating realtime images, this week (as always). I put my Cougar into UDK and set up some materials for it. I think it looks so good that I should just share it up on my blog here. This image was created at 6144 x 3456 pixels with Unreal’s “tiledshot” […]
Due to an ongoing thread at the Polycount boards about the snow and ice of Uncharted 2, I replicated Paul Greveson aka MoP’s vertex blending material in Unreal. This is my result: The tank tracks are another type of blend, this one’s about the snow on the ground. I was asked to post my node […]
I put a few more hours works into the map. Built some static meshes, set up fake bounce lights all over the place and tweaked overall atmosphere. The entrance gate at the back is still very WIP, but I finally threw out that useless big placeholder mesh there.
As of 5 november 2009, Epic Games has released it’s Unreal Engine 3 to the public in the form of UDK, Unreal development kit. I don’t have to go in to all the details, but in my opinion this is a milestone. Ever since I worked with the latest engine version at ExDream this spring, […]
Next weekly update on my map: A lot more decoration was added. I did some work on the surrounding environment so there are cliffs and mountains around. Still need to place more in distance so the level doesn’t seem to end abruptly in the distance. the ASC trees look really good, too bad there’s only […]