Welcome
Hey there, if you are here for my portfolio then please click this link: PORTFOLIO
Art update
I've been very busy lately with doing several projects which I can't or don't want to show yet, but this is a UDK scene i'm working on, this is a couple hours of work and 2 textures. I am in the process of building the static meshes to cover up some obvious tiling and to simply decorate it.
Screen painter:
Another tool from me. Cleaned this one up a bit and is ready for use. It is the first iteration so there may be bugs. Ideas and suggestions are welcome.
DOWNLOAD: ozToolOverlay
UScripter
I have been playing around with modding UDK. Nothing complex at the moment, because I dont know much about unreal script. I have managed to hack a smooth 3rd person camera with correct aim and some other small stuff.
I used notepad for editing/creating scripts and after a while this gets very frustrating, so I started looking for IDE's for Unreal Scripts. I did find some , and I did. Some of them were very weak and others were very good. But they all were to heavy for what I wanted.
So I decided to create my own using some open-source libraries for C#. I have attached version 0.1 wich does syntax highlighting , bracket collapsing etc.
The next version will be much cooler, it will show you what the parent class holds as variables so that you know what you can play with. It will also show the parents parent class and so on. This way, whenever you extend an existing class, you want have to search for a var for hours, you will get a clear list of what it contains. And ofcourse, when you extend your own class, it will show the contents as well. Look back later to find the new version.
DOWNLOAD - UScripter
Overgrowth
I recently found a video of a game called Overgrowth. The game is still in the making and there are only 4 guys working on it. The game already looks very promising. That is the art as well as the programming. Every now and then, the guys at Wolfire.com post new videos of new stuff that they add to their engine. The newest one is the one below, it shows of the new animation system.
I've had a chat with one of the developers and he was a very cool guy. They often hang out @ their IRC channel to answer questions, help people out or simply chat with fans. They were so nice to let me try out the editor and so I am currently trying to find time and create some models for it. I cant wait to put my own creations in the editor, so come back some time later to see what I've come up with.
Getting started with Habitat.

OK as promised, here's a tutorial on how to get started with habitat, the world editor from 8monkeyslab. This may sound obvious, but you need the game to be installed in order to use the Modtools. So make sure you've installed it. Download the mod tools beta from the following URL: ModTools BETA. After both are installed make sure you have everything else on the following list:
- NVidia PhysX - I had already installed it on my computer, so the DoD installer actualy Uninsulated it by running the PhysX setup again. So make sure you install it back if this is the case for you. You can find the setup file for PhysX inside your 'Darkest of Days/setup' folder.
- OpenAL - You can also find this in the same folder as PhysX. But just to be sure, here's a link to it online: OpenAL
- Updated drivers for your graphics card and the newest DirectX.
Marmoset ModTools(beta)
Remember the marmoset viewer? The best way to show off your nex-gen models? Well the guy's over at 8monkeyslab released the whole mod tools package.
It includes the following:
- Habitat. This is their world editor. So now you're not limited any more to single meshes, but you can view whole environments.
- Toolbag. The model viewer you probably already know.
- Maya plug-in. Use this to export your meshes to the engine.
- Cagebreak. This is needed to expans the game file so that you can start editing it.
Look back sometime later for a tutorial on how to use. I thought it might be useful, since some folk have trouble getting it to work.
World of Warcraft zone creation.
OK, I haven't posted for a very long time, and it's because I've been busy with some important( as well as some unimportant) stuff. I'll try to get back to it, and even post more.
WoW looks so much better since Blizzard released The Burning Crusade, and they keep making it look better and better. This is also the case with the new upcoming expansion The Cataclysm. I just love the painterly look of the game, the concepts and the unique environments they keep putting out.
This is a video of a Blizzard developer showing how they create a new zone from start to finish, very interesting to watch. I'd love to get my hands on their world editor, wow!
Here's another one showing their props for Cataclysm.
Splashdamage: Extra
Yeah yeah splashdamage again, this time some extra shots including textures only and wireframe. Here it is, it's one huge image, so yeah it may load up a bit slow on some connections.
Splashdamage kinda finished.
Even tho I have a lot to add/remove/fix/edit to this piece, I call it done. I am willing to move on to newer things and play around with new styles. So here it is, the final image.
I may polish this somewhere in the future, who knows. It was very fun to do none the less.








