Osman T. Environment Artist

25Oct/09Off

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.

19Oct/090

Getting started with Habitat.

header
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.
15Oct/090

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.

Habitat in action.

Habitat in action.

16Apr/09Off

Splashdamage: textured windows.

Ok, I've quickly textured it, don't want to spend too much time on it(No, im not lazy!). So you may see some weird stuff.

Textured windows.

Textured windows.

11Apr/09Off

My Favourites: Art from the community.

I thought it'd be fun to share some of my favourite video games related artwork from the community. If you have some kickass artwork( or a friends) and would like me to post it up here, send an email and I'll include it( if it kicks ass of course).

So these are my favourites for the past couple of weeks:

note: This is not my art.
I will try to give credit as much as possible to the artist that crafted the image. If for some reason I could not reach you, and you dont want your art posted here, let me know and I'll remove it. 

Artist:'Art-Machine'

Artist:'Art-Machine' Real Name: NA website: www.art-machine.com

9Apr/09Off

3d Studio Max 2010 is out.

Since I'm a max user that does a lot of highpoly-to-lowpoly work, 3ds max 2010 sounds very interesting. The trial is out and I'm about to try it out. I'm especially looking forward to the polyboost/polycrunch tools.

3ds max 2010

7Apr/09Off

Splashdamage: the dock

This looked way better than this, but Unreal decided to crash :( , so I quickly setup everything back but didnt work out as good as my first try, need to put some more time in it, images:

17

6Apr/09Off

Splashdamage: let there be light.

14

15

4Apr/09Off

Splashdamage: bonus update :P

pipes added

4Apr/090

Splashdamage:Upate

OK I've had some time to do more work on this. I'm going to work faster now, so expect more mistakes ;) .

I've modelled some wooden beams, and started texturing it, I will be working on making it more 'wet' and more worn out.

Here's the images:

Newest screenshot 

wood