Tuesday, December 21, 2010

Zbrush "Speedsculpt"

Digital sculptor Wayne Robson had a really inspiring mudbox lecture/workshop at my uni a couple of weeks ago so I thought I'd take his advice and try and do many speedsculpts at a regular basis rather than getting stuck on a bigger and more complex project. So hopefully this one will not be the last of it's kind here..  

Tuesday, November 9, 2010

W.I.P Museum, test renders

Here's a little update. Still got lots of work left to do but things are starting to shape up. These renders are the result of some lighting tests I did to get some idea of what kind of setup I should use, and also to check how the textures look. At the moment I only have diffuse and normal maps applied. I'm thinking about maybe get the stuff into UDK and make a sort of "level" of it instead of just render it from Maya. We'll see what happens..

Thursday, August 26, 2010

WIP Museum

This is a blockout made from a concept by Johan Wahlbäck, a former co-worker at The Soil. I really like the concept and I've wanted to make a 3d version of it for a long time and now I finally got started.

Wednesday, August 18, 2010

W.I.P - Forest

Time to do some vegetation stuff. I'd like to create a forest scene and started off with this pine tree. Next step will be to fix proper textures, these are just placeholders I used to get the shape of the branches right. They might need some tweaking later though.

Good news!

I just found out that our game Break a Leg has been nominated for "Best execution" at the Norwegian Game Awards. The Grand Finale will take place in Trondheim on the 27th of August.

Saturday, August 14, 2010

Environment: Sewers tunnel

The latest render
Renders from the work progress
Details rendered during production

This is the latest project I've been working on. I saw this photo and got inspired to do something similar. Above is the result. It was modeled and designed in modular parts to make it functional in a game engine although these are all rendered in Maya and with a few tweaks. All elements have a diffuse, normal and specular map and they all have a uniform texel density.

Barcelona chair

SubD modeling in Maya.

Remake of break a Leg assets


For my degree project I chose to look into ways to optimize the use of resources such as poly and texture budgets. I picked a few buildings from Break a Leg and made new versions to visualize how optimizing could improve the result without affecting render time in a bad way. These versions have a uniform texel density of 512 texels/m which is quite a lot more than the original models.

Buildings for Break a Leg

These are a few of the buildings I made for the second level of Break a Leg. This level was to be a lot more realistic in style than the first which was more dark and futuristic.
A character I made earlier this year. The objective was to create a little girl in sci-fi style.

Friday, August 13, 2010

Some Zbrush sculpting.

New environment assets for Break a Leg

I made a bunch of new buildings for a second level in Break a Leg as a part of my education. This is a video I made for the examination of that course. It's in Swedish but I think you can get the gist of it even if you don't know the language.

Headbobber animation

During the autumn of 2009 I helped the guys at Coffestain studios with some rigging and animation for their first-person tower defense game "Sanctum". Here's a playblast of the walkcycle for the cute thing referred to as the Headbobber. The model is made by Mikael Mård.

Dare to be Digital!

In-game screenshots

The summer of 2009 was pure joy! As a finalist in Dare to be Digital I got the opportunity to spend 10 weeks in Dundee, Scotland, doing one of the things I like most: making games! With me on the team I had three programmers and one designer, all from Norway, and together we produced a prototype of our game "Break a Leg".

Break a Leg is an innovative and fast paced gaming experience where you play in first person racing against time or a friend. It has been developed in XNA with Xbox Live Arcade as target platform.

Here's the result of 10 weeks of hard but incredibly fun work:

Demo for PC

Break a Leg - Trailer

Break a Leg - Final build video

Steampunk spider

This "spider" was modelled, rigged and animated for the purpose of making a short game trailer.
The clip starts with the spider unfolding itself from its backshell and continues with a jump followed by a walkcycle and is concluded with a little fighting scene and the destuction of the spider. The opponent is not included in the clip.

Rock'n Roll in the bathroom

Different blendshapes

Turn up the volume, this guy can sing..! Or do playbacks at least. This is the result of a lipsync animation study as well as facial blendshapes practice. Sorry about the mediocre render... This one comes out better.
Other than the animation and blendshapes I've also done the rig, models and textures, basically everything except the music.. I couldn't do that, only Janis can.

This site...

is where you can find new and old things I've done as well as work in progress, think of it as a blogstyle portfolio. I have a bit of catching up to do so there will be a lot of posts coming up. Hope you'll like it!