Bas Teunisse online portfolio and blog

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Harbor screenshots – Almost done!

Hey ppl,

I’m almost done with my harbor scene. Here are a few screenshots that I’ve made today.
A last few things I’d like to add before call it are:
- More flags
- Chimneys with smoke
- A floor for the marketplace (with dirt and hay etc)
- a figurehead for the ships. :)
- Some plants and flowers here and there

Photobucket

Photobucket

Photobucket

New website!

I’ve been hard at work on a new website! I’m very busy with designing it and making sure all the good stuff is on it. It’s not done yet but you can all view a wip here:

http://www.basteunisse.com

While I’m working on that I’m still working on my harbor scene. I hope to finish it by the end of the year. So much to do in so little time!

see you next time!

Scene Update – Not standing still

To show everbody that I’m not standing still here is an update on my scene. I’ve decided to change the goal to a scene instead of a remake of heretic lvl01 because I just don’t have the time to commit to such a large scale project. So I’ve revamped the project to a single scene. In this case a 17th century harbour. Here are some wip pictures to keep you amused:

Work in progress - ship

Work in progress shot

Modular assets

Short update: I’m working on modular assets for the heretic level remake. I’m planning on creating a base house set so I can create a lot of different houses from one set. Here is a preview of the look of it. Textures aren’t final yet and I’m going to create a shader in UDK that I can use to tweak the colour tint to get a lot of variation. Enjoy!

Modular House WIP

New project! Project Heretic E1M1

Hi,

After posting the final results of my Frozen temple environment, I thought… Why not share more than that. I’ve been doing some smaller stuff in between projects, but now I’ve decided to start something larger scale again. This time I’m going to re-create a level from one of my favorite old school games. The very first level from Heretic. I’m not very far along yet, but here’s what I have thus far. The follwoing shots are a week old or so. (Next screen shots will feature houses I’m using for the outside area, based on old dutch architecture).

A screenshot of the original:

Original Heretic E1M1

My early WIPS:

Update 15/06/11
Update 15/06/11

Finished – Frozen Temple

Hi readers,

I finished this environment back in February, but I haven’t had time to update the blog. Work is very demanding, so I haven’t pushed as much personal projects as I might have liked. Still This environment is finished. And I’m quite happy with it. I learnt a lot about shader stuff (the dynamic snow shows that really well), efficient texturing, and efficient workflows. Still there is a LOT to learn. One major thing is that I want to develop the next environment more modular so building larger set-pieces will be easier. That and the flag animations really have to be animated in maya then rigged and brought into UDK for a far better performance… Anyway here are a few screenshots and a fly through for your pleasure.

Frozen temple
Frozen temple
Frozen temple
Frozen temple

Quick update – Fly through

The environment is shaping up pretty well. Still some more stuff to do like fire, adjusting the colors of some textures, More wood. a statue etc… But here you can see a fly through of its current state:

Quick update; added some stuff

Hey there,

I’ve been trying to figure out some way to make the place more alive. and I’ve come up with several ways to do so. I’ve added scafolding, chains and plants. I’m working on the ruins themselves, so they should replace the placeholder next week. I’m also trying to figure out a way of doing icicles efficiently. I don’t way lots of different meshes, I’d prefer as little as possible, so I’m thinking 4 or something… ah well, here is the screenshot:

Update 12.12.10

New Project: The Frozen Temple (master material and dynamic snow!)

Well, school finished. I’ve gotten myself a job as a game designer and me and my girlfriend have moved in together… But my hands were twitching already to get started on something new. That was weeks ago and now I’ve made some progress. I’ve gathered some concept art from Uncharted II, Castlevania and god of war and have started to create a frozen over temple environment as practice. Its going to be a real time environment in UDK.

But I wanted to streamline the process more this time so I made a master material that I can instance. This way I could create a shader that would do exactly what I wanted it to and use those functions across every material if I wanted to. I added stuff like AO maps, Dynamic (real time) snow, edge lighting etc. To give you an impression how the shader looks, there is a screenshot below. Aside from that I’ve started on the material itself and have tried to work as efficient as possible, re-using meshes etc. Here are some (very) early wip shots with lots of placeholders.

The master material layout

Early screenshot 1

Expect some new screenshots soon with added chains, scaffolding, ruins etc…

Project Z and thus school completed

Hi there,

I’ve graduated for my masters! As stated previously I’ve been working on a project I dubbed Project Z. You can find my thesis and the game on the following links:

Thesis PDF: Download

Vimeo Video: http://vimeo.com/14182974>View video

Project ‘Z’ download link: Download

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