Simen "Eikons" Stroek Portfolio artwork and rantings.

24Feb/120

Crash Course

Posted by eikons

This was an entry for the Global Game Jam 2012. The game was made within 48 hours with 5 team members, one of which was ill for about 30 hours. With that in mind, I think it turned out quite nice. Also, I got to make the whole world! And a blimp.

The game was made using Brigade, a real-time path tracing engine developed by Jacco Bikker.
You can download and try the game here!
You will need a high end NVIDIA graphics card (gtx480+) to run it smoothly.

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23Feb/120

Nemissa

Posted by eikons

My latest character. A finished one, to boot!

I'll be using this one for some upcoming animations (climbing mountains and swinging ropes! stay tuned)

Also, this one can be appreciated from 360 degrees, in 1080p! It was about time I started doing this.

 

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23Feb/120

Re-L Mayer

Posted by eikons

This one is a sculpt of an anime character I adore. Re-L Mayer, from Ergo Proxy.
My goals were to make an accurate depiction of the character and build a proper facial rig, capable of doing all phonemes and desirable expressions.
The textures remain forever unfinished. :(

Here's a reference:

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23Feb/121

Reflect

Posted by eikons

One of the professors on my university is responsible for making the fastest path tracer out there today. In order to showcase the capabilities of Brigade, which is what the engine is called, I've volunteered to work on a game that utilizes that technology. The video I'm posting here has no sound, but it is the latest iteration of the game and looks much better than the older videos we've produced.

Brigade is a real-time path tracing engine made by Jacco Bikker. Reflect is a student game that is strongly inspired by Portal (Valve 2007).
Most of the environmental art you see in the video was made by me, later reassembled by Jeroen Schijndel.

A demo of this game can be downloaded over here: http://igad.nhtv.nl/~bikker/
This game is very taxing on your system. A high end NVIDIA graphics card (gtx 480+) is recommended for smooth gameplay. ATi cards are currently not supported.

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22Feb/120

Hexabot

Posted by eikons

The Hexabot project was interesting because I was delivered a model to texture, rather than make one myself.

All students who completed this project had very different results, testifying that texture defines a model a whole lot more than it's actual shape.

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22Feb/121

NURBS Car

Posted by eikons

The second major project in IGAD was the NURBS car project. The rules were simple; model an existing car using only NURBs patches. This is a method still used in the car and product design industry, although the tools in specialized software are a little more sophisticated than in Maya. Like vector art, this method is resolution independent, and puts heavy focus on attention to topology.

The car is an Shelby Cobra from 1965. No original blueprints were available.

The next picture shows some of the detail invested in it. The polygon version was converted then cleaned up. I believe we had a 2000 polygon limit for the hull.

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22Feb/120

Clean slate! and Escher 2010

Posted by eikons

At long last, I got rid of the horrible portfolio site that I made back in 2007. I was starting to think I disliked it so much I didn't even want to bother with it. In the meantime, it was still advertising the blatantly embarrassing work I did back then.Enough about that. I don't think of myself as a web designer anymore either. Thus I chose to just install WordPress, pick the first clean and simple theme I could, and have that as my new website. Deal with it, I tell myself. So what I'm going to do now, I suppose,  is gather up everything I made that is worth displaying, and put it up here. These works may up to two years old, I think that's the limit for me. Anything older, I probably just don't want to be reminded of anymore.

I'll start off with the Escher inspired 3D render I made as the first assignment for 3D Visual Arts at IGAD, Breda.

 

This picture is now regularly presented at the school and it won the "Best Artwork" award at the Brain's Eden gaming festival in 2011, Cambridge.

This second rendering may give you a better clue of how the scene was built.

In total, the scene has only ~9000 polygons, 4 texture maps of 1024x1024 each and is rendered using Maya Mental Ray

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