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CEJ Tech Art Extraordinarie

I swear, I'm technically an artist. Sky, Clouds, Water, Rain. Some progress from our latest game project at The Game Assembly. So far I've made flow-mapping on the water and clouds/sky. Particle systems for rain and clouds. A rain hit shader on up-facing surfaces. This is still a work in progress. Water flow using vertex painting. Dynamic Procedural Shaders: Sky, Clouds and Sand. A shader project that I did for my technical specialization project at The Game Assembly. Place sticky footer content here.

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CEJ Tech Art Extraordinarie | joachimlindkvist.com Reviews
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I swear, I'm technically an artist. Sky, Clouds, Water, Rain. Some progress from our latest game project at The Game Assembly. So far I've made flow-mapping on the water and clouds/sky. Particle systems for rain and clouds. A rain hit shader on up-facing surfaces. This is still a work in progress. Water flow using vertex painting. Dynamic Procedural Shaders: Sky, Clouds and Sand. A shader project that I did for my technical specialization project at The Game Assembly. Place sticky footer content here.
<META>
KEYWORDS
1 times;
2 modal title
3 close
4 save changes
5 tech art
6 games
7 water flow shader
8 level export
9 texture export
10 cubemap tools
CONTENT
Page content here
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times;,modal title,close,save changes,tech art,games,water flow shader,level export,texture export,cubemap tools,powershell scripting,by @mdo
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CEJ Tech Art Extraordinarie | joachimlindkvist.com Reviews

https://joachimlindkvist.com

I swear, I'm technically an artist. Sky, Clouds, Water, Rain. Some progress from our latest game project at The Game Assembly. So far I've made flow-mapping on the water and clouds/sky. Particle systems for rain and clouds. A rain hit shader on up-facing surfaces. This is still a work in progress. Water flow using vertex painting. Dynamic Procedural Shaders: Sky, Clouds and Sand. A shader project that I did for my technical specialization project at The Game Assembly. Place sticky footer content here.

INTERNAL PAGES

joachimlindkvist.com joachimlindkvist.com
1

CEJ Tech Art Extraordinarie

http://www.joachimlindkvist.com/powershell.html

File handling: Copying Assets. It's sometimes useful to be able to handle several files at once. It's easy to get stats on files, like filetype, filesize. I used this to get some data on files in a couple of our game projects at The Game Assembly. You can use powershell as an interface for running python scripts. You can also use PowerShell as an interface with other software. Here I created an interface for Photshop. I could see this being useful for automation and file handling for textures.

2

CEJ Tech Art Extraordinarie

http://www.joachimlindkvist.com/games.html

Zoetic (2015), Technical Artist. The FPS project made during my education at The Game Assembly. Color Grading LUT Shader. Irrbloss (2015), Technical Artist. The RTS project made during my education at The Game Assembly. Coercion (2014), Technical Artist. The Space Shooter project made during my education at The Game Assembly. Script: Render Cubemap in Maya. Level Export: Maya to XML. Monster Mansion (2013), Lead Artist. A horror survival project made during my education at GSCEPT. RAT (2012), Artist.

3

CEJ Tech Art Extraordinarie

http://www.joachimlindkvist.com/cubemap.html

I made this during a game project at The Game Assembly. It was used to capture/render cubemaps from the Scene in Maya. Renders 6 cameras from origo. Combines Images with a RTT Pass. Save to NVIDIA-strip with Photoshop script. Renders with Mental Ray. Make Horizontal Cross with Photoshop Script. Language: Python, PyMEL, MEL, Javascript. Place sticky footer content here. Cover template for Bootstrap.

4

CEJ Tech Art Extraordinarie

http://www.joachimlindkvist.com/levelexport.html

Maya XML Level Exporter. Level Exporter: Maya to XML (2015). I made this script for the game projects at The Game Assembly. We used Maya as a Level editor and this script exported the levels to XML from Maya. Exports Maya Scene To XML. Exports All Transforms, position, rotation, scale. Exports User Defined Attributes. Language: Python, PyMEL, MEL. Place sticky footer content here. Cover template for Bootstrap.

5

CEJ Tech Art Extraordinarie

http://www.joachimlindkvist.com/waterflow.html

Water Flow With Vertex Colors. Water flow is painted with vertex colors. World Projected UVs for tiling normal map. Engine: Unreal Engine 4. Place sticky footer content here. Cover template for Bootstrap.

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thegameassembly.com thegameassembly.com

Technical Artist 14 – The Game Assembly

http://www.thegameassembly.com/students/tga-14/technical-artist-14

Tobias Lindgren lindgrentobias.com. The Game Assembly/Hermods AB. Beijerskajen 8, S-211 19 Malmö. Show The Game Assembly HQ. On a larger map.

trescom.org trescom.org

Walkthrough – The Town | TresCom

http://www.trescom.org/walkthrough/walkthrough-the-town

Featured: Thursday, 5th December 2002. Tips & Tricks. Walkthrough – The Town. Posted on July 8, 2013 at 3:26 pm. Find a way into the Town. Unlock Dr Wu’s compound door from the communications center. Locate RED Keycard in Dr Wu’s bungalow. Locate WHITE Keycard in Hammonds compound. Locate PURPLE Keycard in Hammond’s home. Travel to the dam and the next level. Benelli M1 Super 90. Browning High-Power Hunting Rifle. Velociraptor, Tribe A and B. Now exit the church and turn right to the Communications Cente...

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CEJ Tech Art Extraordinarie

I swear, I'm technically an artist. Sky, Clouds, Water, Rain. Some progress from our latest game project at The Game Assembly. So far I've made flow-mapping on the water and clouds/sky. Particle systems for rain and clouds. A rain hit shader on up-facing surfaces. This is still a work in progress. Water flow using vertex painting. Dynamic Procedural Shaders: Sky, Clouds and Sand. A shader project that I did for my technical specialization project at The Game Assembly. Place sticky footer content here.

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