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Randomness, Craziness, and Curiosity

Randomness, Craziness, and Curiosity. Thursday, January 26, 2012. MaxScript AI (3DS Max). I decided to create AI in Maxscript for fun to see if I could do it. Thursday, January 5, 2012. These pics. are old, but I was messing around with the idea of remaking Kokiri Village in UDK for fun. This was more of a rough in, although I got a little detailed with it, but I did this quite fast. I dont think I'll continue with it, more so because I'm pretty posative I lose the files somehow. so yeah. To view my port...

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Randomness, Craziness, and Curiosity | mattlichy.blogspot.com Reviews
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Randomness, Craziness, and Curiosity. Thursday, January 26, 2012. MaxScript AI (3DS Max). I decided to create AI in Maxscript for fun to see if I could do it. Thursday, January 5, 2012. These pics. are old, but I was messing around with the idea of remaking Kokiri Village in UDK for fun. This was more of a rough in, although I got a little detailed with it, but I did this quite fast. I dont think I'll continue with it, more so because I'm pretty posative I lose the files somehow. so yeah. To view my port...
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2 matt lichy
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4 zelda in udk
5 2 comments
6 main site updated
7 more to come
8 belair wireframe
9 wire
10 quick render
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Randomness, Craziness, and Curiosity | mattlichy.blogspot.com Reviews

https://mattlichy.blogspot.com

Randomness, Craziness, and Curiosity. Thursday, January 26, 2012. MaxScript AI (3DS Max). I decided to create AI in Maxscript for fun to see if I could do it. Thursday, January 5, 2012. These pics. are old, but I was messing around with the idea of remaking Kokiri Village in UDK for fun. This was more of a rough in, although I got a little detailed with it, but I did this quite fast. I dont think I'll continue with it, more so because I'm pretty posative I lose the files somehow. so yeah. To view my port...

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mattlichy.blogspot.com mattlichy.blogspot.com
1

Randomness, Craziness, and Curiosity: June 2009

http://mattlichy.blogspot.com/2009_06_01_archive.html

Randomness, Craziness, and Curiosity. Sunday, June 28, 2009. Just figured I would make a little post about what's going on. I started up at Bungie again as a Contract 3D Artist doing props for Halo: Reach. I joined up with 9 other guys in a separate building from the main studio. So far everything's been going great, and I really like how this project is looking already. Subscribe to: Posts (Atom). To view my portfolio or demo reel, visit my website at http:/ www.matthewlichy.com. View my complete profile.

2

Randomness, Craziness, and Curiosity: Quick Render

http://mattlichy.blogspot.com/2010/02/quick-render.html

Randomness, Craziness, and Curiosity. Thursday, February 4, 2010. Decided to do a quick experimental render with my Belair. I just got some of my ODST art today, and I need to re-take some of it again in-game sometime soon. I will try and update my site this weekend. Subscribe to: Post Comments (Atom). To view my portfolio or demo reel, visit my website at http:/ www.matthewlichy.com. Bungie UNSC Field Generator. A model I had to create for the art test. Halo: Reach, behind the scenes.

3

Randomness, Craziness, and Curiosity: March 2009

http://mattlichy.blogspot.com/2009_03_01_archive.html

Randomness, Craziness, and Curiosity. Sunday, March 29, 2009. Saturday, March 28, 2009. Did a quick little project for fun. Found a concept online somewhere and decided to do a highpoly, lowpoly, normal map bake and put into Unreal Engine 3. Might do some more work on this, but I don't know. Might move onto something more interesting and challenging. Previous images were rendered in Unreal Engine 3. Subscribe to: Posts (Atom). Bungie UNSC Field Generator. A model I had to create for the art test.

4

Randomness, Craziness, and Curiosity: Main Site Updated

http://mattlichy.blogspot.com/2010/02/main-site-updated.html

Randomness, Craziness, and Curiosity. Sunday, February 14, 2010. I finally updated my website, check it out if you already haven't! I can't wait to show the stuff I was able to work on for Halo: Reach. I've been given the opportunity to work on some pretty awesome stuff. Subscribe to: Post Comments (Atom). To view my portfolio or demo reel, visit my website at http:/ www.matthewlichy.com. Bungie UNSC Field Generator. A model I had to create for the art test. Halo: Reach, behind the scenes.

5

Randomness, Craziness, and Curiosity: June 2008

http://mattlichy.blogspot.com/2008_06_01_archive.html

Randomness, Craziness, and Curiosity. Monday, June 30, 2008. First day of work. Thursday, June 26, 2008. Well I am here in Washington now. I have been here since Monday, but have been on my own now for 2 days. My 2 roomates should be here in a couple weeks. hopefully. but as of now it's just me. I still am learning the area and need to setup a bus schedule to get to work and back. Sunday, June 22, 2008. Hulk post is a bust, Leaving tomorrow. Friday, June 20, 2008. Hulk for PC. wow. I'm wondering if it wi...

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LINKS TO THIS WEBSITE

matthewlichy.com matthewlichy.com

Matthew Lichy | 3D Artist

http://www.matthewlichy.com/ODST_Cov_Grav_Lift.html

Halo 3: ODST - Covenant Grav Lift. Concept by Steve Chon. Vert count unknown, used a 768 main texture, and 2 tiling textures for techy parts plus an illum map. Model concept changed slightly from first image. The art director decided on a differen't look. Some additional work was done on it by Shi Kai Wang, but I was the main artist on this piece.

matthewlichy.com matthewlichy.com

Matthew Lichy | 3D Artist

http://www.matthewlichy.com/Resume.html

Experience with Halo Engine, CryEngine 2, Unreal Engines 2 and 3, GTA 3, Vice City, and GTA IV Engines (PC), Torque 2D, Torque 3D, and the Source Engine (Half-Life 2). 3DS Max (7 - 2012). Microsoft Raid (Bug Software). Product Studio (Bug Software). Bachelor of Science, Game Design and Development. Brown College Brooklyn Center, MN. June 2005 - June 2008. Forza Motorsport 4 3D Artist 2 (Turn10/Microsoft). October 2010 August 2011. Halo: Reach 3D Contract Artist (Bungie). Prop Modeler / Environment Artist.

matthewlichy.com matthewlichy.com

Matthew Lichy | 3D Artist

http://www.matthewlichy.com/ODST_Bridge.html

Halo 3: ODST - Uplift Reserve Bridge. Player drives over to finish level). Vert count unknown, uses existing tiling textures.

matthewlichy.com matthewlichy.com

Matthew Lichy | 3D Artist

http://www.matthewlichy.com/REACH_Skull.html

Halo Reach - Multiplayer Skull. This was an up-rez / reconstruction from the Halo 3 asset, but I made its proportions/detail alot closer to realism. The model is 2,074 verts in-game, after smoothing group/UV Splits/Shaders. Highpoly model done in Mudbox 2011 64bit.

matthewlichy.com matthewlichy.com

Matthew Lichy | 3D Artist

http://www.matthewlichy.com/ODST_Drone_Optics.html

Halo 3: ODST - UNSC Drone Optics Package. Cinematic/Gameplay piece collected in Hub). Concept by Dorje Bellbrook. Vert count unknown, uses a 384 diffuse/greyscale bump map, as well as 8bit alpha and glass shader.

matthewlichy.com matthewlichy.com

Matthew Lichy | 3D Artist

http://www.matthewlichy.com/ODST_Drone_Fighter.html

Halo 3: ODST - UNSC Drone Fighter. Concepts by Dorje Bellbrook. Vert count unknown, texture size was either a 512 or 768. Uses a diffuse map, and greyscale bumpmap. This vehicle flies over in the Park Reserve map during the opening Cinematic. The player doesn't get to see it upclose. (image above was taken by glitching the map by a unknown player.). Damaged variant was also made, as pictured above after u see it crash during a cinamatic. Uses a copy of the orignial map grunged/scratched up.

matthewlichy.com matthewlichy.com

Matthew Lichy | 3D Artist

http://www.matthewlichy.com/ODST_Highway_Barrier.html

Halo 3: ODST - Highway Barrier. Player needs to jump over to finish Highway Map). Concept by Steve Chon. Vert count unknown, uses existing tiling textures, illums and decals. Model changed slightly from concept per art directors request.

matthewlichy.com matthewlichy.com

Matthew Lichy | 3D Artist

http://www.matthewlichy.com/ODST_Structures_Props.html

Halo 3: ODST - Uplift Reserve Structures/Props. Various Buildings/Structures/Props I worked on). All structures above were modeled/unwrapped by me. They were unwrapped to fit existing tiling textures. I was asked to create this end section to attach to the exterior walls. It also was unwrapped to fix existing textures. I also created the cranes and used existing tiling textures.

matthewlichy.com matthewlichy.com

Matthew Lichy | 3D Artist

http://www.matthewlichy.com/REACH_Comm_Display.html

Halo Reach - Cov Communication Display. This was the concept given to me (Left image). I had come up with the sides/top/interior detail myself. The model is 7,172 verts in-game (Including the destroyed mdoel), after smoothing group/UV Splits/Shaders Decals/Illum quads. HighPoly done in 3DS Max 2010 64bit.

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Matt Licata, PhD - Home

Matt Licata, PhD. Matt Licata, PhD. Psychotherapist, Writer, Teacher. Thank you for your interest in my work. I look forward to sharing this journey with you in whatever way is most helpful and most resonant for you. To the writing you will find here, I am editor of. Blog, where I have been sharing my exploration of the journey of the heart nearly every day over the last few years. If interested, you can subscribe and have posts sent directly to you. Create a free website. Start your own free website.

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Startseite - MATTlicht

Design Leuchten and Lampen Licht in Form. MATTlicht kombiniert zeitlose Form. Zu außergewöhnlichen Leuchten und Möbeln. MATTlicht gibt es in verschiedenen Ausführungen und kann im Floor- oder im Wandbereich eindrucksvoll in Szene gesetzt werden. Bringen Sie Ihr Licht in Form. Versand & Kosten. Alle Preise inkl. der gesetzlichen MwSt.

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Matthew (Aaron) Lichtenstadter | Aspiring Sports Journalist and Broadcaster

Aspiring Sports Journalist and Broadcaster. Welcome to the officially unofficial website of Matthew Aaron, sports broadcaster and journalist! Take a look around and stay a while, and hopefully you find something that piques your interest! Yes, that is me in a houndstooth coat. It looked cool to me, at least. See Me On Twitter. Create a free website or blog at WordPress.com. Blog at WordPress.com.

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ML — Coming Soon

This page is used to test the proper operation of your recent MOJO Marketplace. If you can read this page it means your installation was successful! The owner of this website is working on making this site awesome. Why not bookmark it. And come back again later. We are sure you will not be disappointed. Are you the Site Owner? To your WordPress installation and prepare your site for launch. To launch your site just click the link in the banner at the top of the screen. Make My Site Look Like the Demo.

mattlichti.github.io mattlichti.github.io

Matt Lichti

Data Scientist skilled in machine learning, python, SQL. My background is in electrical engineering, and I have experience as a patent examiner in the vehicle and navigation data processing field. I left the patent office to spend the next couple years traveling and volunteering in Asia and Latin America. After taking a machine learning class on Coursera. I became fascinated with big data and the wide range of applications of data science tools. I moved to San Francisco and enrolled at Zipfian Academy.

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Randomness, Craziness, and Curiosity

Randomness, Craziness, and Curiosity. Thursday, January 26, 2012. MaxScript AI (3DS Max). I decided to create AI in Maxscript for fun to see if I could do it. Thursday, January 5, 2012. These pics. are old, but I was messing around with the idea of remaking Kokiri Village in UDK for fun. This was more of a rough in, although I got a little detailed with it, but I did this quite fast. I dont think I'll continue with it, more so because I'm pretty posative I lose the files somehow. so yeah. To view my port...

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