Low poly gamecontent “kurze strasse”
I modelled some low poly objects with highdef textures, to use as game content. You can find all of these modells in reality location Berlin Pankow. I used highdef textures cause a downsizing is easier then upscaling … e.g. the wall in the background is 7000px wide and the sprayed “PS” is 2048 square… so zooming here is no problem.


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Visualisation “Evangelisches Waldkrankenhaus Spandau”
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Task was to build up a rendered walktrough for a presentation. We get a lot of CAD datasets, mostly 2D data. My part was to setup all the walls and TD (material/lighting/rendering). It was a huge area to build (complete 2nd floor) , here are some rendered impressions…thanx to wip-wilde for allowing to show the images here. All Images shown in this post ©2006 wilde information power
stats:
• 11 rooms
• 2 floors (up to 30 doors)
• 1 minute walkthrough video
7th semester project: a 3d videogame “QUADR1S”
Yes, it´s just another Tetrisclone:)
My part was the scene modeling and 3D-programming. Grauton did all the sound, network and video stuff. Reini handles the gamelogic.
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Groupsize: 3 (Reini, Grauton and me)
Features: Shadowmaps, Multiplayer, ForceFeedBack, Directsound (produced audioeffects and songs), Introvideo
Download: screener
Image based lighting with mental ray
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First i did some test renderings to see how HDR works in mental ray.
Bastian is the son of my girlffriend´s sister. He was about to get a e-guitar and an amplifier as a present. My part was to design a symbolic presentcard. I used the REACTOR© engine with the cloth-modifier to create the cable between the amp and the guitar. I used image based lighting to get a good shading.











