Revisiting older pieces

Not too long ago I was featured by Antonio Neves on Sketchfab and felt that my model was out of place quality wise. That day I set out to improve the old Forest Scene I had done 2 years ago and this is the result:



I’m quite happy with the result. I got rid of the grainy feeling, redid the grass, balanced the foliage a bit more, made the water fall off the island better and gave those mushrooms a touch-up.

Also, I finally uploaded the fire bat from Bloom onto Sketchfab:

In the last few days I’ve been going back and forth between Sketchfab and WordPress on how to embed models on my portfolio and it seemed like they were just about to launch this new feature! Talk about being in the right place at the right time. 🙂

In other news, these are a few things I’ve been working on recently. All tests on different techniques and software.

Trying out PBR. Used Zbrush, Photoshop, 3D Coat, UE4

This inspired the “Layer Cake” script that Travis Evashkevich made for me.

A tiny prop to keep my Maya skills going

See you on the next update!


I Choose You!

I did a tiny side project to keep myself going and starting up a good work atmosphere for this year.



What are your new years resolutions?

Mine are:
– Get more done -generally-
– Read books to fuel imagination and to keep my eyes away from a screen
– Write more blog posts
– Get better at 2D art
– Learn new programs and experiment with tools.
– Make tutorials on my finds as I work more
– Get post-it’s and post stuff EVERYWHERE
– Keep my goals visible
– Make a vision board for my dream home, future travel experiences and motivational quotes
– Consume less, make more
– Get energized! Wake up early, see the sunrise and eat breakfast
– Re-schedule the next day the night before based on highest priority
– Start a weekly menu and keep myself from decision fatigue
– Get more disciplined
– Improve my communication skills
– …

Whoo! It’s a lot to do all at once, but I’ll be focusing on each at a different time.

“The Happiness Project” book that I’ve been reading has helped me to construct some of these resolutions. The book by itself is a new years resolution!

I also found a nice set of quotes/motivations lately that I’d love to share:
(please treat them with a grain of salt as they fit better in certain scenario’s)

– Fail more, fail fast
– Fight fear with acceptance
– It’s not the end result that matters but having fun along the way
– See it not for what it is but for what it could be
– Focus not on the bad but on the good you want in it’s place
– Don’t externalize your motivations, do it for yourself and shoulds will transform to wants.

It’s taken me a loooong time to figure out how it all works and I thought I knew, but then I didn’t, heh.

This is a video that helped me quite a lot:

Steve Pavlina has a great blog btw, check him out.

That’s it from me for this time.
Catch ya later!

Happy Holidays!


For this next year I’ve got a lot of self improvement planned.

One book I’ve recently been reading is called “The Happiness Project” by Gretchen Rubin, I cannot recommend this enough!

I’ve been feeling a bit under the weather lately. Moving to Canada was probably a contributing factor in that. Not that Canada’s not nice or anything. I think it’s mostly the lack of sunshine, winter, leaving family behind, struggling with some vitamin deficiencies and a lot of job uncertainties.

Every time I tried starting a new project, something would come up for me to overcome first.

I’ve been feeling a lot better then a few weeks ago and started picking up the pace again with this design by New Milky.
Her original can be found here.

Here’s a few steps I took in the process:

In the end I restarted the braid. Braids are really a pain to do in 3D btw, you’re warned. 🙂 Did you know the flow of a braid is different on the front and on the back? o.O’ My front is a V and my back is a ^.
In this case I took a squished cylinder and painted on that to later transfer it to the braids I had. This saved me many headaches and made me finish faster then anticipated. I sometimes seem to make it hard on myself for no particular reason.

Even environment artists can have benefits from doing characters every once in a while though.

Next to this project I’ve also slowly been progressing on the Crystal environment


This one is tricky, it’s so round everywhere! Luckily the Bend of Brothers max script helped with that. Thanks Alexander 😉

I will not make any promises on when this will get finished. I’ve tried way too many times to force a deadline on this that just won’t work out in the end. I’ve also been thinking that this environment needs normal maps and all that other glorious stuff. Time to get more confident in Zbrush again.

Merry late Christmas and a Happy New year!

Last school update

After a few months of hiatus, I’m back with another update!

So what’s all new?
Well, first off I just finished my last exam ever. Well, practically my last exam.
What’s on the schedule next is my internship, which I proudly confirm to be at Paladin Studios.

They make fantastically colorful and stylized games. From the moment I found them I knew this would be a place that I’d fit in.
Take a look at their previous games. I recommend Momonga; a short, story-driven pinball game for mobile devices.


To get back to my school projects…

Because it was my last semester at Howest, I started a Graduation Project.
The base for this was that it had to be something that we hadn’t learned in DAE before.

So what could be better then doing an underwater scene in the new Unreal Engine 4 with Oculus Rift support and done in a realistic manner?
Nothing, I swear. 🙂

I learned SOOO much from this project, it’s ridiculous. Not only in technical skill but also in emotional.

There are Presentation Sheets (Coral Reef – UE4) available for those that want to have a look at it.
Furthermore, the progress was slightly blogged on a polycount thread

Below is the final result:


This was not the only project of the past semester though.
I’ve been messing around with more PBR as well.

This time it was a static camera scene with the intention of being a startup screen for a non existing game.

Last time I tried a static camera scene it ended up only looking good from one angle. I’m refering to this.
I didn’t feel like having the same thing happen again so I ended up finishing the scene in a 360 manner.

The theme was chosen from 4 options. This one was Rocky desert, something completely different from the underwater scene I previously decided on.
Rocks and sand seem a bit too dead for my tastes though. So where water is, there is green! Finish it off with the Grand Canyon and the Colorado River and you got yourself a kayak simulator game!

What I learned from this project:
– Good vertex painting blending
– Water
– Mostly a lot of shader stuff
– How to build a scene in UE4
– Learned about the limits of decals and custom texture input (shader) in version 4.5.1
– The widget blueprint
– Sculpting rocks

So I tried my hand at a few more realistic scenes to add to my portfolio… but my love for handpainted is still taking the upper hand.

To have a change of scenery *insert stupid pun here*, I went back to making a small prop for the holidays:

Sketchfab was made as well.

And with that, I wish you all a good new year 🙂

To a year of many changes!



Juneeee <3

The latest update of the schoolyear is here!  = v=

This one has a lot of goodies ❤

I think I finally broke out of my “artblock” stage.
Let’s see, where did I leave you guys..

Aha! So the Bloom project got finished! 😀 you can download the latest version on

THIS link.

So happy with the final result. There’s even a multiplayer<3


Some screenshots:

And a final presentation:

So proud of our team. Don’t you think they did great? 😀

As for the exams:

First up is the Rigging exam:

I kind of forgot to mention 😦 but the original concept was done by James McDonald:

Game Graphics exam:

This is the reference I used for the scene:


The texture buildup was pretty basic. Here you can find a quick gif:

Texture breakdown can be found on my Polycount sketchbook

Final Image

Final Image

The final image made it onto the Wall of Fame on DrawCrowd, which was a huge surprise since I personally believe many other artists on there are so much better then me.

And of course another video!

After that I also got my Level Scripting exam done.
This time it was UDK like I last told you 😉

Here are some screenshots:

A breakdown can be found on my polycount sketchbook
Most of the assets in this demo were made by a friend of mine (Tom Ivens)
Only a few are actually from the UDK standard package.

The particles, level design, scripting and decorating were done by me.

You can download the small demo…



I got pretty good grades for these last few exams as well. Really happy on how my Level Scripting turned out.
Decorating levels is really so much fun ❤

So summer has started for me. Time for some relaxation and free work.
First thing I did was getting used to Zbrush again. It has been a while since I’ve done highpoly and normal maps, so this was a great exercise:

Zbrush Sculpt

Low poly bake

And a quick 360 video with some standard Quixel stone material.

It was a good opportunity to test out Physically Based Rendering since I had never tried it before.
In total I used these programs:

-3ds max

As for future plans.. I was thinking of maybe tackling this concept in 3D:

made by 許安藤 deviantart post can be found here

I saw this concept a while ago in one of the monthly n00b challenges on Polycount.
It really made me want to do some freework but at the time I was overloaded with other stuff that needed finishing ^^;

Well, that pretty much sums up my June ^^