• Art Portfolio for
    Eric Testroete

    About Me

    Personal
    - Mirror Self Portrait
    - Self Portrait
    - Boiler Room
    - Cats
    - Large Man

    Production
    - Space Marine
    - Undisclosed
    - MLB Superstars
    - MLB Fantasy Allstars 2k9
    - MLB Fantasy Allstars 2k8
    - NFS: Most Wanted

    Photo
    - North Korea - 2012
    - North Korea - 2011
    - Japan
    - This is Japan!
    - Winter
    - Various
    - Lomo
    - Costa Rica

    Resume

    Links
  • Boiler Room - Game Art - Art Portfolio for Eric Testroete
    Boiler Room - 2009

    This environment was meant to showcase my abilities as an environment artist. It was also a great learning experience, as a learnt a great deal about Vray as well as Shader FX. Both are fantastic software packages and I highly recommend them.

    Software used:

    3ds Max 2009
    Photoshop CS3/CS4
    Vray SP2
    Shader FX
    CrazyBump
    cgtextures.com


  • This clip is real-time footage from the 3ds Max viewport, beginning with the night version of the environment and ending with the day version.
  • This tank along with a few other objects feature radiosity normal maps.


  • Clockwise: Complete shader, Diffuse, Normal, Spec


  • Complete verses Lightmap. Light map applied via Modulate 2x (base x light x 2). Lightmaps rendered using linear workflow.


  • Clockwise: Complete shader, Diffuse, Normal, Spec


  • Complete verses Lightmap. Light map applied via Modulate 2x (base x light x 2). Lightmaps rendered using linear workflow.


  • Shader for the daytime volume light. This shader is basically an additive look at shader for fog particles always facing the camera. A series of polygons float in the scene to simulate fog.
    Top nodes force a polygon to always look at camera. Ambient pass node determines overall color. The nodes wired into alpha are blending a circular gradient (texture channel 1)to black, masked with a diagonal gradient (texture channel 2), to simulate stronger light closer to the light source and to create soft edges. Created with Shader FX.


  • Shader for the night time volume light. This shader is an additive fresnel shader for light cones simulating volume light. These shaders applied to various cones placed underneath light sources.
    It consists of a gradient to simulate stronger light near the source which is mixed with a fresnel node to create soft edges to the light cone at all camera angles. Each shader is adjusted to the size of the light cone.


  • With and without volume light.


  • Shader for ground texture. Consists of 5 diffuse, 5 spec, 4 normal, one relief and one lightmap.
    Setup to allow adjustment of puddle spec and gloss.


  • Various textures used on the walls. The bright white on the bottom is displacement for a relief map.
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