<commit_before>[HOME](index.md)

**Role:** 3D Artist and Level Designer/Artist.

**Name:** <NAME>

**Contact:** 
[LinkedIn](https://www.linkedin.com/in/rolaszf/)

[Github](https://github.com/RogerOlasz)

Mail: <EMAIL>

**My Job:** 

First of all i started being 3D environment artist, creating props to use on our tracks with their concept arts or references, their UV and textures. 

Afterwards on the development, when gameplay had evolved, i had to start creating (following the same method we used for the objects) models like Daruma (random box to collect in-game items)
and some item like Makibishis.

Then, i had to take again two of the props created to make a rework, because they have been created fast to fulfill the deliveries.

Finally, i transformed into a level designer to change one of the two tracks into something beautiful and enjoyable to wander, from filling the map with props to changing the entire heightmap and repainting it.

_**What i've done:**_

- Creating environment props (In chronological order):
	- Old temple columns with farols, Screenshot 1: 1732 triangles Screenshot 2: 2064 triangles (In-engine screenshots). ( Finally not included because of the map aesthetic direction had changed. )
<img src="http://i.imgur.com/bpOPCB7.png" width="360" height="250"> | <img src="http://i.imgur.com/a8PmUaF.png" width="360" height="250">

	- Firsts map texture creation and painting to test (In-engine screenshots). (Before have tools enough to paint it in engine and have a good textures and textures resolution.)
<img src="http://i.imgur.com/aV3L0db.png" width="370" height="250"> | <img src="http://i.imgur.com/hI3xB7K.png" width="370" height="250">

	- Watermill with some animations, 10.000 triangles entire prop (In-engine footages).
<img src="http://i.imgur.com/pq7ArWQ.gif" width="370" height="250"> | <img src="http://i.imgur.com/9Nx4z1V.gif" width="370" height="250">
<img src="http://i.imgur.com/vd1h9Bz.gif" width="370" height="250"> | <img src="http://i.imgur.com/Jjx0vG4.gif" width="370" height="250">

	- Low poly Mushrooms, 30 triangles each one (In-engine screenshot). 
![Mushrooms](http://i.imgur.com/T8nN6SQ.png)

	- Wooden crates, in screenshot order: 12 triangles/76 triangles/96 triangles.
![WoodenCrates](http://i.imgur.com/FLLuSOh.png)

	- Bamboo, 228 triangles (In-engine screenshot).
![Bamboos](http://i.imgur.com/HylcQ2z.png)

	- Low poly rocks, in screenshot 1 order: 140 triangles/112 triangles/140 triangles/90 triangles (In-engine screenshot photo 2).
![Rocks1](http://i.imgur.com/toR3Uhy.png) ![Rocks2](http://i.imgur.com/7MRYCCn.png)

	- REMAKE posts with farols, 1832 triangles (In-engine screenshot).
![FarolPosts](http://i.imgur.com/ioysSpi.png)

	- REMAKE watermill, 3634 triangles without props inside (In-engine screenshot).
![WatermillV2](http://i.imgur.com/1nzTaZA.png)


- Creating items:
	- Daruma item box, 128 triangles (In-engine screenshot).
![FinalModel](http://i.imgur.com/MtJdgBq.png) ![DarumaConceptArt](http://i.imgur.com/pw6X57h.png)

	- Makibishi item, 16 triangles (In-engine screenshot).
![MakibishiModel](http://i.imgur.com/xIaZelW.png) ![MakibishiConceptArt](http://i.imgur.com/U3NCK4Q.png) ![MakibishiInGameUI](http://i.imgur.com/ioFYAj4.png)

	- Kome concept art. (Stopped creation because we had no time to code his behaviour.)
![KomeConceptArt](http://i.imgur.com/vtDHlVD.png)


- Level created:
	- Some photos from track before my remake.
![SceneMap2_v1_1](http://i.imgur.com/lDveYcd.png) ![SceneMap2_v1_2](http://i.imgur.com/wXd5yyh.png) ![SceneMap2_v1_3](http://i.imgur.com/0fS4tJv.png)

	- And now some screenshots after remake:
![SceneMap2_v2_1]() ![SceneMap2_v2_2]() ![SceneMap2_v2_3]()
![SceneMap2_v2_4]() ![SceneMap2_v2_5]() ![SceneMap2_v2_6]()

And here i show 45 min of terraforming with our engine tools (from a total of 8h for the first terrain) reduced to 3:30 min with time lapse.

[![Terraforming](http://img.youtube.com/vi/7-ABw7wDyYE/0.jpg)](http://www.youtube.com/watch?v=7-ABw7wDyYE)

- And finally just be all what team needed in crunch periods :D.

To see all screenshots and gifs go [here](http://rogerolaszfuentes.imgur.com/all/).<commit_msg>Added screenshots.<commit_after>[HOME](index.md)

**Role:** 3D Artist and Level Designer/Artist.

**Name:** <NAME>

**Contact:** 
[LinkedIn](https://www.linkedin.com/in/rolaszf/)

[Github](https://github.com/RogerOlasz)

Mail: <EMAIL>

**My Job:** 

First of all i started being 3D environment artist, creating props to use on our tracks with their concept arts or references, their UV and textures. 

Afterwards on the development, when gameplay had evolved, i had to start creating (following the same method we used for the objects) models like Daruma (random box to collect in-game items)
and some item like Makibishis.

Then, i had to take again two of the props created to make a rework, because they have been created fast to fulfill the deliveries.

Finally, i transformed into a level designer to change one of the two tracks into something beautiful and enjoyable to wander, from filling the map with props to changing the entire heightmap and repainting it.

_**What i've done:**_

- Creating environment props (In chronological order):
	- Old temple columns with farols, Screenshot 1: 1732 triangles Screenshot 2: 2064 triangles (In-engine screenshots). ( Finally not included because of the map aesthetic direction had changed. )
<img src="http://i.imgur.com/bpOPCB7.png" width="360" height="250"> | <img src="http://i.imgur.com/a8PmUaF.png" width="360" height="250">

	- Firsts map texture creation and painting to test (In-engine screenshots). (Before have tools enough to paint it in engine and have a good textures and textures resolution.)
<img src="http://i.imgur.com/aV3L0db.png" width="370" height="250"> | <img src="http://i.imgur.com/hI3xB7K.png" width="370" height="250">

	- Watermill with some animations, 10.000 triangles entire prop (In-engine footages).
<img src="http://i.imgur.com/pq7ArWQ.gif" width="370" height="250"> | <img src="http://i.imgur.com/9Nx4z1V.gif" width="370" height="250">
<img src="http://i.imgur.com/vd1h9Bz.gif" width="370" height="250"> | <img src="http://i.imgur.com/Jjx0vG4.gif" width="370" height="250">

	- Low poly Mushrooms, 30 triangles each one (In-engine screenshot). 
![Mushrooms](http://i.imgur.com/T8nN6SQ.png)

	- Wooden crates, in screenshot order: 12 triangles/76 triangles/96 triangles.
![WoodenCrates](http://i.imgur.com/FLLuSOh.png)

	- Bamboo, 228 triangles (In-engine screenshot).
![Bamboos](http://i.imgur.com/HylcQ2z.png)

	- Low poly rocks, in screenshot 1 order: 140 triangles/112 triangles/140 triangles/90 triangles (In-engine screenshot photo 2).
![Rocks1](http://i.imgur.com/toR3Uhy.png) ![Rocks2](http://i.imgur.com/7MRYCCn.png)

	- REMAKE posts with farols, 1832 triangles (In-engine screenshot).
![FarolPosts](http://i.imgur.com/ioysSpi.png)

	- REMAKE watermill, 3634 triangles without props inside (In-engine screenshot).
![WatermillV2](http://i.imgur.com/1nzTaZA.png)


- Creating items:
	- Daruma item box, 128 triangles (In-engine screenshot).
![FinalModel](http://i.imgur.com/MtJdgBq.png) ![DarumaConceptArt](http://i.imgur.com/pw6X57h.png)

	- Makibishi item, 16 triangles (In-engine screenshot).
![MakibishiModel](http://i.imgur.com/xIaZelW.png) ![MakibishiConceptArt](http://i.imgur.com/U3NCK4Q.png) ![MakibishiInGameUI](http://i.imgur.com/ioFYAj4.png)

	- Kome concept art. (Stopped creation because we had no time to code his behaviour.)
![KomeConceptArt](http://i.imgur.com/vtDHlVD.png)


- Level created:
	- Some photos from track before my remake.
![SceneMap2_v1_1](http://i.imgur.com/lDveYcd.png) ![SceneMap2_v1_2](http://i.imgur.com/wXd5yyh.png) ![SceneMap2_v1_3](http://i.imgur.com/0fS4tJv.png)

	- And now some screenshots after remake:
![SceneMap2_v2_1](http://i.imgur.com/L0nOkVE.png) ![SceneMap2_v2_2](http://i.imgur.com/IVMHXK9.png) ![SceneMap2_v2_3](http://i.imgur.com/RSmC9JI.png)
![SceneMap2_v2_4](http://i.imgur.com/WJXZE7g.png) ![SceneMap2_v2_5](http://i.imgur.com/5k7kyX3.png) ![SceneMap2_v2_6](http://i.imgur.com/99jwl3z.png)
![SceneMap2_v2_4](http://i.imgur.com/4oiXVYr.png) ![SceneMap2_v2_5](http://i.imgur.com/rtD8AAs.png) ![SceneMap2_v2_6](http://i.imgur.com/L8CIQaI.png)
![SceneMap2_v2_7](http://i.imgur.com/aYvYQsO.png) ![SceneMap2_v2_8](http://i.imgur.com/X2ykEIK.png) ![SceneMap2_v2_9](http://i.imgur.com/RaM6YUt.png)

And here i show 45 min of terraforming with our engine tools (from a total of 8h for the first terrain) reduced to 3:30 min with time lapse.

[![Terraforming](http://img.youtube.com/vi/7-ABw7wDyYE/0.jpg)](http://www.youtube.com/watch?v=7-ABw7wDyYE)

And here i show 35 min of prop placement with our engine tools reduced to 2:10 min with time lapse.

[![PlacingProps](http://img.youtube.com/vi/xkaNH-Ar9cs/0.jpg)](http://www.youtube.com/watch?v=xkaNH-Ar9cs)

- And finally just be all what team needed in crunch periods :D.

To see all screenshots and gifs go [here](http://rogerolaszfuentes.imgur.com/all/).
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