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KLEMEN LOZAR'S ONLINE PORTFOLIO Introduction. This is my variation of the frame blending technique first developed by Guerrilla Games for Killzone 2, you can find a link to their publication and other resources at the bottom of the post. The aim is to extend the utility of animated textures by distorting them with motion vectors to procedurally generate the inbetweenframes.
KLEMEN LOZAR'S ONLINE PORTFOLIO Making a game! For the last three months I’ve been working on a pixel art shoot’em up game in my spare time, called Let Them Come. It’s inspired by retro action classics like Metal Slug and Doomamong others.
KLEMEN LOZAR'S ONLINE PORTFOLIOSEE MORE ON KLEMENLOZAR.COM KLEMEN LOZAR'S ONLINE PORTFOLIO Let Them Come Released! Let Them Come is now available on Steam and Xbox!! Soon also coming to iOS, Android and PS4. Here’s a short backstory on how it all started that I wrote for Xbox Wire.. In late 2014 I left Rocksteady in London and moved to Vancouver to work for alarge game studio.
KLEMEN LOZAR'S ONLINE PORTFOLIO I might do a breakdown sometime in the future. I currently don’t have the time to make a full on tutorial I’m afraid. If you’re interested in any particular aspect of the sequence, I’m happy to go more in depth on it. KLEMEN LOZAR'S ONLINE PORTFOLIO Here’s a short backstory on how it all started that I wrote for Xbox Wire. In late 2014 I left Rocksteady in London and moved to Vancouver to work for a large game studio. Even though I was working at the cutting edge of games technology, I had been aspiring to also be a KLEMEN LOZAR'S ONLINE PORTFOLIO Get QuickTime! Get QuickTime here! You will require quick time player to view some videos on this site. KLEMEN LOZAR'S ONLINE PORTFOLIO Done. Here’s a couple of electric effects I’ve been experimenting with recently. My goal was to present a really stylised 2D look in a 3D environment ready to be used in games. I’ve animated the electric elements in flash and used that as reference to build a real time effect in Unreal Engine 4 using meshes and sprites. KLEMEN LOZAR'S ONLINE PORTFOLIO Gore explosion. Here’s a little test animation I made today. Just a ball that explodes into a bloody mess. Soft bodies are reactor cloth, the rest is particle flow. I used Frost from Thinkbox to generate mesh from particles. Rendered with Vray. Sunday, August 7th, 2011 Comments Off on Gore explosion. KLEMEN LOZAR'S ONLINE PORTFOLIO Update. Just like that we’re almost coming up to a year since Let Them Come was released, time flies! I want to cover some of the things I’ve learned from that project soon, but that will be a separateblog post.
KLEMEN LOZAR'S ONLINE PORTFOLIO Introduction. This is my variation of the frame blending technique first developed by Guerrilla Games for Killzone 2, you can find a link to their publication and other resources at the bottom of the post. The aim is to extend the utility of animated textures by distorting them with motion vectors to procedurally generate the inbetweenframes.
KLEMEN LOZAR'S ONLINE PORTFOLIO Making a game! For the last three months I’ve been working on a pixel art shoot’em up game in my spare time, called Let Them Come. It’s inspired by retro action classics like Metal Slug and Doomamong others.
KLEMEN LOZAR'S ONLINE PORTFOLIOSEE MORE ON KLEMENLOZAR.COM KLEMEN LOZAR'S ONLINE PORTFOLIO Let Them Come Released! Let Them Come is now available on Steam and Xbox!! Soon also coming to iOS, Android and PS4. Here’s a short backstory on how it all started that I wrote for Xbox Wire.. In late 2014 I left Rocksteady in London and moved to Vancouver to work for alarge game studio.
KLEMEN LOZAR'S ONLINE PORTFOLIO I might do a breakdown sometime in the future. I currently don’t have the time to make a full on tutorial I’m afraid. If you’re interested in any particular aspect of the sequence, I’m happy to go more in depth on it. KLEMEN LOZAR'S ONLINE PORTFOLIO Making a game! For the last three months I’ve been working on a pixel art shoot’em up game in my spare time, called Let Them Come. It’s inspired by retro action classics like Metal Slug and Doomamong others.
KLEMEN LOZAR'S ONLINE PORTFOLIO Ever since I saw the famous wildfire explosion in the second season of Game of Thrones I wanted to recreate it in some way, working in the games industry it seemed only appropriate I do it in real-time! KLEMEN LOZAR'S ONLINE PORTFOLIO I might do a breakdown sometime in the future. I currently don’t have the time to make a full on tutorial I’m afraid. If you’re interested in any particular aspect of the sequence, I’m happy to go more in depth on it. KLEMEN LOZAR'S ONLINE PORTFOLIO Let Them Come Released! Let Them Come is now available on Steam and Xbox!! Soon also coming to iOS, Android and PS4. Here’s a short backstory on how it all started that I wrote for Xbox Wire.. In late 2014 I left Rocksteady in London and moved to Vancouver to work for alarge game studio.
KLEMEN LOZAR'S ONLINE PORTFOLIO Looks very sweet, I also would like to hear the technique behind this, if you don’t mind sharing. I think explosions are had to do, because a spreadsheet animation needs to be a huge resolution in order to be pretty and I don’t get too great of a movement by just using single textures in a particle system. KLEMEN LOZAR'S ONLINE PORTFOLIO Acid Pool. A new effect I made with cascade in UDK. It’s a liquid pool of acid. The shape of the puddles is randomized so it’s easy to achieve different kinds of looks. KLEMEN LOZAR'S ONLINE PORTFOLIO Hello Mr.klemen How are you? I have a Question to you and i hope give me a good answer. I need a tutorial about creating a realistic fire or explosion that make with FumeFx plugin in 3ds max and creating a flipbook image that used in game engine like UDK or Unity KLEMEN LOZAR'S ONLINE PORTFOLIO Still alive! Wow, It’s been awhile since the last update, and I have some pretty big news! I moved to London to work for Rocksteady Studiosas a VFX Artist!
KLEMEN LOZAR'S ONLINE PORTFOLIO Hey Jayan, I used UDK to make the particle system and Photoshop to make all the textures needed. The particle system is using a collision test to spawn some water spray particles at the point of impact. KLEMEN LOZAR'S ONLINE PORTFOLIO I’m going to look into making tutorials on various subjects sometime in the future. Right now I’m really busy with a lot of projects at work and I’m trying to work on my portfolio and study at the same timebut I’m definitely interested in making tutorials to give something back to the 3d community! KLEMEN LOZAR'S ONLINE PORTFOLIO Here’s a short backstory on how it all started that I wrote for Xbox Wire. In late 2014 I left Rocksteady in London and moved to Vancouver to work for a large game studio. Even though I was working at the cutting edge of games technology, I had been aspiring to also be a KLEMEN LOZAR'S ONLINE PORTFOLIO Get QuickTime! Get QuickTime here! You will require quick time player to view some videos on this site. KLEMEN LOZAR'S ONLINE PORTFOLIO Done. Here’s a couple of electric effects I’ve been experimenting with recently. My goal was to present a really stylised 2D look in a 3D environment ready to be used in games. I’ve animated the electric elements in flash and used that as reference to build a real time effect in Unreal Engine 4 using meshes and sprites. KLEMEN LOZAR'S ONLINE PORTFOLIO Gore explosion. Here’s a little test animation I made today. Just a ball that explodes into a bloody mess. Soft bodies are reactor cloth, the rest is particle flow. I used Frost from Thinkbox to generate mesh from particles. Rendered with Vray. Sunday, August 7th, 2011 Comments Off on Gore explosion. KLEMEN LOZAR'S ONLINE PORTFOLIO Introduction. This is my variation of the frame blending technique first developed by Guerrilla Games for Killzone 2, you can find a link to their publication and other resources at the bottom of the post. The aim is to extend the utility of animated textures by distorting them with motion vectors to procedurally generate the inbetweenframes.
KLEMEN LOZAR'S ONLINE PORTFOLIO This is a showcase of some of the fire effects I’ve made recently for practice. I aimed for realism, quite happy with the results. UDKas usual.
KLEMEN LOZAR'S ONLINE PORTFOLIOSEE MORE ON KLEMENLOZAR.COM KLEMEN LOZAR'S ONLINE PORTFOLIO Let Them Come Released! Let Them Come is now available on Steam and Xbox!! Soon also coming to iOS, Android and PS4. Here’s a short backstory on how it all started that I wrote for Xbox Wire.. In late 2014 I left Rocksteady in London and moved to Vancouver to work for alarge game studio.
KLEMEN LOZAR'S ONLINE PORTFOLIO Large Scale Explosion. Here’s my attempt at a large scale explosion with UDK. The explosion is composed of 3 emitters triggered in matinee, one for the main body in the center and one at each side. KLEMEN LOZAR'S ONLINE PORTFOLIO Update. Just like that we’re almost coming up to a year since Let Them Come was released, time flies! I want to cover some of the things I’ve learned from that project soon, but that will be a separateblog post.
KLEMEN LOZAR'S ONLINE PORTFOLIO Here’s a short backstory on how it all started that I wrote for Xbox Wire. In late 2014 I left Rocksteady in London and moved to Vancouver to work for a large game studio. Even though I was working at the cutting edge of games technology, I had been aspiring to also be a KLEMEN LOZAR'S ONLINE PORTFOLIO Get QuickTime! Get QuickTime here! You will require quick time player to view some videos on this site. KLEMEN LOZAR'S ONLINE PORTFOLIO Done. Here’s a couple of electric effects I’ve been experimenting with recently. My goal was to present a really stylised 2D look in a 3D environment ready to be used in games. I’ve animated the electric elements in flash and used that as reference to build a real time effect in Unreal Engine 4 using meshes and sprites. KLEMEN LOZAR'S ONLINE PORTFOLIO Gore explosion. Here’s a little test animation I made today. Just a ball that explodes into a bloody mess. Soft bodies are reactor cloth, the rest is particle flow. I used Frost from Thinkbox to generate mesh from particles. Rendered with Vray. Sunday, August 7th, 2011 Comments Off on Gore explosion. KLEMEN LOZAR'S ONLINE PORTFOLIO Introduction. This is my variation of the frame blending technique first developed by Guerrilla Games for Killzone 2, you can find a link to their publication and other resources at the bottom of the post. The aim is to extend the utility of animated textures by distorting them with motion vectors to procedurally generate the inbetweenframes.
KLEMEN LOZAR'S ONLINE PORTFOLIO This is a showcase of some of the fire effects I’ve made recently for practice. I aimed for realism, quite happy with the results. UDKas usual.
KLEMEN LOZAR'S ONLINE PORTFOLIOSEE MORE ON KLEMENLOZAR.COM KLEMEN LOZAR'S ONLINE PORTFOLIO Let Them Come Released! Let Them Come is now available on Steam and Xbox!! Soon also coming to iOS, Android and PS4. Here’s a short backstory on how it all started that I wrote for Xbox Wire.. In late 2014 I left Rocksteady in London and moved to Vancouver to work for alarge game studio.
KLEMEN LOZAR'S ONLINE PORTFOLIO Large Scale Explosion. Here’s my attempt at a large scale explosion with UDK. The explosion is composed of 3 emitters triggered in matinee, one for the main body in the center and one at each side. KLEMEN LOZAR'S ONLINE PORTFOLIO Update. Just like that we’re almost coming up to a year since Let Them Come was released, time flies! I want to cover some of the things I’ve learned from that project soon, but that will be a separateblog post.
KLEMEN LOZAR'S ONLINE PORTFOLIO Siege. Here’s a new vfx shot I’ve been working on for quite some time. RayFire was used for rigid body dynamics, particle flow for additional debris and fire embers and fumefx for all the fire andsmoke.
KLEMEN LOZAR'S ONLINE PORTFOLIO Making a game! For the last three months I’ve been working on a pixel art shoot’em up game in my spare time, called Let Them Come. It’s inspired by retro action classics like Metal Slug and Doomamong others.
KLEMEN LOZAR'S ONLINE PORTFOLIO Ever since I saw the famous wildfire explosion in the second season of Game of Thrones I wanted to recreate it in some way, working in the games industry it seemed only appropriate I do it in real-time! KLEMEN LOZAR'S ONLINE PORTFOLIO Let Them Come Released! Let Them Come is now available on Steam and Xbox!! Soon also coming to iOS, Android and PS4. Here’s a short backstory on how it all started that I wrote for Xbox Wire.. In late 2014 I left Rocksteady in London and moved to Vancouver to work for alarge game studio.
KLEMEN LOZAR'S ONLINE PORTFOLIO How you can reach me. You can send me any comments, ideas or questions you may have about me and my work through this email: klemen ( at ) klemenlozar ( dot ) com KLEMEN LOZAR'S ONLINE PORTFOLIO Looks very sweet, I also would like to hear the technique behind this, if you don’t mind sharing. I think explosions are had to do, because a spreadsheet animation needs to be a huge resolution in order to be pretty and I don’t get too great of a movement by just using single textures in a particle system. KLEMEN LOZAR'S ONLINE PORTFOLIO I might do a breakdown sometime in the future. I currently don’t have the time to make a full on tutorial I’m afraid. If you’re interested in any particular aspect of the sequence, I’m happy to go more in depth on it. KLEMEN LOZAR'S ONLINE PORTFOLIO Hello Mr.klemen How are you? I have a Question to you and i hope give me a good answer. I need a tutorial about creating a realistic fire or explosion that make with FumeFx plugin in 3ds max and creating a flipbook image that used in game engine like UDK or Unity KLEMEN LOZAR'S ONLINE PORTFOLIO Ground break. This is a simple test animation I did today. I wanted to achieve kind of a breaking and crumbling effect. Both animations have the same setup with different settings to give them a WWW.KLEMENLOZAR.COMTRANSLATE THIS PAGE ÐÏ à¡± á> þÿ* News
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Just like that we’re almost coming up to a year since Let Them Come was released, time flies! I want to cover some of the things I’ve learned from that project soon, but that will be a separate blog post. I’ve been neglecting my personal website despite being very active, I want to change that but it will require a redesign and a bit of a facelift. The site is feeling outdated and slow, I want to streamline it to allow faster updates, archive older stuff and enable cross posting from my Twitter. Speaking of which, I encourage you to follow me if you want to see the latest progress on my new game project (more below) and realtime FX tips and tricks I’ve been posting in gif format, coming up to a 100 of those! I want to catalog them on my website soon so you can see all of them in the same place. I’m working on a new game! It’s early on, I’m still exploring the overall core gameplay and visual style but I’m very excited. I’m calling it PLASTIC SEA, a sandbox adventure game about exploring and nurturing an ocean environment. I will have more to say about where I want it to go in terms of gameplay in the future but meanwhile, check out the poster I made and a couple of gameplay gifs below. Oh, you’ll play as a hermit crab! Under the right circumstance the environment will be able to host a vast array of plants and wildlife, it will be up to you to make sure the conditions are right for life to flourish! You’ll be able to break down different kinds of waste into a manageable resource: An example of a special natural event you’ll be able to see, baby turtles charging across the beach from their nest to the ocean: Tuesday, August 7th, 2018 Comments Off on Update LET THEM COME RELEASED! Let Them Come is now available on Steamand Xbox
! Soon
also coming to iOS, Android and PS4. Here’s a short backstory on how it all started that I wrote for XboxWire
.
In late 2014 I left Rocksteady in London and moved to Vancouver to work for a large game studio. Even though I was working at the cutting edge of games technology, I had been aspiring to also be a part of something more personal at that time. I looked up to successful indie game developers and grew fond of the idea of creating my own game, or being a part of a very small team of developers collaborating on aproject.
It all started very innocently, exploring new software and new art techniques. There were no expectations. After all, I was doing this in the little spare time I had. As I got more comfortable using new tools, things increasingly got more exciting. An experience started to emerge, I was creating something truly my own and something others could interact with. I could clearly visualize it then, the game I wanted it to become. Vancouver has a blooming indie scene. Only a couple of weeks after starting active development, I was taking the early prototype to indie meetups where other like-minded people hang out, a lot of them showing off their own creations. For the first time, strangers played my game and I got to see their positive reactions. I was captivated, there was no going back. I was really making a game! I named it _Let Them Come_.
I always liked those spectacle moments in first-person shooters where you mounted a gun turret and let loose against a horde of enemies, mowing them down. When I think about those action sequences, franchises like the “Alien” always come to mind and that ended up being one of the main sources of inspiration for the overall atmosphere and feeling of the game. Respecting this strict design limitation of no player movement left me free to focus on finding where the true fun of the moment is and building on top of that. After about a year of development I partnered with an indie publisher Versus Evil. They came with experience and expertise that would give _Let Them Come_ a fighting chance in a busy and saturated game market. To that end, I was very excited at the prospect of eventually releasing the game on Xbox. Launching on Xbox One is fantastic, as the team behind certification have been great to work with and throw in the fact that _Let Them Come_ feels great with the Xbox One controller — it’s a win-win. Launch time has finally arrived and with the release right around the corner I’m happy to say I can look back at those early days with a sense of accomplishment and pride. Please join me in celebrating the release of my first indie game _LetThem Come_
by
ripping through alien scourge! I hope you have as much fun playing asI had making it.
Thursday, October 12th, 2017 Comments Off on Let Them Come Released! LET THEM COME – RELEASE DATE! Super excited to announce Let Them Come is launching on October 3rd! First coming to Xbox and Steam, other platforms will follow very soon. You can look forward to more frequent updates in the future, coming first, my thoughts around development and release of the game. http://store.steampowered.com/app/505630/Let_Them_Come/ Wednesday, September 27th, 2017 Comments Off on Let Them Come –Release Date!
LET THEM COME, UPDATE It’s been way too long time since my last post and a lot of exciting things have happened since. I’ve partnered up with an indie publisher Versus Evil and started my own company, Tuatara Games . Let Them Come has been to multiple game shows around the world. Pax East in Boston, Rezzed and CoxCon in London and recently Pax West in Seattle. A ton of people and media outlets have played the game and the response has been great. You can read some of the impressionshere:
OPRAINFALL:
“I have to say, I was very surprised by just how much I fell in love with _Let Them Come_” GAMER ASSAULT WEEKLY: “Man the gun placements, we’ve got a horde of aliens inbound!”HARDCORE GAMER:
“Let Them Come May Be This Year’s Best Dumb Game” Check out the Twitch stream from Pax West to see me talk about some of the planned Twitch features Let Them Come will ship with. In short, anyone will be able to broadcast the game with Twitch and have their viewers influence the gameplay. Let Them Come is coming soon so check out our Steam store pageto add it to your
wishlist!
Wednesday, October 12th, 2016 Comments Off on Let Them Come, Update GEARS OF WAR 4 IS OUT! Gears Of War 4, the other game I’ve been busy with for the past couple of years as a Lead VFX artist for cinematics has just been released to critical acclaim. Check out the release trailer below to see a lot of cinematics me and my team worked on, but more importantly, get the game and have fun playing! Wednesday, October 12th, 2016 Comments Off on Gears Of War 4 is out! LET THEM COME IN THE MEDIA With the release of the first official trailer, Let Them Come has been picking up momentum. Click on the logos to read about some firstimpressions!
Touch Arcade:
Pocket Gamer:
Touch Tap Play:
Thursday, October 15th, 2015 Comments Off on Let Them Come in themedia
LET THEM COME UPDATE – FIRST GAME TRAILER Development on Let Them Come is progressing nicely. I’ve recently completed a marketing milestone where I set out to release the first game trailer and a new website. I’m currently developing new items/enemy types and working on Android and iOS integration.New game website:
www.let-them.com
Monday, September 28th, 2015 Comments Off on Let Them Come Update –First Game Trailer
LET THEM COME – EARLY PREVIEW Here’s a very early look at Let Them Come by youtuber Fork! In response to some of his comments and suggestions: -You will advance to new areas. -There will be a bestiary detailing enemies you encounter. -There will be a lot more enemy and item variety. -Combat will be even gorier and more satisfying. Friday, June 19th, 2015 Comments Off on Let Them Come – EarlyPreview
MAKING A GAME!
For the last three months I’ve been working on a pixel art shoot’em up game in my spare time, called Let Them Come. It’s inspired by retro action classics like Metal Slug and Doom among others. You’re playing as the last survivor on a mission that went sour and you’re not going out without putting up a good fight! It will feature waves of increasingly difficult monsters, item progression and satisfyingly gory combat. I will be playtesting the game for the first time during this month’s Full Indie meetup, May 27th in Vancouver, BC. Drop by if you’re in the area! Keep your eyes on this blog and my twitter @Klemen_Lozar , for development updates! Friday, May 8th, 2015 Comments Off on Making a game! FRAME BLENDING WITH MOTION VECTORSINTRODUCTION
This is my variation of the frame blending technique first developed by Guerrilla Games for Killzone 2, you can find a link to their publication and other resources at the bottom of the post. The aim is to extend the utility of animated textures by distorting them with motion vectors to procedurally generate the inbetween frames. This comes at a cost of shader complexity and texture memory but the results are worth it, especially for special cinematic moments. Here’s an example of what you can expect to achieve with the technique described in this tutorial: KlemenLozar_MVExample_1Play Video
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