Welcome

to Zoltán Erdőkövy's homepage.

 

This site is now deprecated, so please head over to my new site at

www.zspline.net

Thank you.

 

2008.10.05.

As it turns out, Mika Vehkala, lead programmer at Recoil Games, enhanced my ASE exporter for modo. He kindly sent over his changes (thanks again, man), so I merged them into v1.07 of the ASE exporter for Unreal.

The most important changes:
- It's 5 times faster.
- The layer's pivot is used as exported pivot, instead of world origin.
- A file requester is used for specifying export file path. (It can be supressed for unattended saving.)
- The unit system and silent saving mode can be set via passed arguments.

2008.09.25.

The project I'm working on went official: The Punisher: No mercy

The keywords about the game are "Online", "FPS", "PSN", "Bloody". I hope I can get the chance to write a post mortem about it when we finish.

2008.04.12.

It's been a while since the last update... I'm working on a commercial Unreal based project which takes up most of my time.

But I did get to updating the ASE exporter for Unreal to v1.06. Nothing major, but it should work now again with UnrealEngine 2.x .

2008.01.01.

Happy new year everyone! :)

Recently I've done some R&D on the topic of post process effects. Here is a short movie showing some results:

Post process effects showcase (15.6 Mb, MP4).

To see the node tree of the ASCII and Halftone render materials, click on the thumbnails:

2007.10.16.

I designed a special Collada exporter for modo, and hired Richard Rodriguez who did the coding. After a month of develoment and debugging both the workflow and the code, I'm proud the release the ColladaExporter for modo 301. Althought it was designed with Unreal in mind, it is 100% Collada 1.4.1 compliant, so can be used for other engines as well.

I wrote a tutorial about the workflow, and made a short video showing the capabilities of the exporter and physics in Unreal.

I also updated the ASE exporter for Unreal to v1.05, so its now modo 301 compatible.

2007.10.09.

Unfortunately I had to stop working on Metaball 2, so these are the last renders I made:


And here are some ingame shots:

2007.08.20.

Here are a few new objects I made for MetaBall2:

2007.08.19.

I've made a new Unreal 3 tutorial about anti-tiling techniques.

2007.07.27.

Here is a new footage from MetaBall2:

Basic 2D gameplay (22.7 Mb, Quicktime)

2007.07.11.

I helped out a friend with his project to the XNA game studio contest, with these nanoships. They are fighting off viruses in the human body.

2007.06.23.

I've made a tutorial about the modo-to-Unreal workflow.

2007.06.01.

I've recorded two matinees from MetaBall2:

Weather matinee (12.5 Mb, Quicktime)
Daily cycle matinee (4.9 Mb, Quicktime)

2007.04.15.

Thoughts on level design, part 1

2007.04.10.

When I was playing Super Mario 3, I got an inspiration for a spider web filter:

2007.04.04.

Just another screenshot from MetaBall2:

2007.03.31.

Another Unreal 3 shader tutorial: Detail maps.

2007.03.29.

A new tutorial is available: Adaptive snow shader in UnrealEngine 3.

2007.03.02.

I've published a few more MetaBall 2 related images on the official site:

The first picture shows a key character of the game, who was also on my picture for the Artistpub contest.
The second image is the high definition mesh of the MagicFountain. It was baked using xNormal, and imported into Unreal 3. A few shaders and particle emitters later the fountain is finished.

2007.02.29.

MapZone 2.5 is out and it's free. I start learning it right away.

2007.02.26.

I made a few more FilterForge filters.




It seems the guys liked my filters because I recieved a free copy. :) Thanks again!

2007.01.29.

I've just released a sneak peak movie of the MetaBall 2 prototype I'm working on. It was done from scratch in two months. It uses the RoboBlitz's version of Unreal engine 3, with no metaball specific scripting. The modeling and texturing was done in modo, half of the textures were generated by FilterForge.

Short version: Teaser. (11Mb, Divx)
Long version: Walkthrough. (70Mb, Divx)

2007.01.23.

I have a new tutorial about Multi UV Texturing.

2007.01.02.

Happy new year!

I published the new MetaBall site.

2006.12.11.

Another FilterForge plugin of mine:

2006.12.10.

The contest is over and I finished 2nd on it.

2006.11.20.

I've finished a small spin-off of MetaBall 2, this picture:

"It lives on"

There was a 3D contest on ArtistPub, with the theme of "The robot and god: the belief of a machine".
The robot is from MetaBall 2, where he plays a quite important role. (But has nothing to do with religion.)

2006.11.15.

I'm about to finish a picture for a 3D graphics contest. For that I've made a few filters for FilterForge, and the following ones are ready now to go public:

2006.09.27.

I've just finished a tutorial about damages on metal surfaces: Smashin'...Metal.

2006.09.20.

A new version of the ASE exporter for Unreal is available.
(v1.02: Fixed quad/ngon and discontinous UV handling.)

2006.09.19.

A tutorial about 2D tile rendering. Mobile game developers might find it helpful.

2006.09.08.

My first tutorial is online: Derived bumpmaps. It's about making bumpmaps to photo based diffuse maps.

2006.09.06.

I've updated the PNG2TGA converter command files. Some bugfixes and it now comes with a readme.

2006.08.29.

Here is another animal for MetaBall2:

Making the fur in Modo will be challenging...

2006.08.28.

I've made two new FilterForge filters:

2006.08.23.

The site went live. :)

2006.08.20.

The CSS is more or less finished, and looks acceptable (not the same :) in both FireFox and IE. Now comes the task of filling up the site with content.

2006.08.19.

Although IE gives me a hard time, the CSS is coming along nicely. The following sites helped me quite much:

Holy CSS Zeldman!: A great collection of links.

W3 School: They have a scary ammount of tutorials there (CSS, PHP,ASP, AJAX...)

A List Apart: Very interesting articles, regarding every aspects of web design.

pmob's raw CSS examples: Not much explanation, just raw solutions.

CSS Remix: Links to CSS sites. Good if you are looking for inspiration.


2006.08.18.

The general design is ready. Here is a bigger render of the ring.

Logo closeup.


2006.08.15.

I've got my domain at last, so it's time to start working on the site. I've decided to abandon frames and tables, and to use CSS instead.