Dennis Lehmann - 3D | Technical-Artist
- M4A1 -

PERSONAL

- G3 SG1 -

PERSONAL

- M9A3 -

PERSONAL

- P90 -

PERSONAL

M4A1

This weapon is one of the many that I have created for "The STARGATE Mod". It has a foregrip, a mounted flashlight and a detachable silencer. In the mod it serves as a mid-range combat weapon.

G3 SG1

This weapon is one of the many that I have created for "The STARGATE Mod". It features a big magazine and scope. It obviously is used for far range combat.

M9A3

This weapon is one of the many that I have created for "The STARGATE Mod". It's part of the default equipment of the Tau'ri and a good use if your main weapon runs out of ammunition.

P90

This weapon is one of the many that I have created for "The STARGATE Mod". It's an SMG with a high rate of fire and a save bet for close combat.

M9 Phrobis III

This weapon is one of the many that I have created for "The STARGATE Mod". It's part of the default equipment of the Tau'ri.

N-Lightning

Introduction

N-Lightning on a Tablet-Device

In the 4th semester I was part of a very interesting project in which we had to create an Augmented-Reality game.

The final game is played by moving around a cylindrical construction and navigate a ball-lightning through an obstacle course using swiping gestures, as well as touch and gyroscope interaction, with the projected game world.

Team members:
  Per Lars O.
  Simon F.
  Dennis Lehmann


I was responsible for programming the main character visuals, visual enhancements in general and the level-editor. I also created most of the 3D models, as well as the pipeline to bring these into the game and make them compatible with the level-editor.

Ball-Lightning Legs

The main challenge for the player character were the legs. We wanted to look them like lighting-strikes and create a good looking movement pattern. Since we didn’t succeed to solve this with particles or textures, I took a programmatically approach by creating and modifying mesh geometry on the fly.

A recursive algorithm is responsible for solving the lightening shape and apply it to the mesh geometry. The detail depth, speed and exaggeration can be controlled via parameters.

Steps of the recursive function

Final Ball-Lightning in the game

Visualization of the movement pattern

The main challenge for the player character were the legs. We wanted to look them like lighting-strikes and create a good looking movement pattern. Since we didn’t succeed to solve this with particles or textures, I took a programmatically approach by creating and modifying mesh geometry on the fly.

A recursive algorithm is responsible for solving the lightening shape and apply it to the mesh geometry. The detail depth, speed and exaggeration can be controlled via parameters.

Who am I?

Hey!

My name is Dennis and I'm a passionate, self-taught, 3D | Technical - Artist.

Growing up with games like Half-Life and Garry's Mod, I quickly became an active member of the modding community. Ever since, I have put a lot of attention into game-development, initially starting out with level-design in the Source-Engine using the "Hammer-Editor", then Lua-Scripting for Garry's Mod and finally 3D Modelling.

After my apprenticeship as a "IT System Electronics Technician" at Deutsche Telekom AG, I thought about turning my hobby into a job.

Today I'm a Game Design student at HTW Berlin (University of Applied Sciences), where I've been given the ability to further expand my skill set by learning to programm games using C#, working with game-engines such as Unity and Unreal Engine, as well as exploring new techniques like Augmented-Reality.

I'm having a lot of fun getting to know new people, learning new things and sharing my knowledge.

I hope you enjoy my portfolio!
Dennis

Feel free to contact me: contact@dennis-lehmann.com

Experience

Skills

3D Modelling

  • Highpoly/Lowpoly
  • UV-Unwrapping
  • Texturebaking
  • Sculpting

Scripting/Programming

  • Maxscript
  • zScript
  • C#
  • HTML/CSS/Javascript

Texturing

  • Procedural
  • Photosourcing

Tools

3D

  • 3Ds Max
  • zBrush
  • xNormal
  • Marmoset Toolbag

2D

  • Photoshop
  • Substance Designer
  • Quixel Suite

Engines

3D

  • Source Engine
  • Unreal Engine 4
  • Unity 4
Disclaimer and Details (German)