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Thomas Kole – Technical Artist

Portfolio of a Dutch Technical Artist, interested in Videogames, Virtual Reality and other Real-Time Technology. Bridging Programming and Art for a stronger team and a better project.

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Latest posts

Plotter

A while ago my mother brought me an enormous vintage drafting table, thinking I would be interested. Of course I was, I’m a sucker for these things. However, I had no use for a 140x80cm drafting table, so I decided

Windmill 360

AR Formula 1 Pitbox for Ziggo Sport

An AR set made for Ziggo Sport, a Dutch sports channel. This pitbox is used for the live F1 qualification rounds. Rendered with Unreal Engine 4, live in-engine compositing using Zero Density’s Reality. I was responsible for various techart tasks,

Subterranean Matter

Leeuwarden, Fryslân – Valletta, Malta I was approached by artist Leanne Wijsma to work on a project for an upcoming exhibition in Leeuwarden. Leanne had scanned tunnels tunnels in Valletta and Leeuwarden, sister-cities and Captitals of Culture 2018. This idea

Olympic Coverage live from the Unreal Engine

Eurosport, live from their office Though it doesn’t look like it, Eurosport NL did their live coverage from the 2018 winter Olympics live from their coffee corner. We used motion tracking and the Unreal Engine (Zero Density’s Reality version, to

Opaque Transparency (Demo Download)

an experimental shading model for UE4 I’ve been working on a shading model for UE4 that uses reflection probes for transparency. Works best with medium sized objects with high refraction. Because objects with this shading model are actually opaque, it

Automated Low-Detail Mesh Generation using Point Cloud Reconstruction

In this example, I used the UE4 plugin we developed on a scene from Unreal Tournament. As you can see, the shape, color, and lighting of the original environment is kept intact, while the geometry is greatly reduced. Boiler Room

Flowmap Generator for smooth particles

During my time at ForceField, I developed a small tool that would generate a flowmap between frames of animation in a sprite-based (particle) animation. Take for example the fireball below: On the left, the frames are not interpolated — they

Graduation Research — Redirected Walking in VR

What you see above are the walking patters of three different subjects in an experiment I conducted at the Hogeschool West-Vlaandren. The subjects are asked to put on a Vive headset and perform simple interaction tasks in VR, like puzzles

Recalling Robo’s in Paleo Park

Robo Recall and Unreal Tournament — both made in Unreal Engine 4. What a great opportunity to port my Paleo Park level over to Robo Recall with the Robo Recall Mod Editor. [tweet]https://twitter.com/Stabberthomas/status/868545979099873280[/tweet] It was a matter of migrating the