Welcome to Gael Romanet official website where video game is art! I am a video game visual designer for more than 12 years. I started from scratch in February 2005 with the passion only! (after 7 years of intensive gaming on Nintendo 64, PlayStation, PlayStation 2, Xbox, and PC). I work alone and design everything myself! The most important in the process of creation is to transfer in your artworks all your inner pain from your personal past. To unload all this shit. All what your life put you through; the very hard moments of being alone; feeling that you don't belong here; to feel your heart is in deprivation of love; to doubt about what people want you to believe. So you pass a lot of time to search what you feel you have to look for because you feel this hope deep inside your heart and soul that makes you understand you are not alone, somewhere, someone is able to answer all your questions to make you feel finally in peace. Then, you will be able to create something that will be legend forever and this will be your victory. Others are seeing your artworks and some may be jealous because they will never be able to achieve this... then, you envy them... because they have no idea by what you passed through. This hope is Jesus Christ. The best time to think about Jesus Christ is alone at 3.33 am, this is His time. If you frequently find yourself waking up at 3.33 am that mean Jesus Christ knocks at your heart and wants a personal relationship with you. Look at the sky! Feel how the lights are changing. Jesus Christ, son of God, King of kings and Lord of lords, will appears in the sky, soon! Jesus Christ is alive!

  1. You can show your appreciation and support future 3D design development by donating
  2. My Mapping gaelrDOOM with Doom 3 with a 4K UHD Resolution of 3840x2160
  3. Turok2 EX - Retextured by Gael Romanet
  4. Turok2 EX - New Skies designed by my four years old son and me
  5. Shadow Man Retexturing Project by Gael Romanet
  6. Shadow Man - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet
  7. Shadow Man - New Skies by Gael Romanet
  8. Shadow Man - Videos - HD Mod - Bump Mapping Effect - New Skies by Gael Romanet
  9. My Mapping Turok Dinosaur Hunter Retextured version by Gael Romanet with a 4K UHD Resolution of 3840x2160
  10. My Textures for Turok Dinosaur Hunter Retextured version
  11. My Mapping Turok Dinosaur Hunter Video Retextured version by Gael Romanet
  12. Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet
  13. Turok 2 - Seeds of Evil - HD Mod - ReDesigned Faithfully by Gael Romanet
  14. My Mapping DarkPlaces Engine with DoomEdit with a 4K UHD Resolution of 3840x2160
  15. My Mapping gaelrD3dm1 with Doom 3 with a 4K UHD High Displacement Resolution of 3840x2160
  16. My Mapping Phosphor 3D with a 4K UHD Resolution of 3840x2160
  17. My Mapping Doom 3 with a 4K UHD Resolution of 3840x2160
  18. My Mapping Quake 3 Arena with a 4K UHD Resolution of 3840x2160
  19. My Textures
  20. My Skies Design
  21. My World Machine Creations
  22. My Interactive liquid effects working with Google Chrome
  23. My Quake 3 Arena Map Sources
  24. My UK NVQ3 Health and Social Care Diploma
  25. Follow Me On Facebook

You can show your appreciation and support future 3D design development by donating

PayPal is a service that enables you to send money without revealing your financial details. You can show your appreciation and support future 3D design development by donating. Simply click on the 'Donate' button to transfer using the PayPal system. Thank you.

My Mapping gaelrDOOM with Doom 3 with a 4K UHD Resolution of 3840x2160

See more about gaelrDOOM on my facebook : See more on my facebook.

You can download here the ten screenshots below in .TGA (3840x2160) 23.7 MB/screenshot - that have been shot directly from Doom 3 on 13.05.2016.

Currently under development, gaelrDOOM is a Doom 3 single player map with monsters, running with the original id Tech 4 engine (Doom 3 engine). I wrote two .VFP files (gaelrWATER.VFP and gaelrMIRROR.VFP) in glprogs folder, that allow to have real time liquid water effects and that allow to have real time reflections water effects from real time liquid water effects in Doom 3 engine. I also rewrote the interaction.VFP and test.VFP files in glprogs folder, that allow to run High Dynamic Range Lighting, and Relief Mapping for Doom 3. gaelrDOOM is a Doom 3 single player map with monsters. Abandoned Energy Reactor Base on Mars, with big outside on Mars designed with World Machine 2 Professional. Everything designed and textured by myself. Release date is fixed to december 2016. Below is an update of 13.05.2016 that shows ten screenshots with Doom 3 with a 4K UHD Resolution of 3840x2160 with a Tessellation Level of 64x.

Graphic render of gaelrDOOM with Doom 3 with a 4K UHD Resolution of 3840x2160

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Turok2 EX - Retextured by Gael Romanet.

Currently designing my Turok2EX Retextured version. No deadline. The following screenshot is from the Port of Adia level. All textures design by Gael Romanet.

Turok2 EX Retextured - Port of Adia - Screenshot 2 - By Gael Romanet

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Turok2 EX - New Skies designed by my four years old son and me.

My four years old son and me today designed something for Turok2 EX, and we decided to share it here. Basically, I designed many skies and my four years old son selected the one he wanted for each maps. He is now four years old and we are doing a hell of a team! I am teaching him all my knowledge about Design and Textures, I am so proud!

Turok2 EX - RiverOfSouls_4 - New Skies designed by my four years old son and me

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Shadow Man Retexturing Project by Gael Romanet

Shadow Man Retexturing Project is currently in work in progress. Like Shadow Man Retexturing Project by Gael Romanet on Facebook.

The following screenshot is from the Swampday level.

Swampday level

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Welcome to the official website of Shadow Man - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet.

Download the 512x512 version here (2.35 GB) of Shadow Man - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet that replaces the data folder in Shadow Man. Starting from the point that Shadow Man textures are mostly 64x64 textures, the 512x512 version is visually displaying up to 64 times more pixels than the default textures. Have a look to the comparison screenshot here.

INFORMATION:

There are 4449 textures in the PC version of Shadow Man. There are 512 Cadeaux scattered throughout the game levels for the PC version, I myself found 512 Cadeaux on the PC version. There are 14 Cheats scattered throughout the game levels for the PC version, I myself found 14 Cheats on the PC version. Feeling lost? Have a look to the game map here.

INSTALLATION:

In Shadow Man folder, replace the data folder with this one.

RECOMMENDED SYSTEM REQUIREMENTS:

CPU: Intel Pentium III Processor 733 MHz. Memory: 2048MB RAM. Operating System: Windows 10 Pro 64-bit. 4 GB hard disk space. Graphics Card: AMD Radeon HD 6600 Series 2GB or better. DirectX Version: DirectX 12.

TRAIN ENGINEER KEY GAME CRASHES:

There is a major bug in the game when playing in French, Italian, or Spanish; the game crashes when you use the engineer's key to start the train. The problem is from the Script files within Shadow Man\data\CutScene\Speech\French - Shadow Man\data\CutScene\Speech\Italian - Shadow Man\data\CutScene\Speech\Spanish. I fixed this major bug; download this .zip file and remplace the Script files in Shadow Man\data\CutScene\Speech\French - Shadow Man\data\CutScene\Speech\Italian - Shadow Man\data\CutScene\Speech\Spanish. Now you can use the engineer's key to start the train without the game to crashes.

The following screenshot is from the 512x512 version of Shadow Man - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet.

Shadow Man - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet

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Shadow Man - New Skies by Gael Romanet.

The following screenshot is from the 512x512 version of Shadow Man - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet.

Shadow Man - Swampday - New Skies by Gael Romanet

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My Mapping Turok Dinosaur Hunter Retextured version by Gael Romanet with a 4K UHD Resolution of 3840x2160

See more about Turok Dinosaur Hunter Retextured version by Gael Romanet on the official facebook page : See more on the official facebook page.

On December 17, 2017 you can download here the game.KPF file by Gael Romanet that replaces the default game.KPF file in Turok - Dinosaur Hunter folder.

In waiting December 17, 2017 you can download here the alpha version by Gael Romanet that replaces the default game.KPF file in Turok - Dinosaur Hunter folder.

Turok Dinosaur Hunter is a first-person shooter video game developed by Iguana Entertainment and published by Acclaim for the Nintendo 64 console and Microsoft Windows. Turok Dinosaur Hunter was first released on February 28, 1997. A remastered version was announced on August 26, 2015, and was released in digital stores on December 17, 2015 by Night Dive Studios including new features such as; Support for high resolutions, and widescreen; Improved gameplay and level design; OpenGL for video backend to provide portability and support for vertical sync; Dynamic lighting, bloom, FXAA, enhanced water effects, and lights shafts; Ability to freely rebind all keyboard, mouse, and gamepad inputs. I am currently designing a Retextured version of the remastered version by Night Dive Studios that was released in digital stores on December 17, 2015. Turok Dinosaur Hunter Retextured version by Gael Romanet includes the following updates. 1: The render distance (maxDistance) is now considerably extended (exactly 3,3 times more drawing distance). Gameplay speaking, 3,3 times more drawing distance means that, the enemies can see you from 3,3 times further, which results in an increased level of difficulty within the game levels. The game levels are more difficult to finish. 2: The English map titles have been changed for the following; "the lost ruins" (the hub), "the jungle lakes" (the jungle), "the arena temple" (the ancient city), "the forgotten city" (the ruins), "the old catacombs" (the catacombs), "the canyon village" (the treetop village), "the dead land" (the lost land), "the final fortress" (the final confrontation). In game, this affect the name of the saves. 3: The tekbow weapon now allows underwater killing. 4: The scale of the grenade launcher weapon is now set as normal. 5: New crosshair in a turok style. 6: New cursor in a turok style. 7: At the bottom in the center of the menu strings screen, written informations to help to know which version of Turok Dinosaur Hunter Retextured version by Gael Romanet is running, and where to download it. 8: New English menu strings, which includes; "go retextured" (to start a new game), "play training" (to play the training level), "load game" (to load your game), "turok options" (to select the options), "time to sleep" (to quit the game). 9: New English hub titles, which includes; "the lost ruins" (the hub), "the jungle lakes" (the jungle), "the arena temple" (the ancient city), "the forgotten city" (the ruins), "the old catacombs" (the catacombs), "the canyon village" (the treetop village), "the dead land" (the lost land), "the final fortress" (the final confrontation). 10: The English intro messages ("LOCATE THE HUB RUINS" "USE THE KEYS" "TO OPEN LEVEL PORTALS") have been changed for the following; ("FIND THE PASSAGE TO THE LOST RUINS" "USE THE KEYS TO OPEN LEVEL PORTALS" "PLAY VISUAL DESIGN BY GAEL ROMANET"). 11: Models changed for the following; detail_bones04, detail_cave_stag_floor01, detail_cave_stag_floor02, detail_cave_stag_floor03, detail_plant02, detail_plant03, detail_plant04, detail_plant15, detail_plant16, detail_plant17, detail_plant19, detail_tree_trunk_large01, detail_tree_trunk_large02, detail_tree_trunk_large03, detail_tree_trunk_large04, detail_tree_trunk_large05, detail_tree_trunk_large06, detail_tree02, detail_tree07. This affect the game levels by having hundreds of trees and plants added. 12: Increased Camera.fov when start the cinematic if starting a new game. This give an effect of speed (like from an eagle eyes view). 13: Increased Camera.fov for the menu strings. This allow to see the four trees. 14: In skies folder, a new folder named gaelromanet has been added which contains seven new sky textures; sky_brown, sky_city1, sky_city2, sky_dark, sky_grey1, sky_grey2, and sky_intro. 15: The skyMaterials has been rewrote to get rid of the color_diffuse. The result is a better lighting rendering for the skies within the game levels. 16: The textures (including refractionmap and turok_logo2) are 4K designed by Gael Romanet, which means the main textures (including the textures for the weapons) are in a resolution of 3840 x proportion in a .PNG file format. 17: The following textures; tex0037_00, tex0038_00, tex0144_00, tex0145_00, tex0146_00, tex0147_00, tex0148_00, tex0149_00, tex0158_00, tex0159_00, tex0170_00, tex0171_00, tex0177_00, tex0178_00, tex0179_00, tex0181_00, tex0182_00, tex0184_00, tex0185_00, tex0187_00, tex0188_00, tex0189_00, tex0190_00, tex0191_00, tex0202_00, have been replaced by transparent textures with an alpha channel in a resolution of 1 x 1 in a .PNG file format. This allow a better view for the seven new sky textures, and this allow to get rid of some bugs due of the models changed within the game levels. As everything on my website, I am working alone and designing everything myself for my Turok Dinosaur Hunter Retextured version. Turok Dinosaur Hunter Retextured version by myself will be available on December 17, 2017. For a perfect gameplay, graphics, audio and video experience, when playing Turok Dinosaur Hunter Retextured version by Gael Romanet, make sure that the following commands are set as follow in the .cfg file (see gpu_gaelromanet.cfg file in the game.kpf file) seta cl_maxfps "60" seta g_environmentsounds "1" seta g_perpolyparticlecollision "1" seta g_extendeddrawdistance "1" seta g_showcrosshair "1" seta g_drawhud "1" seta g_weaponbobbing "1" seta r_fxaa "1" seta r_bloom "1" seta r_bloomthreshold "0.99" seta r_bloomalpha "1.0" seta r_saturation "1" seta r_saturationpower "1.000000" seta r_saturation_r "0.000000" seta r_saturation_g "0.000000" seta r_saturation_b "0.000000" seta r_lightscatter "1" seta r_lightscatterexposure "0.12" seta r_fov "90.0" seta r_useocclusionquery "1" seta r_gridboundocclusionmultiplier "10.0" seta r_waterplaneocclusionmultiplier "10.0" seta r_maxocclusionunit "0.01" seta r_water_refraction "1" seta r_water_reflection "1" seta r_simpleactorshadows "1" seta snd_volume "1.000000" seta snd_musicvolume "1.000000" seta snd_hardwarereverb "1" seta v_width "3840" seta v_height "2160" seta v_windowed "0" seta v_borderless "1" seta v_refresh "60" seta v_vsync "0" seta v_depthsize "24" seta v_stencilsize "8" seta v_buffersize "32" seta r_finish "1" seta r_maxocclusionunit "0.01" Image below is the new English menu strings of the Alpha Version 2 of Turok Dinosaur Hunter Retextured version by Gael Romanet, which is under DEEP development. What you see here is what you will get!

Graphic render of Turok Dinosaur Hunter Retextured version by Gael Romanet with a 4K UHD Resolution of 3840x2160

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My Textures for Turok Dinosaur Hunter Retextured version

This is my gift from Jesus Christ, designing textures. Here are some of my very best textures I designed. This is not a photography, they are true textures with a perfect repetition effect. To save texture, click right save as. To see the full texture resolution, click right open new tab.

Textures tex0992_00.PNG I designed for my Turok Dinosaur Hunter Retextured version

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Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet

Download Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet here.

The 2494 textures of Turok - Dinosaur Hunter have been redesigned faithfully by Gael Romanet respecting the 19 different resolutions, which are; 16x4; 16x16; 16x32; 16x64; 16x256; 32x16; 32x32; 32x64; 32x128; 64x16; 64x32; 64x64; 64x128; 128x16; 128x32; 128x64; 128x128; 512x512; 2048x809.

Less than three days after I shared on Facebook on Turok Forums my Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet, I got recognition from Samuel "Kaiser" Villarreal lead developer at Night Dive Studios - he wrote a comment on Facebook on Turok Forums saying: Awesome stuff!

I advise you to download the 1024xProportion version of Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet for a visual result similar to a Bump mapping effect (visual result similar to a Bump mapping effect starting from the 512xProportion version).

The following screenshot is from the 1024xProportion version of Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet.

Graphic render of Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet with a 4K UHD Resolution of 3840x2160

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Turok 2 - Seeds of Evil - HD Mod - ReDesigned Faithfully by Gael Romanet

The PC version of Turok 2 - Seeds of Evil is pretty limited regarding texture designs. The textures must be in a max resolution of 256 x 256 in a .GIF CompuServe Graphics Interchange Format in mode indexed color 8-bits.

The 1001 textures of Turok 2 - Seeds of Evil (within the hires.agf file in Turok 2 - Seeds of Evil\HiRes folder) have been redesigned faithfully by Gael Romanet respecting the 13 different resolutions, which are; 32x32; 32x64; 32x128; 64x32; 64x64; 64x128; 64x256; 128x64; 128x128; 128x256; 256x64; 256x128; 256x256.

The hires.agf file in Turok 2 - Seeds of Evil\HiRes folder is composed of 1001 textures; 8 textures in 32x32 resolution; 20 textures in 32x64 resolution; 7 textures in 32x128 resolution; 8 textures in 64x32 resolution; 84 textures in 64x64 resolution; 158 textures in 64x128 resolution; 3 texture in 64x256 resolution; 161 textures in 128x64 resolution; 157 textures in 128x128 resolution; 187 textures in 128x256 resolution; 19 textures in 256x64 resolution; 151 textures in 256x128 resolution; 38 textures in 256x256 resolution.

Download Turok_2_Seeds_of_Evil_HD.zip (66 MB - 256xProportion version) ReDesigned Faithfully by Gael Romanet here. Starting from the point that Turok 2 - Seeds of Evil textures are mostly 128x128 textures (157/1001 textures (more than 15,7% )), the 256xProportion version is visually up to 4 times more pixels than the default textures.

Replace the default hires.agf file and hires.txt in Turok 2 - Seeds of Evil\HiRes folder by my ones. Also replace the default TEXTURES.DAT file in Turok 2 - Seeds of Evil\Data folder by my one. Just follow the same order that is in Turok_2_Seeds_of_Evil_HD.zip file. Enjoy!

Graphic render of Turok 2 - Seeds of Evil - HD Mod - ReDesigned Faithfully by Gael Romanet with a 4K UHD Resolution of 3840x2160

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My Mapping DarkPlaces Engine with DoomEdit with a 4K UHD Resolution of 3840x2160

Download gaelrDM1, aka Deadly Waters : gaelrDM1.ZIP (300 KB) (Release date of this 1.0 version : 13 September 2015 at 02:25 am)

gaelrDM1 aka Deadly Waters is my redesigned version of the original QUAKE map DM1 aka Place of Two Deaths, originally designed by Tim Willits. I redesigned from scratch directly in DoomEdit. The advantage of working directly with DoomEdit is the realtime window that allows to place the shadows of the lights exactly where I want. gaelrDM1 is the first deathmatch map for my project QUAKE running with id Tech 4 (Doom 3 engine). The BSP of my gaelrDM1 map is compatible with QUAKE and DarkPlaces Engine (an enhanced version of the Quake engine id Tech 2 that maintains .BSP compatibility). Screenshots below are from DarkPlaces Engine (quake_epsilon_v2_52_2-8-2014) with all graphic options activated to the best. Other screenshots are from the development of gaelrDM1 with DoomEdit, and running with the QUAKE Engine.

gaelrDM1 running with the DarkPlaces Engine.

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My Mapping gaelrD3dm1 with Doom 3 with a 4K UHD High Displacement Resolution of 3840x2160

You can download here the six screenshots below in .TGA (3840x2160) 23.7 MB/screenshot - that have been shot directly from Doom 3.

Download gaelrd3dm1, my third Doom 3 map, aka Golgotha : gaelrd3dm1.PK4 (166 MB) (Release date of this 1.0 version : 17 September 2014 at 00:48 am)

I designed, textured, modeled, programed and created the sounds of this Doom 3 High Displacement Resolution technology map. 100% made in France by me. The first loading time of my hell map is 2 minutes and 12 seconds with my old system MS Windows 7 Home Premium 64-bit SP1 Intel Pentium Dual CPU E2160 @ 1.80GHz, 8.0GB RAM, AMD Radeon HD 6600 Series. The reloading time of my hell map is 130 milliseconds! Because I done everything from the start to the end, for the Doom 3 engine to "read" as quick as possible the .cm file .map file and .proc file, the reloading time is 130 milliseconds! Better than all the other Doom 3 game .maps. Imagine! you could load my Doom 3 hell map 769 times! in 1 second. I call it a good information process. To get my own way to design the bumpmap texture that fit best for a Doom 3 map, I can tell you I passed lot of time to test and compare. This is not a generate normalmap you will find in my hell map, I designed the normalmaps with my own technic for a result I call High Displacement Resolution. (Texture_hdr) A very good understanding of the Doom 3 engine is essential. (Texture_hdr) are directly linked with Doom 3 .mtr material file, with the bumpmap, the diffusemap and the specularmap. To make it all better again, this is very essential to dispose accurately the "entity light" to here again, have the best results. God knows DoomEdit is a pain to fix the bug shadows. I have my own way to design the bumpmap texture that fit best within the Doom 3 engine. In Doom 3 the Bumpmap texture are the material name for the well known normalmap. The normalmap that come straight out of a non tweaked photographs are shit. You can get amazing results with a few adjustments for a much better visual quality within the Doom 3 engine. The Bumpmap textures I designed for my hell map, aka Golgotha, are the best visual quality you can expect for Doom 3. Have a look to my normal map textures. Default texture resolutions. (more or less 3072 X 3072 .jpg) Doom 3 game would be much more impressive if the Bumpmap textures (Texture_local.tga) would be done with a better hands. To install it, extract the .pk4 file in your base folder (in your game directory).

Graphic render of gaelrD3dm1 with Doom 3 with a 4K UHD High Displacement Resolution of 3840x2160

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My Mapping Phosphor 3D with a 4K UHD Resolution of 3840x2160

Play for free my DM Crater Map for the famous Phosphor 3D Online Game by Rasterwerks. I designed, programmed and textured this new Phosphor 3D map using Autodesk 3ds Max 2010 and DoomEdit : DM Crater Map By Gael Romanet (Release date of this 2.037 version : 11 September 2010 at 10:47 pm)

Phosphor 3D is a multiplayer first-person shooter in your web browser created with Adobe Director. The Shockwave Player allows the game to run within a web browser on Windows and Mac OS computers.

My DM Crater Map for the famous Phosphor 3D Online Game by Rasterwerks in 4K UHD Resolution of 3840x2160

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My Mapping Phosphor 3D with a 4K UHD Resolution of 3840x2160

Play for free the famous Phosphor 3D Beta 2 Map by Rasterwerks with all new textures by me : Map Textures Mod By Gael Romanet (Release date of this 2.033 version : 1 November 2010 at 5:04 pm)

Phosphor is a multiplayer first-person shooter in your web browser created with Adobe Director. The Shockwave Player allows the game to run within a web browser on Windows and Mac OS computers.

The famous Phosphor 3D Beta 2 Map by Rasterwerks with all new textures in 4K UHD Resolution of 3840x2160

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My Mapping Doom 3 with a 4K UHD Resolution of 3840x2160

Download AspecD3dm2, my second Doom 3 map, aka Inner Chamber 2 : AspecD3dm2.RAR (78.6 MB) (Release date of this 1.0 version : 14 October 2007 at 01:18 am)

This is AspecD3dm1 with new textures. Finaly, with my new Doom 3 texturing method, the graphics are equal with my Quake 3 maps. To install it, open and extract the .pk4 file in your base folder (in your game directory).

Graphic render of AspecD3dm2 with Doom 3 with a 4K UHD Resolution of 3840x2160

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My Mapping Doom 3 with a 4K UHD Resolution of 3840x2160

Download AspecD3dm1, my first Doom 3 map, aka Inner Chamber : AspecD3dm1.RAR (52.3 MB) (Release date of this 1.0 version : 17 August 2006 at 22:37 pm)

My first map for Doom 3, around 30 hours for realisation part. I wanted a small tourney map, inspired by the Doom architectures, with the AspecQ3dm2 game play. The graphics are inferior to my quake 3 maps due to the restrictions of the doom 3 engine. I am waiting for The graphic engine who expresses my textures talent, at the moment, it's not the Doom 3 engine. To install it, open and extract the .pk4 file in your base folder (in your game directory).

Graphic render of AspecD3dm1 with Doom 3 with a 4K UHD Resolution of 3840x2160

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My Mapping Quake 3 Arena with a 4K UHD Resolution of 3840x2160

Download AspecQ3compet2, my second Quake 3 Arena map for a mapping contest, aka DEPRIVATION OF LOVE : AspecQ3compet2.ZIP (6.88 MB) (Release date of this 1.0 version : 06 December 2009 at 18:33 pm)

My second Quake 3 Arena map for a mapping contest - the NoGhost Mapping Competition. My map has been judged by Adam "Sync Error" Pyle from id Software. To install it, open and extract the .pk3 file in your baseq3 folder (in your game directory). Best map compatibility with Quake III Arena version 1.32c

Graphic render of AspecQ3compet2 with Quake 3 Arena with a 4K UHD Resolution of 3840x2160

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My Mapping Quake 3 Arena with a 4K UHD Resolution of 3840x2160

Download AspecQ3compet1, my first Quake 3 Arena map for a mapping contest, aka DEVIL PLAYGROUND 2 : AspecQ3compet1.RAR (2.92 MB) (Release date of this 2.0 version : 10 April 2007 at 16:30 pm)

My first Quake 3 Arena map for a mapping contest - I've participated to Geocomp4 Quake 3 Lives Contest organized in leveldesign web site, just to see the feedback of my first Quake 3 Arena map remix. Only six maps have been accepted amoung mine after pre judging. To install it, open and extract the .pk3 file in your baseq3 folder (in your game directory). Best map compatibility with Quake III Arena version 1.32c

Graphic render of AspecQ3compet1 with Quake 3 Arena with a 4K UHD Resolution of 3840x2160

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My Mapping Quake 3 Arena with a 4K UHD Resolution of 3840x2160

Download AspecQ3dm4, my fourth Quake 3 Arena map, aka CEPS-A BASE : AspecQ3dm4.RAR (22.1 MB) (Release date of this 2.0 version : 10 April 2007 at 16:38 pm)

My fourth Quake 3 Arena map. Around 150 hours for modelisation part. Started from scratch, i just wanted to make a high tech just built base. I wanted an awesome map for visuels and sounds, i think it is. To install it, open and extract the .pk3 file in your baseq3 folder (in your game directory). Best map compatibility with Quake III Arena version 1.32c

Graphic render of AspecQ3dm4 with Quake 3 Arena with a 4K UHD Resolution of 3840x2160

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My Mapping Quake 3 Arena with a 4K UHD Resolution of 3840x2160

Download MpAspecQ3dm3, my first Quake 3 Team Arena map, aka Return 2 Devil Playground : MpAspecQ3dm3.RAR (28.1 MB) (Release date of this 2.0 version : 10 April 2007 at 16:40 pm)

This map is an add-on for the AspecQ3dm3 map. That means, to run this add-on properly, you need to instal first the AspecQ3dm3.pk3 file in your baseq3 folder (in your game directory), then to instal the MpAspecQ3dm3.pk3 file in your missionpack folder. To install it, open and extract the .pk3 file in your missionpack folder. Best map compatibility with Quake III Arena version 1.32

Graphic render of MpAspecQ3dm3 with Quake 3 Arena with a 4K UHD Resolution of 3840x2160

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My Mapping Quake 3 Arena with a 4K UHD Resolution of 3840x2160

Download AspecQ3dm3, my third Quake 3 Arena map, aka RETURN TO DEVIL PLAYGROUND : AspecQ3dm3.RAR (12.9 MB) (Release date of this 2.0 version : 10 April 2007 at 16:35 pm)

My third Quake 3 Arena map, around 200 hours for modelisation part, textures selection was easy cause it has already be done. I wanted for a few time to make a capture the flag map and the idea of retaking outside parts of AspecQ3dm1 to transform it in base attracted me immediatly. To install it, open and extract the .pk3 file in your baseq3 folder (in your game directory). Best map compatibility with Quake III Arena version 1.32

Graphic render of AspecQ3dm3 with Quake 3 Arena with a 4K UHD Resolution of 3840x2160

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My Mapping Quake 3 Arena with a 4K UHD Resolution of 3840x2160

Download AspecQ3dm2, my second Quake 3 Arena map, aka HELL'S ROOM : AspecQ3dm2.RAR (5.86 MB) (Release date of this 2.0 version : 10 April 2007 at 16:33 pm)

My second Quake 3 Arena map, around 10 hours for modelisation part. I wanted a simple structure small tourney map, effective, with an axial symmetry and an ultra fast gameplay to run it on my friend Pierre Girard's server. To install it, open and extract the .pk3 file in your baseq3 folder (in your game directory). Best map compatibility with Quake III Arena version 1.32c

Graphic render of AspecQ3dm2 with Quake 3 Arena with a 4K UHD Resolution of 3840x2160

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My Mapping Quake 3 Arena with a 4K UHD Resolution of 3840x2160

Download AspecQ3dm1, my first Quake 3 Arena map, aka DEVIL PLAYGROUND : AspecQ3dm1.RAR (5.70 MB) (Release date of this 2.0 version : 10 April 2007 at 16:31 pm)

My first Quake 3 Arena map, around 80 hours for modelisation part. Textures selection will be done later by a hard final selection amoung more than 400 test textures after all. To install it, open and extract the .pk3 file in your baseq3 folder (in your game directory). Best map compatibility with Quake III Arena version 1.32c

Graphic render of AspecQ3dm1 with Quake 3 Arena with a 4K UHD Resolution of 3840x2160

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My Textures

This is my gift from Jesus Christ, designing textures. Here are some of my very best textures I designed. This is not a photography, they are true textures with a perfect repetition effect. To save texture, click right save as. To see the full texture resolution, click right open new tab.

My Skies Design

This is my gift from Jesus Christ, designing skies. Here are some of my very best skies I designed. This is not a photography, they are true textures with a perfect repetition effect. To save texture, click right save as. To see the full texture resolution, click right open new tab.

My World Machine Creations

See more about Victoria Crater on Mars on my facebook : See more on my facebook.

Victoria Crater on Mars is a 3D terrain designed and textured using only World Machine 2 Professional. This version is focused on the real ratio (Diameter Approx. 750 m / Depth Approx. 70 metres). Only one texture has been used for the creation of the Heightmap (16384 x 16384 .R32 - 1.00 GB) and only one texture has been used for the creation of the MegaTexture (16384 x 16384 .TIF - 512 MB). The following pictures have been rendered in 16384 x 16384 with World Machine 2 Professional - Raytraced Lighting (Shadows + Indirect + Direct) - using a 4K UHD Monitor with a Resolution of 3840x2160. Enjoy!

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My World Machine Creations

See more about Return To Mars Desert Generator on my facebook : See more on my facebook.

Return To Mars Desert Generator uses 6 different textures (6 X 6 X 6 X 6 X 6 X 6 different mixing = 46656 textures mixed). The final 3D View is rendered by Raytraced Lighting (Shadows + Indirect + Direct).

My World Machine Creations

See more about Doom 3 Hell Teleporter Way Generator on my facebook : See more on my facebook.

Doom 3 Hell Teleporter Way Generator uses 5 different textures (5 X 5 X 5 X 5 X 5 differents mixing = 3125 textures mixed) and is rendered by Raytraced Lighting (Shadows + Indirect + Direct). From scratch, the idea during the process of the creation of the terrain was to generate a "bridge way" with textures of skulls, going through a lava lake. My inspiration came from the twentieth level of Doom 3, Hell. Level where the player has lost all weapons and ammo through the teleporter. For me, this level is the soul of the Doom 3 game.

My World Machine Creations

See more about Mars Desert Crater Generator on my facebook : See more on my facebook.

Mars Desert Crater Generator uses 5 different textures (5 X 5 X 5 X 5 X 5 differents mixing = 3125 textures mixed) and is rendered by Raytraced Lighting (Shadows + Indirect + Direct). Mars Desert Crater Generator allows you to generate an unlimited Martian desert with dunes and crater designed by the wind of Mars!

My World Machine Creations

See more about Return To Desert Dune Wind Generator Render Settings (Macro) on my facebook : See more on my facebook.

Return To Desert Dune Wind Generator Render Settings (Macro) uses 5 different textures (5 X 5 X 5 X 5 X 5 differents mixing = 3125 textures mixed) and is rendered by a very powerful macro I designed for world machine named Render Settings. My macro allows you to select in 3D real time all Texture Scale involved in the terrain, to select in 3D real time the Shadow Placement, to select in 3D real time the Lighting Intensity, to select in 3D real time the Bias and Gain and to select in 3D real time the Texture Set. Render Settings Macro by Gael Romanet, allows you to go further than the basic pre-render selection of World Machine 2 Professional. The final 3D View is rendered by Raytraced Lighting (Shadows + Indirect + Direct).

My World Machine Creations

See more about Return To Lava Crater on my facebook : See more on my facebook.

Return To Lava Crater uses 4 different textures (4 X 4 X 4 X 4 differents mixing = 256 textures mixed) and is rendered by Raytraced Lighting (Shadows + Indirect + Direct).

My World Machine Creations

See more about The Island Of Skull In Hell on my facebook : See more on my facebook.

The Island Of Skull In Hell uses 4 different textures (4 X 4 X 4 X 4 differents mixing = 256 textures mixed) and is rendered by Raytraced Lighting (Shadows + Indirect + Direct). The idea is an island looking like a big skull when seen from high, in the middle of hell.

My Interactive liquid effects working with Google Chrome

You can download here my interactive liquid effects working with Google Chrome (background.JPG, gaelr.mesurefluide.JavaScript, gaelr.ondulations.JavaScript, index.Chrome HTML Document - 24.2 MB).

I wrote two .JavaScript files (gaelr.mesurefluide.JavaScript and gaelr.ondulations.JavaScript), that allow to have real time interactive liquid effects working with Google Chrome.

Interactive drop effects working with Google Chrome

Click here to play with my interactive drop effects working with Google Chrome. Wait for the background to load completely. Move the cursor. Enjoy!

Interactive glass effects working with Google Chrome

Click here to play with my interactive glass effects working with Google Chrome. Wait for the background to load completely. Move the cursor. Enjoy!

Interactive metal effects working with Google Chrome

Click here to play with my interactive metal effects working with Google Chrome. Wait for the background to load completely. Move the cursor. Enjoy!

Interactive rain effects working with Google Chrome

Click here to play with my interactive rain effects working with Google Chrome. Wait for the background to load completely. Move the cursor. Enjoy!

Interactive water effects working with Google Chrome

Click here to play with my interactive water effects working with Google Chrome. Wait for the background to load completely. Move the cursor. Enjoy!

My Quake 3 Arena Map Sources

Download my seven Quake 3 Arena .MAP files I programed with Q3Radiant 202 / GtkRadiant-1.1.1 : AspecQ3mapSource.ZIP (718 KB).

My .MAP files can be helpful if you want to see how I programed my seven Quake 3 Arena maps.

My UK NVQ3 Health and Social Care Diploma

Download Gael Romanet - NVQ3 Health and Social Care units here for free.

This includes 16 PDF files for 16 units (Level 3 LEGISLATION unit, Level 3 Group M Mandatory Units, Level 3 Group B Context or specialist knowledge units, Level 3 Group C Competence units) I designed for a total of 433 pages and 410 graphics in 7 months (from September 2015 to April 2016). Feedback from my NVQ3 Health and Social Care Diploma has been classified "outstanding". I remember my two trainers from London saying that I can be published.

Follow Me On Facebook

To follow me on facebook, click the link : About me.

To follow me on facebook, click the link : My Video Game Online Company.

To follow me on facebook, click the link : Phosphor 3D Online Game.

To follow me on facebook, click the link : Turok Dinosaur Hunter Retextured version by Gael Romanet.

Why to click the link? This website is a small sample of what I am doing. If you want to see my other creations of maps, textures, skies or terrains with world machine, you better follow me on facebook, this is the place I upload most of my artworks, so everybody know who I am.