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This is one of the Colin McRae 3 [2001] game models which I rendered in MR. The model has not changed except for the addition of the high res wheels and grill

I created this wing rig for a game that some animators nearby where working on. It uses standard parameter wiring to link each section together and to the sliders. The rig was then attached to several dragon body skeletons.
Animation by Colin Smyth
A model created by Daniel Martinez which I rigged and animated.
This is another concept for a game model I have started modeling. In the second image I was trying to make the character move athletic for the barbarian lifestyle, though I think I've gone a little too far.
This is a design for a Greek Hoplite soldier I have started modeling recently.
This was an R&D test I did in 2002 for a memory budget for light maps on a basic room environment. I never got around to adding the diffuse mapping but it was already looking too high at the time, even with the high texture compressions. (This was Xbox, PS2 period).
This would also have caused problems if real-time lighting was used, unless the prebaked shadows where ambient only and the strength could be controlled in real-time.
However some games are now using a similar methods on current generation consoles.
It was also just before 3dsmax supported "render to texture" which would have made this a lot faster and easier to do.
This was a quick render I did for a friend who needed some pics for an audio seminar brochure he was working on. It shows the speaker set-up for full 7.1 surround sound coverage based on an Octahedron.
Here are two videos of the vehicle rigging work I did for the Race Driver FMV in 2005
This video shows a basic steering set-up which allowed all the steering to be keyed on a single dummy. This "steering" dummy could be either hand-keyed or driven from a spline to allow the kart to steer automaticallyThis video shows a more evolved rig with inverse steering on rear and fully working suspension.