This started as a mod model for the original OFP game but I tired of doing realism with the games I was working on at the time, so I decided to do a cartoon-ish version.
turntable movie
31 Dec 2008
Photorealism bust 3
Photorealism bust
I was working on this file for quite some time and finished these renders in 2006. I learned a lot from working on this image when researching MR rendering tutorials, photography sites and human face anatomy [I started in 2004]
Just to show how much I learned here is an evolution image
And here is the wire mesh
A turntable movie
Just to show how much I learned here is an evolution image
And here is the wire mesh
A turntable movie
30 Dec 2008
CMR3 Subaru 44S
OFP MEC
Female study sketches
Dragon Wing Rig
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
Animation by Colin Smyth
Renault Alpine
This is a model I started in 2000 and got around to finishing it in 2003. It was a game model for CMR2.0 that got dropped from the final game. I took it and created the high res version here. The model was built using different modeling methods in 3dsmax from spline cage, loft, nurbs, shape merge to polygon subdivision and more, more of a learning piece.
Barbarian concept
Light maps test
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 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.
Visualisation
FMV Vehicle Rigging
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 automatically
This video shows a more evolved rig with inverse steering on rear and fully working suspension.
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 automatically
This video shows a more evolved rig with inverse steering on rear and fully working suspension.
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