Featured Posts

Vampire Zombie

Z-Brush sculpt with inspiration from the Abomination of the Hulk- going for the wet and slimy surface. Map Baked and Exported in game resolution. Rigged and animated in Maya and ready for export into game engine.

Spartacus

In-house concept study. We will be posting the progress of this piece.

The Simpsons

One of the projects Ash and Vince worked on while they were at EA was the Simpsons game. It was a fun project, especially during pre-production. Part of the challenge of doing a 3D game with a 2D look is that it doesn't always follow the law of physics. A lot of my time during PrePro went into researching how to keep these characters on model when they are in 3D space. This is one of the tests I did for Marge's hair. In 3D, Marge's beehive hairstyle is a series of donuts stacked up. This will give you the right look viewing from eye level, but it will not look right from above. You can build the hair like a pineapple, this will give you the bumps from above, but the bumps will start to inter

CAT Rig Tutorials

The CATRig is the hierarchy that defines the 3ds Max CAT skeletal animation system. If you are familiar with 3DS Max Character Studio, you should be no stranger to the CATrig. For those who are interested in learning more about 3DS Max CAT (Character.Animation.Toolkit), our friend Mike O'Rouke, an excellent tech artist has put together a set of tutorials for anyone who wants to get into CATrigging. http://www.youtube.com/watch?v=yT706MRgDNg

Zero Rig Nodes

When creating controls for animators you do NOT want to freeze transforms on a control to “zero” it out. (See Image 01 - Below). This can cause issues for rigging and MEL scripts because you are simply just changing some pivot info, yet the true position is truly not zero. It introduces “bad” history to the node. The control in the image shows that it is zero in all transforms, yet we know it isn’t really at 0,0,0 world space. The correct way to zero a node (Image 02 above) is to have a parent node to absorb any translate, rotate, or even scale for your node. You can do this by duplicating the control you have made and positioned and make it a parent. Name it something like zero_xxx. Be sure

Arm Study

A good source of reference - Burne Hogarth

Recent Posts
Archive
Search By Tags
Follow Us
  • Facebook Basic Square