

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.


Gladiator WIP
High Res Lower body + Weapons Sculpt


Low res + Normal
In-house character study.


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 stac

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) i


Arm Study
A good source of reference - Burne Hogarth