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| June 21, 2007 Update: Added some more stuff. Mostly renders of some of the characters from the Skybear game. Plus, added some animations. --- More Coming Soon! ANIMATIONS This is actually not completely finished. There are some rough spots and the sound effects aren't in place, but the basic animation is essentially finished. Dinosaur texture and the buildings in the far background were made by Scott MacEachern. Oh! Also, the rocket launcher was modelled by Scott. I forgot to add that to the opening credit screen. Everything else was done by me. Just a quick camera fly-thru of the high-poly lighthouse I made. It's still untextured and is sitting on a flat green plane rather than on a cliff high above a beach, something I plan on fixing some day. The video quality isn't very good, but the file size is small and I think it still gives a pretty good sense of how the lighthouse is actually laid out. Unfortunately, it doesn't show the many small details that are in there. STILL RENDERS Click on the thumbnails to see the picture become masterfully embiggened by the power of the Internet! This is a Nintendo DS created in 3DS MAX. It is very low-poly so that it can be used in a game. Originally, it was going to make its way into a SWAT 4 level. The texture comes from an actual DS, which definitely helps with the realism. Nintendo DSes falling from the sky. Fun for everyone. This is the Gazeboat created in 3DS MAX. It's a little difficult to see, but it is a gazebo that has wheels for driving, pontoon-type things for sailing and the propellor at the top is for flying. The sky and the tree both look like garbage, so please don't concentrate on those. The textures aren't very good, either, and the lighting could be better. Also, the grass is too tall and is obscuring much of the model. Unfortunately, while I am pretty happy with the model itself, it's complexity makes it impossible to get a good sense of everything that is there from one render. It's impossible to tell there are little steps behind the pontoon thing for stepping up into the gazebo, and it might be difficult to see that there are blades jutting out from the side of the pontoon thing for combat. Overall, definitely not my favourite work. This is from an assignment to create a human character in Lightwave. I decided to go for something low-poly, and I think I didn't do too badly. For some reason, when it came to texturing him, I didn't have a whole lot of time left to complete it. I decided to go for a look like he was some kind of doll, which hopefully explains the shininess and the big lines drawn on him. Texturing is really not my strong-point, unfortunately, and making him look realistically human would have taken me far longer than I had at the moment. And here is that same character hanging from the light house. It's a bit of a weird mix, since the character is meant to be low-poly but the light house is meant to be high-poly. The light house is not textured, unfortunately. It was created as an assignment in Lightwave to create some very detailed high-poly architecture, and I never got to the point of texturing, so it is currently a work in progress. Here is a nice shot of the top of the light house. I hope to have a nice walk-thru animation to show off every aspect of it at some point soon. An old shot of the inside of the lighthouse, looking up from the bottom of the spiral stairs. As you may have noticed, some of the stair supports near the top are missing. They have since been added. Also, I apologize for the horrible lens flair thing. Was trying something out with the lights, which completely didn't work. A shot looking down at the door at the bottom of the light house. The lighting could use work, and without textures it really doesn't work as well as it really should, but I kind of like the shadows. This is Skybear from the Skybear Vs. Dinosaur animation, with a properly textured shotgun. The shotgun texture was created by Scott MacEachern. This Skybear model was the original model for the Skybear game, but for some reason it never seemed to work right, so it was scrapped. It works fine in the animation, though. This is the Skybear model used in the Skybear game. As you may have noticed, his feet are a little different and the jetpack is quite a bit different. However, everything else is basically the same. The textures on the handguns are by Scott MacEachern. This is how the dinosaur was originally supposed to look in the game, but due to a problem with transparencies on textures, we changed the teeth in the game to be big, square and cartoony. And kind of creepy. However, they stayed normal pointy teeth in the animation. Texture by Scott MacEachern. Except for the eye. I did the eye. This is from a design by Eric Poulton. He lives all the way over in British Columbia, and had never even heard of, let alone met or seen, a guy in Miramichi named T.J., yet Emobanana looks exactly like T.J., right down to his long, crescent-shaped banana head and his complete lack of limbs. The texture was started by Scott MacEachern and finished by me. This guy never quite got textured in the Skybear game, unfortunately. Someday, I will texture him. I made a grenade. Then I realized that he needs arms so that he can pull out tiny people, bite their heads off and throw them at Skybear. Not feeling like modelling new arms, I ripped them off of Space Viking and stuck them on here. The result was a little weird and creepy, but ultimately funny, which seemed to be a theme when it came to Skybear enemies. |