Bicycles, Rolling Stops, and the Idaho Stop from Spencer Boomhower on Vimeo. I created this video – everything from the writing to the narration to the art to the editing – to support the Bicycle Transportation Alliance‘s effort to pass a law that would allow people on bikes to treat stop signs like yield signs: carefully, [...]
This is a sample of some rigging and animation I did for a small indie project called Greysoul. The rig is a standard biped skeleton with some additional bones attached for things like cloaks and wings. And I made use of IK for the sword and staff, and for planting the feet solidly on the [...]
Character art for cinematics.
Recently Portland Streetcar released a safety video called When I Ride. The video was directed by Bob Richardson, and I did the computer graphics and animation. Here’s some coverage on BikePortland and Portland Transport. And you can see all animation excerpts here: The goal is an illustrative look – more painterly than photorealistic – that is [...]
Ava and Adam, characters I built for use in the GarageGames Torque engine and sold as art packs (AvaPack and AdamPack) on the GarageGames developer site. Ava is 1308 polygons, and Adam is 1216 polygons. They started out first as a means of learning how to export to Torque, and then of showing others how it [...]
I’ve been sculpting this guy off and on when I get a moment. He’s eventually going to go into a game engine, much like the Shepherdess character. If the above doesn’t work for you, try the YouTube version. His slightly slack-jaw look is intentional; it’s meant to make him function better with FaceFX when I [...]
I did two-player levels, and a whole bunch of character models for SF2 for the original Playstation. It shipped in record time to good reviews, huge sales, and favorable reaction from fans.
Demo Reel 2012 from Spencer Boomhower on Vimeo. A sampling of work in motion. Demo reel contents: 1. Character design, modeling, texturing, rigging, and animation for a work in progress shepherdess character. Base mesh in 3ds Max, sculpted and hand-painted in ZBrush, rigged in Max and exported to Unity3d. Video captured from within a Unity3D web player. 2. Character [...]
Concept art, characters, and level design for Paintball Net, a Torque Engine game by David Michael, author of the Indie Game Development Survival Guide. We took as inspiration for the art style the toon rendering techniques seen in games like XIII and Jet Grind Radio. I particularly enjoyed creating this place that was obviously cartoony, but also had [...]
Character design, modeling, texturing, shader creation, rigging and animation for Emoko, a a virtual social space and web browser for the PC.
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