“Sam” is a character I built and rigged for a client from their concept art. The task was to produce a character who could display a variety of bone-driven facial expressions, and this is a test of that functionality within a Unity3D web player.
Here’s a screen capture of the web player showing the character Sam cycling through some facial expressions:
The “Grunt,” a type of robot character for a new app called Ether Drift being developed by Flarb LLC. Flarb will create physical and digital characters by 3D printing the models as part of the manufacturing process.
Flarb supplied the concept art and ZBrush sculpt, and I retopologized the model, created UVs and textures (using the amazing dDO), rigged it and applied some motion-capture animation I had handy, and hand-animated the ears to perk up and retract, giving the bots a little bit of quirky personality.
Finally I exported it to Unity3D where I created shaders for use with the (also amazing) Marmoset Skyshop.
Then came weapon and color variations, again making great use of the flexibility afforded by dDo.
This is a character I’ve been working on for a while in ZBrush. I brought him into Unity3D, and plugged him into the phenomenal Marmoset Skyshop image-based lighting tools demo scene. You’ll need the Unity3D web player to see this web viewer:
What’s great about Skyshop is that it uses a high dynamic range panoramic sky to illuminate the character, and this gives a naturalistic glow to the character while also making the character seem connected with the environment:
I also took the opportunity to put to use an animation viewer I created for a University of Oklahoma project I completed recently. This viewer uses Playmaker for the buttons and triggering of the animations, and Unity’s Mecanim system for controlling the animation itself. Mecanim allowed me to apply animations from a variety of sources onto this character. The drunk walk and death animation you see here came from a motion capture collection, while I hand-animated the taunt and idles.
Shots from Marmoset Toolbox:
Here’s a shot of the topology in Polyframe mode, with the polygroups visible:
Here’s a YouTube version in case the above Vimeo link doesn’t work:
A selection of real-time 3D character work showing off ZBrush sculpts converted into game-ready models (mainly in 3ds Max, with the occasional venture into Maya), texturing (in ZBrush and Photoshop), rigging, vertex weighting, and animation (again, mainly in Max), including facial animation (including FaceFX).
This character, called a “Stalker” is built with a low poly count and only a diffuse map for top performance on mobile. See it in a Unity Web Player; click and drag to orbit and mouse wheel to zoom.
The character is for a top-down strategy game, so he’s meant to be seen from something more like this POV:
Even though this character doesn’t use normal maps, I started off by building it into a high-detail sculpt in ZBrush. My technique used the sculpt to create convincing lighting in the diffuse texture. This approach is based on Dota 2′s character creation techniques.
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 ground.
The models were built by Project Greysoul’s art team.
Prototype Hero Animations
The same client later requested more animations for an action game prototype, this time in Maya source format. The client supplied the rigged character you see here.
This is a fairly old character I built to try out some FaceFX techniques. Recently I updated her in ZBrush and Marmoset Skyshop for showing off these techniques. FaceFX is an awesome program that reads in sound files and converts the spoken words to lip-synced animations.
A work in progress of a character I built from scratch. I started with a base mesh in 3ds Max, then sculpted and hand-painted it in ZBrush, and finally rigged and animated it in Max before export to Unity3d. Within the Unity editor I applied a skin shader from the Unity asset, “Chickens Shader Bundle” to give the skin some life.
Here’s a Unity3D web player for the character. Click to rotate, alt-click or mouse wheel to zoom, middle-mouse-click to pan.
If the above doesn’t work for you (if you’re on a mobile device for instance), you can see the character in action here in my character demo reel:
Some samples from a prototype video for a client’s game, and game technology idea. Basically a fighting game, but with accurate interaction and feedback, thanks to the client’s patented hardware.
With a tight budget and deadline, I had to make the most of existing models and animations. The characters are heavily altered versions of existing models, the tower is an asset from the Unity Store, and the attack animations are either from the Unity Store or Turbosquid. I gave the characters new outfits and textures, and generally overhauled them in ZBrush. The terrain behind the tower I built from scratch. And all the block, recoil, and gesture animations I animated from scratch.
The titles and the music in this video are by SQWare, LLC (though I did some quick and dirty reworking of SQWare’s more polished video work in making this video).
This is Paw Patrol: Rescue Run, a mobile game based on the hit Nick Jr. TV Show. I created most of the 3D assets for the game, mainly by converting them from original Nick Jr. show assets. These assets included the pups, their vehicles, supporting characters, and various props and level elements. Here are some pups in the Unity3D viewer I used to show them to the client:
Here’s the game in action:
And the update that added the new pup Everest, and a snowy level:
In both clips I created just about every asset you see (again, basing the game art on the awesome Nick Jr. show assets). Didn’t do the penguins, though, or the chickens. (Can’t have it all.) And I didn’t do the GUI graphics you see below. Pretty much everything else, though.
There were a few cases in which I needed to create new designs from scratch, and these had to match the show style. One such case was this crane that was used in the train level and the pier:
It has to be said: It was a PAWsome project to get to work on!