Characters

Sunday, January 13th, 2013

ZBrush WIP – Soldier

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 get around to setting up his facial animation.

 


Thursday, July 26th, 2012

ZBrush and Unity3D Character WIP

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.

Below is an embedded version of the 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 a clip of the character in action at the start of my demo reel:

ZBrush sculpt:

Concept art for the character:

 

The underlying costume comes from the painting, “Young Shepherdess Standing” by William-Adolphe Bouguereau.


Saturday, May 12th, 2012

Demo Reel

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 design, modeling, texturing, rigging, and animation for Emoko, a virtual social space and web browser for the PC. (Background environment, tank top, and jacket bump map by Matthew Nolan, and hair sheen effect by Weston Tracy.)

3. Waves and surf Environment FX via textures and animated shaders for The Suffering, an action game by Surreal Software, for PS2 and PC. (Character creation and animation by Surreal Software artists.)

4. Environment design, modeling, texturing and animation for Yourself!Fitness, an exercise game for the XBox, PC, and PS2. (Character and animation by PBdigital and Kevin McMahon.)

5. Rigging and animation for Greysoul, an indie RPG for PC. (Character modeling by Project Greysoul artists.)

6. Character design, modeling, texturing, shaders, rigging, and animation for a work-in-progress freelance project on bike safety.

7. Character design, model, textures, rigging, and facial animation for Quin, a work-in-progress personal project. I used FaceFX for the lip-sync animation.

8. Environment design, modeling, texturing, and animation (of trees) for Intel technical demo Horsepower. (Horses and horse animation by Jason Baskin.)

Music by Air France ”Collapsing at Your Doorstep

 


Friday, May 11th, 2012

Bike Media: Portland Streetcar Safety Video

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 enhanced by hard-edged, toon-style shadows. What’s kind of fun is having a ton of detail in something like cloth wrinkles (as sculpted in Mudbox and baked into a normal map), but then having only a hard-edged, two-tone shadow describe it.

The rigging is pretty basic, but includes individual fingers and some vertex weighting for the eyelids so that the character can blink. More importantly those eyelid bones make it so the eyelids can conform to the eyes as they look around. This lets the character’s eyes be active without getting the crazy-eyes effect that results when too much whites-of-the-eyes are revealed as the character’s eyes rotate.

Bicycle-Riding Character Test Render from Spencer Boomhower on Vimeo.

Below are some shots from my final animation.

Finally, here’s an example of the detailed construction that went into the rider and helmet:

And my concept art for the character:


Friday, March 2nd, 2012

Character Creation for Emoko

Character and accessory design, modeling, texturing (diffuse, normal, spec mask), rigging, and animation for Emoko, a a virtual social space and web browser for the PC.

The look we went for was naturalistic, but a little on the stylized side. A combination of model swapping, texture layers, and infinite range of base colors allows for a wide range of customization for a given character mesh.

The male character had similar customization options, though much of that was handled by other artists once I had generated these basic elements.

(Background environment, men’s jacket, women’s jacket textures, tank top, and jeans by Matthew Nolan, hair sheen effect and some parts of the male texture by Weston Tracy, character shader design by Brian Ramage.)


Thursday, January 26th, 2012

Bicycle Media: “The Idaho Stop” and “On the Right Track”

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, and if and only if they have the right of way. Blowing through a stop would still be illegal, and under this law would have carried an even stiffer penalty.

It was a fun project, and an interesting challenge in that I had to make most of basic 3D graphic techniques, within an extremely limited schedule. I wrote the script (with much input from the BTA), did the voice over, and edited the the piece together with some wonderful music by Lucas Gonze.

Surprisingly enough, this video that was mainly intended to educate a few state legislators about a relatively obscure law managed to go a little bit viral, at least by bicycle activism standards. 67k views at last count! It showed me the potential for this medium’s ability to explain things that are otherwise difficult to convey.

My work on the Idaho Stop led to a work on another bike-themed video, called On the Right Track. It talks about Portland’s new experimental cycletracks and buffered bike lanes, and how road users should use the new infrastructure.

My role on this video was strictly animation; the video was written, directed, and shot by Matt Giraud of Gyroscope Pictures.

On the Right Track from Mayor Sam Adams on Vimeo.

 


Thursday, January 5th, 2012

GarageGames Character Packs – Ava and Adam

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 was done. And of course they were meant to be generic enough and stripped-down enough that they could be turned into any character in any genre. They ended up selling quite well. Even better, they led to a number of good freelance jobs and business connections.

 


Thursday, March 1st, 2007

Rigging and Animation for “Project Greysoul”

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.

 


Friday, September 17th, 2004

Paintball Net

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 the seedy, real-world-ish setting of an all-American backwoods trailer park that had seen better days, but which was now slowly sliding into a ravine.

The whole point of course being  to come up with fun gameplay that could result from such a scenario!

Concept art:

 


Sunday, March 5th, 2000

Syphon Filter 3

Character art for cinematics.

 


Friday, March 5th, 1999

Syphon Filter 2

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.



All content © Copyright 2013 by RocketTree Art.

Site Design by Sidekick PA