Welcome to Zello3d
BACK @ n-space!
Working on my Mr. Ash Animation and things.
CALL OF DUTY: Black Ops DS
I can finally show off the video for it.
I just wrapped up working on Tron Legacy:DS, GoldenEye:DS, Toy Story 3:DS, and Call of Duty:Black Ops DS (yes, that was my Napalm)
I never had many videos made specifically of my effects, and a hardware render in 3dsMax has no bearing on what the final DS game looks like. All effects on the DS have been accomplished without the use of particle systems, which is actually quite a challenge to make them look natural and plentiful (individual shaders on textured polys that are hand animated, with opacity, uvw scrolling, and color individually animated.) Around the FX department, we almost consider them practical effects, because we can’t use any frame buffered/post process: glows, distortion, normal, or displacement.
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Newly rendered work:
This was a model that I created with the express purpose of applying at Weta, once I heard about possible live action version of Evangelion. I stopped working on it later when I found out the project had been shelved. I updated the scene a bit, but it’s still a couple of years old. Music by Rotersand. Entire scene lit, TD, modeled, textured, animated and rendered by me in Maya.
My first Houdini test animation: This is a result of one of my first tutorials
My DS FX and Level Modeling Demo Reel.
Here are some examples of my DS special FX work and some of my level modeling work.
It’s also good to know that the total poly budget on screen at any time is roughly 2,000 polygons.
The total square texture budget for a scene is 1024×1024.
Note : I have much more to show, but cannot release yet because official video has not been made public.
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Have a look at a rendered piece that I was working on, prior to my employment
at n-space in 2003.
Looks great. Good luck with the job search.