Personal CG Gallery:

Rather than just show a boring, finished example of a model, I decided to make viewing my work more fun by adding some interactivity.  Remember those X-Ray glasses you could order out of the back of a comic book?  You'll see what I mean when you select an
X-RAY VIEWER link below.

Some of the sections below contain QuickTime animations or QuickTime VR's.  You can get a free player at Apple.com

For the best viewing results, please enable javascript in your browser and install Quicktime on your computer.

Please stop back once in a while and check out the new CG as it trickles in...


CG R2D2 AstroMech Droid Model:

I always thought R2 was cool, and decided to model him to demonstrate that I can do hardware as well as organic modeling. The best thing about this model, is he's also a character, with a unique personality.

I joined an R2 Builders's Club to get detailed plans that are based on actual R2D2's used in the movies. All his panels are modeled with the correct gap tolerances, etc., and all his edges were 'eased', to help better pick up light.

He's a very recognizable object / character, despite the fact that there is no single definitive version of R2 in existence. Even the ones from ILM vary from each other, depending who built them, when they were constructed, and what they needed to do for a particular shot.

The dirt map was created from an Atlas UV Map that had radiosity baked into it, and was tweaked by hand to help 'dirty down' the model. 

Click on the image to enter the X-ray viewer.

Not Even Relatively NEW!

X-Ray Image Viewer...

R2 is very cleanly modeled. Take a look at the sexy bot...


QuickTime Animation [477kb]
Here is a quick test animation.

BTW, R2D2 is copyright George Lucas. This model is an example of fan-art and no income was generated by its creation.  No sue I.

Quentin the CG WereWolf:

This is a model I built during my personal time, over a long period.  I had some free time over the winter holidays to complete the model, so I took advantage of the time.

Quentin is named after the werewolf in the old daytime series, "Dark Shadows".  That series used to really scare the you-know-what out of me, but when looking at that show now, I can't help but laugh when I get a chance to see it again.

One of the main reasons I built Quentin (besides being a fun project), is my dislike of the CG weres in "American Werewolf in Paris".  I thought the character designs were utterly horrible and not the same caliber as the FX created by Rick Baker for "American Werewolf in London" done years earlier; where the werebeast actually resembled something of the animal it was meant to depict.  My design is somewhat similar to the look of the weres in "Bad Moon", or the low budget UK flick, "Dog Soldiers", but with more fur. 

Though not perfect, I'm fairly happy with how the initial version of the character turned out.  As software advances and evolves, I tend to use this geometry for testing these innovations and experimenting with them.

Look for an animation of a few weres running around a park at night!  Stay tuned...

No Longer A Very Recent Model!
 
X-Ray Viewer Quentin WereWolf: Whole Body X-Ray

A full body image where you can remove the fur layers interactively.

Quentin Animation Quentin WereWolf:
Animation

This puppy is hungry!  Probably wants some breakfast... RAWR!



QuickTime VR's of Quentin WereWolf:

QTN Body QTVR
Full Body QTVR
[3.3 MB]
QTN HEAD QTVR
Head QTVR
[3.95 MB]

"Spinnaker" from the "Sky Jammers" Trailer:

Bob Forward, a long time writer of decades worth of well known children's shows, came up with a great new concept for an animated CG series for kids: "Sky Jammers."  Several people at Foundation Imaging  were involved in creating the trailer to get the show sold and produced.  My contribution to the effort, was to model and texture an athletic female anthro rat character (without adding breasts).  The model is about 4 feet high, to match the scale of Bob's son, who did the motion capture for the trailer.

In the fantastic world of "Sky Jammers", Spinn is an athletic female jackrat who serves under Captain Rak, who is human.  She manages the daily operations of their ship, and can aggressively battle to defend her friends and crew-- even on behalf of Rak's girlfriend.

Eve Forward, Bob's sister, is responsible for the  Jackrats, which had their origin in a race she created for her book, "Animist".


You can take a look at an example of a typical UV map that was used to create the details on the surface of the fore and hind paws of the character, by selecting the thumbnail to the lower right.


"Spinnaker" required a custom bone rig.  After looking at several setups, I decided to base much of the structure after the very successful "Bolg Warriors" from "Dan Dare: Pilot of the Future", since the jack-leg is very similar.  The big difference between the two, is that the Bolg's thigh came down at 90 degrees, but the rat's is 65 degrees for Pitch.  It's a far less human structure overall, but that's part of this character's charm.

Some of the things to remember for doing a setup are:

A.  The modeled pose is not the start pose for the mocap filtering process.  The bones are rested on -1, then moved into position on frame 0, with all mocap pivots zeroed out on their rotations.

B.  Expressions or Motion Modifiers (like Follower) are added to toes or fingers.  I highly recommend using Relativity 2 for Expressions.  It's very easy to work with and STABLE.

C.  IK, or Modifiers must be OFF when resting bones, so that they properly bind to the mesh and deform it in predictable ways.

D.  Fingers are modeled in a splayed position, then formed into a relaxed pose for the animators, on frame 0.  Bones with limited range (25 mm min, 25 mm max), are used to prevent bone cross talk.

If there is more interest in me adding additional character rigging information, please let me know.

Ed Note:  Ancient Invalid links are left for posterity. Change is part of life...  Enjoy.

WAS MEGA NEW!
 
Click for a Larger Image
Render of default pose,  shown with her boat hook, for reference.  Ouch!
Click for Full Size Image

Close up pose from CG Trailer.



X-RAY VIEWER!
Tips on making a Mocap Rig:

Click for Mega X-Ray Viewer!
This page is large (400+ k), so please wait for it to load.
IE, & Netscape only.



UV Mapping Example:
Click for full size image People have said they liked the details on Spinn's paws. They were painted on UV maps using a tablet,  which saves a huge amount of modeling time.

Click the image for a larger view.



Clip from CG "Sky Jammer" Trailer:
QuickTime Animation
[2.07 MB ]

There are few things so satisfying, as seeing your work in motion and doing what it was designed to do.

OLD! QTVR of "Spinnaker" [2.5mb]


Polar Bear:

The fellow on the right is the first model I built and textured using Worley Lab's amazing fur shader, Sasquatch, in mind.  Go buy it if you haven't yet!  It's awesome!

I had previously bought and enjoyed their POLK collection of plugins for Lightwave, so it probably helped me figure out how to use this software fairly quickly (the interface looks similar).  Within two days, the bear was surfaced and I had made a number of custom grey scale maps for it.  I presume the next critter won't take as long, since I have a better feel for how it works now.  I love this software...  It opens a lot of creature possibilities that just couldn't be pulled off in Lightwave before.

This model has been upgraded.  The orignal head looked HORRIBLE, so I've made some changes...  Watch for an animation of 3 CG polar bears on an iceburg, soon!

Click on the image to enter the X-ray viewer.

Not Even SORTA NEW!

Interactive Image Viewer...

Take a look under that shaggy coat...


QuickTime Animation [ 930 k ]
Animation by Emerson Johnson.

Used on Max Steel, episode #205.
I created all the facal targets for the character.