CYCLE ELEMENTS
Modelling:
UnDamaged
UnDamaged_UnShaded
Damage Level1
Damage_Level1_UnShaded
Damage Level2
Damage_Level2_UnShaded
WireFrame
ROTATION.mov
CYCLE - Modeling/Mapping/Texturing
Yes, I am shamelessly deriving Katsuhiro Otomo. Let's move on, okay? This was another class project, to construct a real-time game vehicle with five or more body sections, each with three states of damage (Undamaged, Some Damage, Wrecked). In this case, the cycle's sections are the Body, the Front & Rear Tire/Axles, Left & Right Windshield, and the Exhaust Pipes. After modeling, the three damage-level models were named and arranged in the hierarchical node structure a game engine would need in order to reference them. Color-wise, I wanted the bike to have a very crisp, graphic quality to it, I'm not certain how successful that was.
DEMO REELS
Character_Modeling Animation
PORTFOLIO
THREE-DEE INTERACTIVE TWO_DEE
NEW - 8.21.06
ParaCatZard Jane_45
Gargoyle Guy_Botox
Vanity TUG
Esmé Cycle
Voodoo Prickle
NEW - 8.14.06
BratFall GM Ads
Q3_Map Exercises
Gallery
Sketchbook_12.2005
 
 
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