3D Character Models and Animations

I was in the midst of doing great high-poly character
models, but then Quake 3 Arena was released, and I
decided to move on to low-poly. Hey can you blame
me. I do all my 3d work in 3D Studio Max 3.1. I have
used other programs: nendo, lightwave, and milkshape,
but I'm the most comfortable in Max. The skins on all
these models were made by my friend Jesse Sosa.
Also, I'd like to thank my friend Nick Pappas
for random techniques we've taught each other
over the past year and a half.


 

This is a generic man model, and two other models I've made from him. The base model took about an hour to make in one sitting. The serpent took an additional hour, and the soldier took about half an hour. I allow everyone to download the base model. The model is good. I don't like the wrist area, but I didn't notice at the time I modeled it.

 

 

This is a generic woman model. She took about 3 hours total. I modeled this one point by point from a reference. It's probably the most accurate model I've made from a reference. But point by point takes so long. I prefer my method of shift dragging open edges.

 

 

Vash the Stampede from the awesome anime series Trigun. I used surface tools and a reference from the Trigun art book to build this model. This is around the time I bought Quake 3 Arena so I lowered the steps and learned Unwrap UVW's. The rest is Team Dallas history.

 

 

Gaben Helm is the meanest, toughest, and shortest tough guy in any fantasy world. He was orginally a 4000 poly character model done in surface tools. Now he's a 1100 poly character for Q3A. I was going to him for the demo reel I had planned. But then I left the Art Institute of Dallas and a demo reel would be a hard thing to complete without the propper equipment.

 

 

Bonecrusher also for Q3A. He is a basic model. I enjoyed working on his death animations. I used a two bipeds, one linked to the upper body and the other linked to his lowerbody. That way when he gets fragged he would split in half. I know, very distasteful. :)

 

 

This a model I made for fun. The day I modeled it I saw a pic of the day at Polycount for a different turtle model so this one won't make it to Q3A.

 

 

This is the first scene I ever made in Max R2. It's very simple, but I think it's pretty cool. At the time I was writing a story called Spacenapped, a Douglas Adams inspired story. The background was made in Photoshop, and yes the flame affect was done in Max.

 

 

Here is a rendering of the animations for Throttle. This took me longer than I like to admit. About 2 weeks. The crouch walk is the only bad thing about it, and it also slowed me down. The file is 350K avi and it uses Divx compression.

 

 

This is a high-poly project I'm working on. She's missing a head and some textures. I'll carry on work on her when I have some time.