Pressure wave, camera shake and photon bloom help exaggerate the power of the explosion. The sphere is 30m in diameter.
I/O - New Character model rigged and ready for animation.
Animation of the Bipedal Combat Chassis.
Basic range of motion test for the rig i developed.
Two renders from the car rigging project.
Mechanical rigging project - this vehicle will feature a fully physical rig that takes into account inertial values that regularly occur in a real-world mechanics
Pflow animation test to simulate an explosion.
final game video screen-cap. i did all animations for the main character and the zombies
Note: this is a final outcome from a team of artists.
all motioncapture sets were directed, calibrated and captured by me.
bicep and foot armour plates are physically animated… no idea why they seem weightless. need to sort out the parameters. i tried to convey weight/ power - never animated something so big before though, but it looks okay i guess.
Ambient occlusion/ wireframe renders of my bipedal combat chassis. This shows it with and without ballistics shield.
shoulder mounted multi purpose munitions launchers (frag, HE, smoke, incindiary etc)
animation test for one of my characters - all hand animated. hair governed by a flex modifier. bloom for muzzle flash. pFlow for shell casing physics.
main character working in the UDK - collaboration with level designers and programmers to get to this beta stage. no physics asset for ragdoll implemented yet, jump states not completed and enemy zombie spawning still yet to be done