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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.

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basic rigtest to see how the combat chassis wobbles under fast animation - probably should have it doing backflips and stuff to better test the physical set up. really happy with how this project is going - going to begin texturing during the next couple of weeks.

BASIC articulation test of the BCC’s arm rig setup

Hand Rig - hand is the same size as a car

Hand Rig - hand is the same size as a car

Ambient occlusion/ wireframe renders of my bipedal combat chassis. This shows it with and without ballistics shield. 
Note:
shoulder mounted multi purpose munitions launchers (frag, HE, smoke, incindiary etc)

Ambient occlusion/ wireframe renders of my bipedal combat chassis. This shows it with and without ballistics shield. 

Note:

shoulder mounted multi purpose munitions launchers (frag, HE, smoke, incindiary etc)

Endoskeletal combat chassis for my bipedal weapons system i am developing. this is just base geometry with a simple ambient occlusion pass appliednote:pneumatic actuators, shoulder linkage and the piston attached to the triceps going to the inner ‘armpit’ are all dynamically rigged and have their own physical properties

Endoskeletal combat chassis for my bipedal weapons system i am developing. this is just base geometry with a simple ambient occlusion pass applied

note:
pneumatic actuators, shoulder linkage and the piston attached to the triceps going to the inner ‘armpit’ are all dynamically rigged and have their own physical properties

Physics test using 3ds max 2012 - delauney tessellation - drag/ viscosity test

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.

mechanical exoskeletal body armour, i should have uploaded this a while ago but i actually forgot. work in progress, the final artefact will be a full body set of armour with a bio-mech character inside operating the suit. all professionally rigged and eventually animated to showcase the design. the animation will be approximately 1:30 longthis is the first character i have designed for a long time thats NOT going into a game… as a result, i went a bit crazy with the polygon count xD6,980,656 POLYGONS! note: I have finished the majority of the suit - i will start on the endoskeletal components later in the week :)

mechanical exoskeletal body armour, i should have uploaded this a while ago but i actually forgot. work in progress, the final artefact will be a full body set of armour with a bio-mech character inside operating the suit. all professionally rigged and eventually animated to showcase the design. the animation will be approximately 1:30 long

this is the first character i have designed for a long time thats NOT going into a game… as a result, i went a bit crazy with the polygon count xD

6,980,656 POLYGONS! 

note: I have finished the majority of the suit - i will start on the endoskeletal components later in the week :)

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

Zombie Animation - idle - base/proxy mesh

Zombie Animation - attack - base/proxy mesh

Zombie Animation - walk- base/proxy mesh

Zombie Animation - run - base/proxy mesh

Mrs Nesbitt Animation - Main character - base/ proxy mesh - run