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shot 2
CLIENT: GMC
Sierra Pro
INFO: These are two shots i had to do for a GMC commercial.
The filmed truck had to be tracked to match, and all modelling of both
interior engine and exterior wireframe was built from using subD's.
(1.58 MB, 1.41 MB)
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CLIENT
disney channel
INFO: This is a
test animation of a digital mouse i had to do for disney channel. All
done in Max 4.2 and Shag:Hair for the fur. The audio byte im sure most
of you will recognize =0).
(1.84 MB) |
CLIENT: disney's EPCOT center
INFO: This was for
a motion simulator ride coming out later this year (Oct.2003) at EPCOT
center. All was built inside of max 5.0, including the birds, using Max's
scanline, Dreamscape & Afterburn.
(1.41 MB) |

CLIENT:
AH-1 cobra
INFO: realtime model of AH-1 cobra built for a prospective
client. The poly budget was under 3000. I wasnt as efficient with the
polys and texturing as i would have liked, but only had 2 days (1.10
MB) |
CLIENT:disney
channel
INFO: This is the very first
motion tests i did for the mouse...where i was just checking for proper
deforming of the mesh.
(376 KB) |
CLIENT:disney
channel
INFO: This is one of the
first phonetics tests for the mouse. The audio is george sanders voice
from the original Jungle book. Prerecorded voices such as these lend themselves
very nicely for testing purposes. (819KB) |
CLIENT:disney
channel
INFO: same test as left,
but subdivided further & rendered with fur. not too sure about other
packages, but fur in 3dmax can get quite tricky when dealing with a whole
mesh, esp. w/ meshsmooth. I was playing with the dynamics for the fur
(notice fur on ears). (466KB) |
CLIENT:
Nickelodeon
INFO: intro for interstitial
for nickelodeon called SEWERBOY. done in Max 2.5 with
Comicshop. I pretty much had to do everything from modeling to animation
on this one.(5.5MB) |
CLIENT:
Nickelodeon
INFO: These are some excerpts
from SEWERBOY where the older sister is trying desperately to enter the
bathroom, while sewerboy is off elsewhere fighting crime.(he uses the
toilet and sewer system as his method of travel)(4.53MB) |
CLIENT:
Nickelodeon
INFO: I thought i would
include some of these test preview shots...so that you can get the idea
of what it looks like before the cartoon shader is applied. i took much
care to alter the line weight, so that it didnt look so computery. (4.24MB) |
CLIENT:
Clorets
INFO: This was a comercial
i did back when i started a business in central america. Its all done
in a simple 2d cut-out style, which MUCH facilitates getting the work
done quickly...and was quite fun to create...they basically just gave
me the audio, and let me have fun, had under a week to get it done I(3.08MB) |
CLIENT:
Warner Bros
INFO: I was just an animator
on these The characters were prebuilt for us, but this was probably the
funnest job i've had to date. My bosses were probably the coolest ive
had, and the animation was alot of fun to do. The audio on these are horrible,
but its the only copy i have =(. (2.1MB) |
CLIENT:
Warner Bros
INFO: This is a simple cut
out style, but because of that, we were able to bang out whole 2-3 min.
episodes per week...with only 4 of us. So essentially its quick gratification
to see a show evolve so quickly especially in the animation world. (3.39MB) |
CLIENT:
Warner Bros
INFO: another little clip
from the Karen & Kirby Show. (1.19) |

CLIENT: Warner Bros
INFO: and yet another.
=). (2.13MB)
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CLIENT:disneychannel
INFO: characters taken from
different shows, care had to be taken to select the right shots, that
"looked" as if they were 'boogyin'. rotoscoped frame by frame,
and composited into 3d backdrops so that they all seem like they are getting
down "together".
(9.01MB) |
CLIENT:
GT/n-space
INFO:playstation game company
back in Orlando...my first actual character work fresh out of school.
Its pretty dated but it think it wasnt to bad for the tools available
then. 3dMax1.2 was used. 1996-1997 I was only the animator for the Duke
character.The pig-cops were done by someone else. And all characters were
built by someone else as well. I only modeled a stripper character, which
is nowhere to be seen in this clip =( awwwww. haha. (3.85MB) |
CLIENT:
GT/n-space
INFO: This is one of my
first real character models i had to built way back when. i think it was
like 1997 or so...anyhow...the tools used were Surface Tools, which was
abit tricky to get it to do what you wanted. ...im excited to find some
time to give it a go at building a human again, this time DEFINITELY with
sub-d's. modelling with subd's i have found to be aLOT more predictable.
(1.47MB) |
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