Lightwave

While attending school at Westwood College of Technology, I was very adept at animation and multimedia. I was hired to help teach these classes after I had taken them. The 3-D animation class was the one I favored, and I ended up teaching that one several times while I was taking other classes. This project was a result. I needed something to work on and test my skills as an animator. So I chose to do an animation about one of my favorite bands, Primus. Primus has a “mascot” named Skeeter which they use in some of their work. It is a little clay-mation mosquito that appears in some of their videos. I decided to model a group of “Skeeters” and animate them playing one of my favorite songs by Primus, “Jerry Was a Race Car Driver”.

This ended up taking me an entire semester, but the end product turned out really well. It is about two minutes long and the animation shows three “Skeeters” playing their respective instruments. It is all key framed animation and most of the textures within the animation are custom created in Photoshop. Initially I was not going to lip sync their mouths but after I got the basic movements down I thought it would be a fun challenge to do so. With this decision I ended up creating a fairly complicated skeleton for their heads so I could make all parts of their heads move with the beat. It was a really fun project and I think it turned out great. I even went to the extent of creating an alternate ending to the video where a giant fly swatter came smashing down and squashed the band.

Here is the character model for Skeeter. You can see he is stretched out and ready to have his skeleton added for animation. This is a great shot where you can see the bump mapping, texture maps and other various texturing. I designed the wing transparency to resemble cells of an insect wing. The wings are both transparent and reflective. skeeter_model_still
Here is a high resolution frontal shot of the Skeeter band. Here you can see some of the finer details of the scene. The purple spots in the background are disco lights that start moving around the stage when the song starts. skeeter_band_ready_to_jam
Here is a shot of the red Skeeter jamming out on a guitar solo. You can see the blue Skeeter stomping around the back side of the drummer during this solo. skeeter_walk
A close up of the blue Skeeter singing away. It was quite a challenge to lip sync the song and I suggest if you ever want to do something similar make sure it is a song you really like! skeeter_singing
Red Skeeter jamming out to one of the many crazy Primus guitar solos. skeeter_guitar_solo
Here is a close up of the drummer Skeeter banging away on his drums. These drums were fun to model and I did all kinds of experimenting with the color and style I wanted for the paint job for the drums themselves. skeeter_drummer
This is a shot of all the Skeeters jamming out during a change in the tempo. skeeter_jam

The actual high res video itself was created on Macs years ago. I will post it on here as soon as I can convert and compress it. For now I will post up the low res test avi I have.

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Unreal Tournament 3 – Hive III Custom Deathmatch Map

Unreal Tournament 3 - Hive III Custom Deathmatch MapThis is the sequel to the popular Unreal Tournament 2004 map, Hive II. It’s built with the same game play style, using the geometric battlefield of bridges and platforms. This map delivers fast-paced 3D action, adding a few new game play mechanics to spice up the fight and to make the battles even more interesting. If you fall off a platform, you will no longer fall to your death, but into an inverted pyramid, where you can continue the gun battle while you spiral down into the teleporter at the bottom! The crowd will go wild as you are randomly teleported on top of one of the spawning chambers.

Here is a view of the Hive from the corner, where the spectators watch. Below is where the players spawn. The map is thick with gun smoke, limiting visibility.

hiveiii_geomviewThis is the center platform in the Hive. It holds the damage booster but will make you a target for every other warrior on the map!

hiveiii_centerThere are a couple sniper roosts on the map that offer a great view of your enemies and the tools needed to take them out. Unfortunately this position is also shown on the megatron in the center of the map so everyone will know you are there. It is best not to linger if you value your life.

hiveiii_sniperHere you can see the pods where new players spawn. This is a nice way to give players who are just entering the game a way to gain their bearings. On top of these pods are the portals where you will randomly appear should you fall off a platform and into the teleporter below!

hiveiii_spawnDownload the Hive]I[ for Unreal Tournament: 3 HERE!

http://www.imageinnovationsllc.com/images/game_design/DM-Hive]I[.zip.zip

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Unreal 2004 Custom CTF Map – Savage Sewer

Unreal 2004 Custom CTF Map - Savage SewerThis map is another Capture-the-Flag map. These two large bases face off beneath the streets of a grand city. A labyrinth of tunnels, sewer pipes and ventilation ducts give each team many ways to assault each base. This is a big map with many hidden features within it. It is best played with at least 8 people and is designed to handle up to 20.

The central region of this map is wide open and it is easy to see each team move back and forth.

sewer_center_1

Another look at the center, open area of the map. From this angle you can see all the different ways to get into each base. You can go through the ventilation system, by aqueduct or if you are a good swimmer, dive down and swim through the underwater tunnels.

sewer_center_2

The aqueducts in the blue base. It can be confusing navigating the area, so use the signs above each outlet to find your way.

sewer_blue_junction

Halfway through each base there is a flood storage area where all the aqueducts converge. This location is a good defensible area.

sewer_blue_flag_room

Small side rooms litter this level and each one has its own surprise in it.

sewer_blue_storage_room

Here is the ground level view of the blue base’s flag room. It is important to stay alert as the enemy can attack you from any angle.

sewer_blue_flag_room

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Unreal 2004 Custom Map – The Blender

Unreal 2004 Custom Map - The BlenderThis map was inspired during a night of festivities with my friends. We were making drinks with a blender and I had the idea to build a map that WAS a blender! This map is a Deathmatch map that is one big open room with a central pillar that rotates with long “blender” blades that are attached. Initially I tried to make this map so players can walk on the blades to get to the central pillar, but if you mistimed your leap you would get chopped up by the edge of the walkways. This posed many problems as characters who did not stay in the exact center of the blade took damage even if they were on walking on it properly. So the damage from the blades was removed and that made this map a lot more playable. This is a very chaotic map but a blast to play.

Here is a view from the top of this area. You can see the central pillar easily with the blades spinning around it. The green stuff within the pillar is the antigravity field. Get in and float to a different level!

blender_upper

Down in the base of this level there are lots of goodies but there is also lots of danger. All those that miss their jumps or get knocked around always end up down here.

blender_lower

Need a break? Duck back into the shadows on the central tiers. It is the best place to take a breather and to scout out your enemies!

blender_mid

From on high you can get a great view of the action and try to get a few sneaky sniping shots off. That blue bot on the blade looks like a good target…

blender_battle

One thing to note is that it does have a strange bug sometimes in multiplayer mode: The central pillar does not appear to rotate but the physics still exist (You can see people floating around the room, obviously on a blade but you can not see it visually). I have tried to fix this but have been unsuccessful so far, I think it might be a bug in the engine and not the map itself. If you have any ideas or thoughts please let me know!

If you are interested in giving this map a try (the only way to really check out a map) please take a moment and read the readme.txt and feel free to download this map. If you would like to contact me regarding this map please feel free to email me.

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Neverwinter Nights Module – Trouble in Ellishan

nwn_ellishan_titleThis is a module I have developed for small group adventures. It is based in a remote village called Ellishan. Mostly a farming village of little excitement, the town does have one claim to fame: legends tell of a meteor falling from the heavens long ago and forming the hill to the north of town. Recently the meteor has seemed to come to life and many strange things are now happening around town.

This was an early module I created and is designed for at least one DM. It has open ended NPC’s so each DM can modify the exact storyline surrounding the meteor. I hope you enjoy it, and if you have any suggestions or comments please let me know.

Since this is a remote village, monsters often encroach on town.

nwn_ellishan_town

Adventure can be had all around the area, but the heart of the adventure lies around the fallen meteor and what it is now doing, and who might be behind it.

nwn_ellishan_town_map

Need a break from the adventure? Kick your shoes off at the inn and spend some time talking to the locals.

nwn_ellishan_inn

This guy seems to be looks menacing! Could he be behind the Trouble in Ellishan?

nwn_ellishan_firegiant

What evil deeds are being done here?

nwn_ellishan_evil_alter

Why don’t you go stand in the middle?

nwn_ellishan_druids

This doesn’t look good…

nwn_ellishan_crystal

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Neverwinter Nights Persistent Server – Lochshire

Neverwinter Nights Persistent Server - LochshireThis is a persistent-world server for Neverwinter Nights. I ran this server and world for about two years with bi-weekly updates to the content within. Unlike Trouble in Ellishan, it is designed for many players. This is a much larger module with many more areas to explore and quests to accomplish. This module also includes much more in-depth scripting as well as containing many scripted events.

This is a large village set in a bay of Loch Shiverbite.

nwn_lochshire_town_map

This is the town temple where many godly services can be found, from spells and potions to a purification from the well just outside the doors. If you are unlucky enough to fall in battle, the magic portal will teleport you back to your party leader.

nwn_lochshire_temple

Goblins, nasty little weak creatures, are often underestimated as they always attack in large groups.

nwn_lochshire_caves

Giving the Dungeon Master trouble? Try spending some quality time in his realm with no hope of escape!

nwn_lochshire_dmrealm

Where is all this water coming from?

nwn_lochshire_dream

The ancient temple seems to still have a bit of life left in it.

nwn_lochshire_dream2

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Unreal 2004 – Facing Dragons CTF Map

Unreal 2004 - Facing Dragons CTF MapThis Capture-The-Flag map was inspired by my love of fantasy. The map is set deep within a volcano, just above the steaming pool of lava. Each base is identical in design and the entrance to each one is carved in the likeness of giant dragons. The dragon claws located on the wall faces above the heads are sniper roosts, which give the defenders a prime area to pick off those that assault their base. Powered by the magic of the ancients, each base holds the aura of long-lost combatants.

This is the view from the mouth of the blue dragon. You can take the straightforward, but riskier approach over this bridge, or you can take the longer, but safer ledges on either side of the lava lake.

facing_dragons_bridge

Here is the entrance to the blue base. A long set of stairs head up to the throat of the dragon. Note the claws on both sides in the wall face. They are perfect sniper positions.

facing_dragons_blue_base_fr

The entry room of the blue base. Here you can hear the chants of the ancients and see their magic at work in the floor and elevators.

facing_dragons_blue_entry

The walkway over the entry room of each place is a great position for those defending their flags.

facing_dragons_blue_base_en

Here is one of the staircases in the blue base. Scary isn’t it?

facing_dragons_blue_stairs

Here is the flag room for the blue base. The flag is positioned at the source of power for each base, the altar of magic. On the ceiling of the flag room you can see the huge skeletal ribs of the fierce dragon.

facing_dragons_blue_base

This is a look at the flag room from a different angle. The parapets that rise out of the floor make great defensible areas. This map takes good coordination and execution if you hope to get out of the base with the enemy’s flag.

facing_dragons_mosaic

If you are interested in giving this map a try (the only way to really check out a map) please take a moment and read the readme.txt and feel free to download this map. If you would like to contact me regarding this map please feel free to email me.

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