J.R.R. Harlequin's profile

3D Computer Generated Imagery (CGI)

Project: Marc Ecko's Getting Up: Contents Under Pressure
I apologize about the voice-over.  I did not record this video.
 
This is a video from Youtube showing off the opening of the game.  I modeled, textured, and lit the entire subway in this menu system. (0.00-3.09)  The subway train at the station was provided by the same studio that created our intro cinematic for the game.  I retextured and modified the exterior of the train to decrease render times.  I also remodeled, textured, and lit the interior of the train.    The fast flythroughs were created from movie clips I rendered out.
 
Also, at (5.11-5.24) I modeled, texture, and lit the city vista that you briefly view a riot occuring, in-game.
(2005)
Project: Blind Squirrel Games
Concept and high poly model for hell's minion.  The model was created in Maya and ZBrush.  The model is not posed in this render.
(2011)
Project: Blind Squirrel Games
High poly models for heaven and hell's swords.  The models were made in Maya and ZBrush.
(2011)
Project: Blind Squirrel Games
A user interface mockup for level progression.
(2011)
Project: Lord of the Rings: Battle for Middle Earth
Modeling for faction building level up progression (veterancy).
(2004)
Project: Lord of the Rings: Battle for Middle Earth
Modeling for faction building level up progression (veterancy).
(2004)
Project: Lord of the Rings: Battle for Middle Earth
Modeling for faction building level up progression (veterancy).
(2004)
Project: Lord of the Rings: Battle for Middle Earth
A defensive tower for archers.
(2004)
Project: Lords of Everquest
Faction building in-game models.
(2002)
Project: Lords of Everquest
Faction building in-game models.
(2002)
Project: Lords of Everquest
Faction building in-game models.
(2002)
Project: Lords of Everquest
Here is a sampling of NPC building models used to decorate the levels.
(2002)
Project: Lords of Everquest
This is a tear down of the elements needed to create a game element.  I created all artwork.
(2002)
Project: Lords of Everquest
This is a tear down of the elements needed to create a game element.  I created all artwork.
(2002)
Project: Lords of Everquest
This is a tear down of the elements needed to create a game element.  I created all artwork.
(2002)
Project: Lords of Everquest
This is a tear down of the elements needed to create a game element.  I created all artwork.
(2002)
Project: Marc Ecko's Getting Up: Contents Under Pressure
I built this subway station for our menu system in the game.  All the modeling, texturing, and rendering were done in Maya.  The environment was rendered out as a series of movies so the player could fly through the subway while navigating the menus.
(2005)
Project: Marc Ecko's Getting Up: Contents Under Pressure
This was one of the boss fight areas in the game.  I modeled and textured the entire environment.
(2005)
Projects: Marc Ecko's Getting Up: Contents Under Pressure
This was one of the boss fight areas in the game.  I modeled and textured the entire environment.
(2005)
Project: Entry Test
A fully modeled, textured, and lit environment.
(2004)
Project: Entry Test
This is a side by side comparison of the environment with and without textures.  This was to show the underlying modeling.
(2004)
Project: Entry Test
This is a side by side comparison of the environment with and without textures.  This was to show the underlying modeling.
(2004)
Project: Entry Test
A fully modeled, textured, and lit environment.
(2004)
Project: zSpace
Final concept and execution of the 3 dimensional virtual stylus we used for our in house applications.  The zSpace system allows you to manipulate objects in a virtual 3 dimensional environment, as if they are floating in mid air in front of you.  This was the virtual conterpart of the physical stylus you held in your hand.
(2012)
Project: zSpace
An early, radical, design of the virtual stylus.  I start many concepts this way, pushing the elements to the extreme, then reigning it in as the design addresses each of our desires in the product.  This presents us with the possibility of discovering designs that we may have missed with a much more conservative approach.
(2012)
Project: zSpace
An early, radical, design of the virtual stylus.  I start many concepts this way, pushing the elements to the extreme, then reigning it in as the design addresses each of our desires in the product.  This presents us with the possibility of discovering designs that we may have missed with a much more conservative approach.
(2012)
Project: zSpace
The virtual camera turnaround for our first original design.  Our zSpace demo allowed the user to grab a virtual camera, in scene, and point it at objects, also in the scene.  The camera's line of sight was displayed on a virtual screen, inside the scene as well.  Later we decided to go with something more iconic for user recognition purposes.
(2012)
Project: zSpace
A 3D visual concept for zSpace's 2D logo.
(2011)
3D Computer Generated Imagery (CGI)
Published:

3D Computer Generated Imagery (CGI)

This is a collection of my 3D CGI work over the years.

Published: