TRAIN SIM 2                           REDMOND, WA, USA                   MICROSOFT - 2003

  • This was a short contract job to create assets for a Train Simulation. game. Working with the flight Sim team at Microsoft, we created assets for this game.
  • Much of my initial work comprised of creating scenery object assets for the game from buildings to cars at different levels of detail complete with specular and opacity maps.
       
   
  • Later I was responsible for taking on some troubleshooting of character setups in our game using Character Studio in 3ds max. Along these lines I recreated a few character skins and skeletal setups and applied and blended existing motion capture data to the skeletons using Motion Builder.
  • Involved in this was a lot of troubleshooting of transferring these animations successfully to the game engine with the old London Studio programmers.
  • These are some sample low Level Of Detail (LOD) characters with 256x256 maps.
  • The highest LOD mesh is shown below with a UVW map created for texturing.

 

     
     
       
   
  • These are sample scenery objects. Built from references on a fast turn-around (approximately 1 per day with associated texture maps), they needed to have 3 to 4 LOD meshes and an opacity, and specular map and sometimes luminosity map attached.