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.