Archive for October, 2007

FBX Export Troubles? – Upgrade Your Exporter!

When creating models for use in the XNA framework, Firebox (.FBX) is the primary and perhaps most easily implemented solution. However, I’ve noticed from time to time there are models that do not play nicely with the Autodesk .FBX exporter for 3DS Max. That is, until I realized I was using an outdated exporter.

Version 2006.11.2 has been running like a champ ever since I installed it. No more broken exports, no more crashes. The latest .FBX exporter for both Max and Maya is available from Autodesk’s website.

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3D Work: Palo Santo

A tree model based on the Bolivian Bulnesia sarmientoi – just for fun.

- Average 740 tris/tree, (1) 512×512, (1) 512×256
- Video captured as 3DS Max preview (real-time)

threetree.jpgthreetreewires.jpgpalosantodiffuse.jpg

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3D Work: Motorcycle

A motorcycle created for the Shanke game project.
- 5200 tris, 1024×1024 diffuse

04-thumb.jpg

05.jpguvlayout256.jpg

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Traditional Work: Life Drawing

A collection of life drawings done from 2006 to 2007:

Drawing01

Drawing02

Drawing03

Drawing04

Drawing05

Drawing06

Drawing07

Drawing08

Drawing09

Drawing10

Drawing11

Drawing12

Drawing13

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The Punisher

From 2004 to 2005 I worked as a QA tester at Volition on the Xbox/PS2/PC title “The Punisher.” As my first paying job in the game industry, it was a very eye-opening experience. Getting to work QA in-house, I got to interact with veterans in all aspects of game development, from artists to programmers to producers. Getting to see into the lives of everybody on the team taught me a lot about understanding the group dynamics of making a game. Even years later, the lessons I learned at Volition are still with me today.

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