Archive for the ‘portfolio’ Category
Eat Lead: The Return of Matt Hazard
Just got word that I got credited as a Rigger for Vicious Cycle’s latest game, Eat Lead. I skinned some of the enemy characters for the game, using 3ds Max. Massive Black also did some of the other NPC models and textures.
Big shout out to Vicous Cycle for this project; it has a nice charm to it. I recommend everyone to check it out
Bioshock 2
Just got word that Game Informer is releasing this cover. 2K Marin hired us at Massive Black this past Janurary to create a setup a high-res verision of their in-game model of the Big and Little Sister. They supplied us with the original rig and assets. After collabaorating with our Shanghai branch to ensure the high res model was built similar to the game-res 2K sent us, I had transfer the high res model onto the game-res rig and skin it. One very neat thing about 3ds Max is it’s ability to make a wrap deformer and “bake” it into a skin for faster manipulation. After the bake, I simply edit any weights and polish the deformations.
Afterwards, I handed it off to our Animator, Chris Hatala, to pose and render the image who passed it to Jason Chan, to paint over the render in Photoshop.
Massive Black Commercial
We did a pretty funny spoof commercial to advertise our company. I’m featured in one of the last shots and the very last shot is a creature I rigged a while back in Maya. I highly recommend checking out the HD version, if you can.
Massive Black: Volume 1

Check it out!
Whew! It’s been a minute since my last post.
Massive Black: Volume 1 is an art book from my company and not only contains some of the most inspiring concept art out there, it even features a few of my rigs in action in the Intellectual Property section. The book’s been well-received thus far and receiveing mention around the web.
I’m proud to be a part of this talented company and here’s hoping that we can make Volume 2 even better!
Massive Black: Volume 1 is published by Ballistic.
CGSociety Feature – The Art of Massive Black
Kotaku Article – The Art That Launched a Thousand Games, Now a Book
Gamer’s Daily News – Massive Black Launches Art Book Volume 1
Incredible Hulk (the game) is out

Haven’t gotten a hold of my own copy yet, but this a title I done some nice maya rigs for last year. It won’t be until the movie is out when Massive Black and myself can show off some of the characters we’ve worked on.
I’ve heard moslty good things about it so congrats to Sega and Edge of Reality. The game looks great and I enjoyed contributing!
The Incredible Hulk Game Trailer
I did the some of the rigging for this latest project from the talented Edge of Reality. A trailer was released this past week on Gametrailers TV showing Hulk doing what he does best.
Pirates of the Caribbean Online
Released: October 2006
Client: Disney
Software: Maya
I contributed to this MMORPG for the PC in late 2006 and a bit into next year. I rigged various NPCs and monsters for Pirates Online, including Davy Jones, Barbossa, and his monkey: Jack. Massive Black also worked on animation, models, and textures for this title.
If FREE gaming is your thing, give the game a try.
Titan Quest: Immortal Throne Box Art
Date Complete: October 2006
Client: Iron Lore Entertainment
Modeling: Barringer Fox III Wingard
Texturing: Jessica Hook
Copyright © IronLore Entertainment
This rig I did for Iron Lore around October of 2006 and was one of my first professional projects coming out of school. Since the character was only being used for still images, I kept the rig full FK skeleton and I focused the bulk of my time on skinning this rather high-res model. The armor is attached through a combination of wrap deformers and constraints where appropriate. Upon completion, the assets were given to Iron Lore, who posed and rendered the models for their ads, website, and game cover.
Tank Rig pt 1. (the rig)
The Goals
- Three-pronged project demonstrating rigging, modeling, and shading
- Robust tread system that dynamically conforms to terrain
- Secondary motion for the various parts
Read the rest of this entry »
Tank Rig pt 2. (the scripted UI)
Overview
The UI for the tank handles the process of creating, editing, and animating the treads across terrain. For creation, the user simply selects the geometry in the scene that acts as the terrain, and press the “constrain” button. Procedures are then executed that creates an array of geometry-constrained locators that the tread is later point constrained between. Also, a data-structure is inserted in the node of the tank’s controls to keep track of the geometry, the clusters driving the tread and the names of the locators.

