Posts Tagged ‘maya’
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
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
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.
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.
