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Posts Tagged ‘3ds Max’:


UBC-Gold Mountain Guest

Role:

I was primary the 3D artist in the team, responsible for modelling, texturing and detailing the main game scene and 11 buildings.

Software: 3Ds Max, Photoshop and Unity.

Project:

Gold Mountain Guest is a playable 3D online storytelling experience, and a part of “Chinese Canadian Stories – Uncommon Histories from a Common Past” – a collaborative project between the University of British Columbia, Simon Fraser University and various campus and community-wide partners.

Playable Demo available here(Unity plugin required).

As below, I post some screenshots of the main building and some small vintage-style buildings I modeled and partially textured in the game.



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MDM-Vancouver Public Library

Role:

low-polyed 3D models and imported the models into Unity, and was also responsible for assisting the manager with the final presentation.

Software: 3Ds Max, Unity and Flash.

Project:

BVW-VPL(Building Virtual World – Vancouver Public Library) was a group project we did in October 2009. In this project, we built an interactive 3D navigation map prototype of Vancouver Public Library. VPL was a landmark in Vancouver, its unique look made it a must-see interest in Vancouver.

Lesson learned:

Teamwork is the key in this project. At the same time I was working at another project using Unity, so I was the only person who can hook up the 3D model and Unity. Our goal of this project was not to create a perfect model of Vancouver Public Library, so we spent most of our time on ideas and Unity coding.

 

Document of Vancouver Public Library model

A lot of thanks for my dear team members. Azhar, Clark, Sonu and Moe.

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MDM-SOUL.EXE

Role:

I was the lead 3D artist in the team. I was responsible for most of the environment modelling and all the texturing. I also made 2 animations for the final presentation.

Software: 3Ds Max, Photoshop and Unity.

Project:

SOUL.EXE was a group project we did in 3 weeks. It was an interactive story we built using Unity engine. The player could control two robots to review the whole story. Depending on the different robot you chose, the player would see the story from different perspectives.

Lesson learned:

It was the first time for all of us to use Unity to make this 3D interactive story, so except using 3Ds Max, I also learned how to export 3D models with detailed texture to Unity and how to fit engineer’s need to reduce the polygon and find the balance. Another 3D artist was using Maya, so I also learned how to import his model to FBX format.

I also made 2 short presentation animations to show the  making of BUNKER and FACTORY scene in Photoshop. Photoshop CS4 could now make animation in 2D and 3D at the same time. That’s amazing.


View our project (Unity Player Plugin needed)

BUNKER scene, I did all the modeling and texture in 3Ds Max.

FACTORY scene, I did some of the modeling and all the texture in 3Ds Max.

JUNKYARD scene, I did all the modeling and texture in 3Ds Max.

 

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2010 Vancouver Winter Olympic Games-CODE LIVE-CHLOE

Role:

I was the 3D artist and was responsible for designing and modelling the 3D game scene and rendering an animation for 1 mini Flash game.

Software: CINEMA 4D, 3Ds Max and Photoshop.

Project:

CODE LIVE – CHLOE (Collaborative Hallway-Lit Obstacle Experiment) was a group project we did in December 2009, CODE LIVE is a series of events for 2010 Olympic Games in Vancouver, and the purpose of the project to promote the events. We designed an interactive installation to allow people to step on a floor and gain points based on whether they stepped on the right tiles or not. So besides building the real pressure sensitive construction, we designed 3 mini games in Flash and used Arduinos to integrate the software and hardware.

Lesson learned:

Learning CINEMA 4D was a hard but delightful process, of course, learning was always not easy, but the final result was quite encouraging, after this project, I loved using CINEMA 4D.

The alpha tile we are testing in hangar

build can, bottle and model in 3Ds Max, render in Cinema 4D

a final render in Cinema 4D

This is a concept art, but finally we exported them into Flash, so the bottles, cans and dolls wouldn’t have that many details, and you couldn’t see the shadows of items either. That’s a regret.

For a more clear vision of how my concept looks like, go to my vimeo part 1, part 2, part 3.

Thanks for my dear team members. Milim, Sonu, Carmen, Sagar, Jeunessa, Ryleigh, Alice, Nick and Anshul.



MDM-She’s from Asia

Role:

I was responsible for environment art and project management. First I used illustrator to create 2D background, then modelled in 3Ds Max, rendered using Swift and edited the final animation in Flash.

Software: Illustrator, 3Ds Max, Swift and Flash.

Project:

SHE’S FROM ASIA was a 3-minute short animation we made in 3 weeks. The story was talking about how we saw the relationship between Canada and Asian countries in the future.

Lesson learned:

The time for us was really limited, so our timeline was quite busy. We tried to use new technology to make this 2D animation quite different. In the beginning of the project, we just used Flash to create it, but later, for a better art, we made the different background in layers, and imported them into Premiere to use camera to make a feeling of field depth. It took us so much time to figure out how to transform from Flash swf to Premiere, but it’s worthy.

 



© Xiao Rui Li