Work on:
3D Ultra MiniGolf Deluxe
All images/animation's for
Private non-commercial viewing purposes only.
© Copyright 1997/1998 Sierra Online\Dynamix All rights reserved.
This page details some of the work I did for Robert
Terrell's COMPUTOONS® for Sierra\Dynamix's miniature golf game, 3D Ultra MiniGolf Deluxe.
COMPUTOONS® was sub-contracted by Dynamix to create the 3D graphic elements and animation
for the game. My responsibility was model building, mapping and animation.
We provided 3D models and sets. Some of the vehicle
models were provided to us by Dynamix(who bought them from Viewpoint) We had to break them
apart, add additional 3D detail, and then map and animated them. All of the work was done
with 3D STUDIO MAX software, along with Adobe Photoshop and Fractal Design Painter.
Also on the project was Dennis Clevenger (modeling, texture maps and
animation) and Chuck Carden (model building,animation, and animation effects)
3D Ultra MINIGOLF Deluxe: Snake Cove
This is a test render of the fishing boat that was to appear in
the Snake Cove level of the game. Just days after finishing the models for this level, the
entire Snake Cove level was cut from the game. DOH! So unless they are later released as
an add-on pack, this is the only place you will see them.
The
completed pickup model with all maps and materials. The final color choice was from
Dynamix. Originally I had planned to use a more realistic color scheme but they wanted
something to stand out from the earth toned background.
Opening Level sign for
Snake Cove. The lettering was Boolean cut into the wood object. (yes, you can
get Booleans to work in MAX 1!) It was decided to have the poles resemble 'creosote
coated utility poles'. I used Photoshop to blend in a burnt greasy oil texture onto a
distressed wood image. I then made sure it would wrap seamlessly on a cylinder.
The Life Buoy sign for the Deep Sea level. Each level had a sign
that matched it's particular theme.
The sign for
the deleted Iceberg level. The icicles and snow clumps were spline
modeled with Surface Tools in 3D Studio MAX 1. Actually they were
all based on the same object. After modeling the first one, I copied
it and then modified them into a series of different lookng icicles.
I get the occasional e-mail from people suprised to here that a
project or portion of will be cut from a finished project. "Doesn't that drive you
crazy?"
This is not all that unusual for games or commercials.
One reason is sometimes, that due to the length of time it takes
to complete projects of this size, the market itself will change
or resources will be shifted to finish one part more than another.
When I worked at Will Vinton Studios there
were a couple of very expensive commercials that faced a great deal
of pressure to finish on a tight deadline, only to be shelved by
the clients in favor of another concept. Basicly, when you
are working in this business it's just something that happens.
3D Ultra MiniGolf Deluxe: Tornado Alley
While I built models and mapped existing models for
the other levels, Tornado Alley was the level that I spent the most time on. I was
responsible for building the Farm house, fences, ground meshes and texturing and lighting
the set. Dennis Clevenger built the chicken coop,wishing well and hay bales. Chuck Carden
built the Windmill and created the Tornado. COMPUTOONS® president Robert Terrell directed
and co-ordinated all these efforts and finished up the set by creating the photorealistic
map/textures for the ground meshes.
The point here is that while I am highlighting my
work on this project(hey, it is my website), any project of this
scale is always a team effort. While I was working on the house, Dennis built the afore
mentioned objects which I later mapped. Chuck was working out the details of animating a
believable tornado as well as lake jumping fish for the Snake Cove level.
The Tornado Level chicken coop. Dennis Clevenger built the first
version, I added the corrigated roof and texture maps. I was assigned to complete the
mapping so Dennis could continue work on the Deep Sea level. He had the daunting
task of mapping a Schooner model Dynamix provided which had somewhere around 200
individual parts.
The farm house. The idea from Brian Hahn at Dynamix was to
make a somewhat dilapitated, but not abandoned old farm house. This is the final version.
An earlier version looked cleaner, so I altered the existing maps in Adobe Photoshop
to add peeling paint, stains, and worn areas.
The hedge model. While not completely photorealistic, it had to
have enough detail not to be distractingly out of place. The trick was to use a
moderatedly detailed base form with dozens of low poly count leaves added to make it more
dimensional. The image used was a picture of a hedge at Portland's Washington
Park. hen this hedge was approved, it was copied to created a total of three hedges around
the house.
A truck, previously flipped by the tornado in
Tornado Alley. Although Dynamix provided us with a basic model,
there was very little detail on the underside and was a default
gray. I had earlier built my own "Big Truck" which I spent
a lot of time on the chassis. This came in handy as I was able to
merge my parts into this model.
.
I also re-modeled the tires to make a more realistic tire,
complete with tread. (the originals weren't much more that a tube shape) I had on file a
picture of an old tire which I made wrapable in Photoshop. I'm constantly impressed with
3D Studio MAX's ability to render impressive bump and specular maps. I suppose you could
model all of the treads...but that would create an enormous file when combined with all
the other parts.
The whole set with a test ground material by Robert Terrell. Most
of the elements are in place and the material on the ground is to test the integrity of
the maps and the mesh. This is another example of an image created for the client
to see the progress of our work. At this point suggestions can be made as to changes in
materials or placement of objects.

A view from the Tee Off area. Another shot to test the look
of the maps and placement of objects.
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