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  Vince Backeberg's

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

mg2s-b1.jpg (25326 bytes)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.


mg2s-t1.jpg (28048 bytes)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.


mg2s-s.jpg (29183 bytes)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.


mg2d-b1.jpg (38097 bytes)The Life Buoy sign for the Deep Sea level. Each level had a sign that matched it's particular theme.

 

mg2i-s1.jpg (26536 bytes)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.


mg2t-cc1.jpg (28960 bytes) 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.  


mg2t-h3.jpg (47615 bytes)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.


mg2t-hg.jpg (35777 bytes)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.


 

mg2t-f2.jpg (32841 bytes) 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.


 

.mg2t-ft1.jpg (18963 bytes)

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.

 


mg2t-a2.jpg (40308 bytes)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.

mg2t-a1.jpg (26710 bytes)

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