In 2004, Rainbow started working on an internal
project for THQ which was intended to explore an internal development
option for the WWE franchise. It also was a chance to explore
forward-thinking approaches to next generation character pipelines as
the PS3 and Xbox 360 consoles were nearing release. I was brought on to
the team as the lead character artist. I was tasked with designing a
character modeling pipeline that supported internal and external
production strategies.
These characters were to feature a full set of facial expressions
capable of extreme close-up camera angles, sub-surface shaders, and a
full featured character creator morph set for user-created chracters.
Like many projects at THQ, this one eventually was shelved and all our
assets and code were shipped to another studio for integration in other
projects. The heads featured below are from head models and sculpts I
created to test the pipeline. The rendered model is the ingame base head
model that was under 5,000 polygons, 2048 textures, nase normal and fine
detail normal maps. The head sculpt from Mudbox is shown also below,
with a wireframe of the in-game model shown at bottom.
All of these models shown on my site (Kurt Angle, John Cena, and Shawn
Michaels) were modeled from photos from scratch. Scanning techniques
were explored and intergrated into the pipeline, though none of these
models were scanned. The John Cena model was the second model produced
in the pipeline. |