Rampage

Well some of us might recognize him, this is a model of Quinton "Rampage Jackson". I worked on this character for 10 weeks. Within those 10 weeks I modeled and textured the octagon, then I began modeling Rampage. I modeled, textured, rigged, animated, and rendered out a short animation over the 10-week period. The animation is of Rampage doing George St. Pierre’s signature Superman Punch.

Rampage is made up of roughly 9,000 polys. The octagon is around 300 polys. The onscreen graphics....0 polys, but 10 photoshop layers.

When creating the fence I wasn’t sure on whether or not I would be doing any close ups on the fence, if so I wanted it to be modeled. So I decided to model the fence and from their I generated, normal maps, opacity maps, and baked ambient occlusion. I used those maps to create a seamless tileable texture. So for any long shots of the cage I used a single poly plane with texture maps to create the fence. Then for close ups where the cage would be in the shot I would then substitute the single poly plane with the 3d modeled fence. I originally modeled the fence then generated maps from that, so I could switch between the opacity map/single plane fences with the modeled one seamlessly. So the two fences appeared to look exactly the same.

Below are the texture maps used for the rendered scenes above.
There is a Diffuse, Specular, Bump, Normal, Back Surface Scatter Weight, and a Baked Ambient Occlusion.
Here we have the texture maps for the body of the character. The Diffuse, Subdermal, Baked Ambient Occlusion, Normal, Specular, and Back Surface Scatter Weight Map.


Project Specs
Date Created: 5/19/2009
Programs Used: 3ds Max, Photoshop
Texture Maps: Diffuse, Spec, Bump, Displacement
Texture Maps Resolution: 1024 x 1024

Poly Count: 11,260 Polys

- Head Sculpt