A Counter-Strike source project from 2011 I made with the working title of “Concretewood”. At the time I did not know much about model compiling and creating physics models with gibs, so I tried an approach using phys constraint systems and func_physboxes. The results looked pretty good, and had time delays for the roof to hold together for a moment before breaking apart completely. I even used some custom particle effects for the roof collapse that added dust and roof shingles. Never got pas…
Custom particle system I made & custom animation for a miku CSS playermodel around 2010-ish. Was ment to be a machinima version of this: ( nicovideo.jp/watch/sm11509720 ) but lost the project before I finished it and moved onto other things. This WIP gif is the only thing left of it
One of the first physics props I made for Source back in 2011; was originally for an improvement pack to mcdonalds-mds but never really went anywhere
Early Source engine model prop I made around 2012 when learning about VMT properties, phong masks, and $jigglebones
Back in 2015, I had an idea in my head for making a self-contained model that has smoke and ember effects without needing to use external using sprites, particles or texture-based animation. This is what I came up with: The smoke is a flanged uncapped cylinder that uses a gradient texture in additive mode and is distorted and controlled with animated bones (bones are seen in the third image as blue dots and yellow lines representing parent hierarchy). The embers is a piece of geometry that is b…
Models I created for "The Mustard Factory" map by Nih. Map link here: scmapdb.wikidot.com/map:the-must… I did some additional animations, cleanup and edits of other models in the map as well.
Counter-Strike Condition Zero: Deleted Scenes Machinima I made years ago. I painstakingly ported specific GoldSrc assets to source engine and added some various material enhancements and then added face flexes to 2 models. This was not done in SFM; it was actually Gmod + SrcDemo2 (for motion blur) as I was having difficulty with SFM at the time. Animations made in 3dsmax and face anims in faceposer.
Early 2010 model edits & animations for that short time when I started out with MilkShape3d before switching to 3dsmax. Also an old video with these and more: youtube.com/watch?v=VzsMbhpKgy8
Probably one of my most difficult and complicated GoldSrc projects was the "Skelepuncher" model in 2016~17 because I wanted death animations to have him fall apart. This involved baked physics animations but also blending with existing animations. The rig used a simplified version for collisions then the simulations were run using 3dsMax MassFX. The violent death animations was done by a big pink ball used for collision. The rest was releasing the pieces freely and letting the gravity sim do…
Back in 2011 I made a scientist rig in 3dsMax for an unfinished Machinima. Without the audio i'm sure you can hear the line in your head...