Portfolio Page

e-mail: joe@joewilliamsen.com

 

 

Portfolio - Stills:

Note: To see a higher resolution image, click on the "Hi-Res Image" link below the thumbnail.

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  An example of mechanical modeling in Animation:Master - (this is a patch model). The design was based on a show bike I'd seen. This was built just for fun and to see how far AM could be pushed for mechanical modeling. The chain and suspension actually "work" - how sick is that?

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  A character inspired by a painting by a well-known fantasy artist. I modeled, textured, rigged and animated this character in Animation:Master. I've used this character as a "test mule" for a number of other technologies, including dynamics, camera tracking, and motion capture. See below for some animations. Click here to see a close-up image of the model.

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  A character that started as a discarded sketch from one of our concept artists - which I then took in my own direction - and ended up changing just about everything. This character was my Lightwave "tutorial" - i.e. I used her to teach myself how to model, texture, rig and animate in Lightwave. See below or click here for a lipsync test .

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  A character based on "Hunter" from id Software's Quake III Arena, as well as a WIP of "Tank Jr." from the same game. This character is my "take" on the Quake character. I modeled, rigged, textured, and animated her in Animation Master. The image in the upper right was selected for inclusion into "Spectrum 9" - with id Software's permission, of course.

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  A sample of the motorcycles I designed and modeled for RoadRash. Each model was designed to "fit" with the personality of the character who was going to ride it. These are "low patch- count" models (each built in about a day and a half) - our engine tessellated them on import based on shaders applied to groups - see the bar on the left for an explanation.

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  A little bit of mechanical modeling done for fun. I found some interesting concept on the web (Feng Zhu's Website) , and built and textured this model over a weekend in XSI.

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  A sample of screens from the menu system and HUD of 25toLife. The game, as well as the menu system, are still under development - but this gives an idea of the look that I'm going for. To see a partial menu flowchart, click here.

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  Freelance work I did with another artist. We had to take the original 2D image on the left, and "convert" it to the image on the right. I did the 3D modeling of the clothes and props, matched the lighting, rendered passes, and he did the final compositing, color adjustments and cleanup. These were done on a pretty tight deadline - 3 days for each "version". All the 3D work was done in XSI.

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  More freelance examples - I did not model these characters. I did, however, rig, pose, light, and render them. Once again, all done on a tight deadline (3 days each). All 3D work was done in XSI by me - compositing and sweetening of the top image was done in Photoshop.

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  A few examples of traditional (non-digital) art - all watercolors and ink - done several years ago. The top two paintings (yes they are paintings) were done for fun, the lower four images were created (along with 8 others) for the TV series "Air Combat 2".

Portfolio - Animation:

  An experiment in camera tracking using "SynthEyes" software. Footage was shot at a local park, tracked in SynthEyes, and camera data exported to Animation:Master where lighting was matched. The foreground and background plates were assembled in AfterEffects.

  An experiment with motion capture data. I had to constrain the rig of my character to another rig that could understand the motion capture data - then I did a little hand-animation on top of that. Once again, this was done in Animation:Master, and although it's not perfect, it was a great lesson in how to successfully use mocap data.

  A hand-animated walk cycle - I was going for a mix of "athletic yet feminine" - animated in Animation:Master.
  Lip-sync test of the MoonJuju character (my version) to part of a Norah Jones song. This clip took about 10 hours to animate in Lightwave.
  The Avalanche Software logo - I animated and rendered it in Lightwave in just over two days.
  The "announcement" commercial for "Tak and the Power of Juju". I did all the effects and compositing (as I did on several other commercials for Tak). Effects were created in ParticleIllusion and compositing was done in Adobe AfterEffects. There are over 50 layers in this composition...

Portfolio - Video Editing:

 

The opening FMV for NCAA 2K2. The only things I did not do were the moving graphic design and the secondary sound FX (hits, grunts, cheers, etc). I did all the editing and compositing, arranged for the music, researched and obtained the rights to the stock footage, created the 3D animated sequences (except the Sega logo which was provided), and performed the final compression and processing for the target platforms.

  A promotional video created for a pitch to a potential publisher. This piece was put together by me in less than a day in AfterEffects. Footage was captured via DDR (DPS Perception system).

  A video put together to help pitch a game based on downhill mountain biking. Most people have no idea what this sport is about, or what the bikes are like - they're more like motorcycles without motors than traditional bikes - so this video was to help introduce potential publishers to this particular brand of "extreme" sports. This was edited using a DPS Perception and Adobe Premiere in about 6 hours.

Other Images - Misc Artwork:

 

Misc. Renderings

Woodworking

Resin Kits

All images and animations Copyright 2005 Joe Williamsen - no copying, use, or distribution without explicit permission.