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Chris Wise loves cars, and is equally passionate about
reproducing them in 3D. To Chris, there is nothing more gratifying
than crafting a completely realistic 3D representation of a Ferrari
F430 or a Porsche GT3 RS. While an auto manufacturer might use a
bevy of tools to design, shape and build an automobile, Chris only
relies on one: SOFTIMAGE|XSI. Little did he know that one day his
love for cars, and his skill for modeling them in XSI, would
transform his passion into a global business.
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Virtual Mechanix |
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The Crew
Chris began modeling cars as a professional at Torus Games, and
created his first cars for a racing-combat game entitled
Carmageddon TDR 2000. Shortly thereafter, he took his
craft into the open market as a freelancer and founded his
Australian-based company, Virtual Mechanix. Bizarre
Creations soon noticed his skill with SOFTIMAGE|XSI and asked him
to produce cars for their upcoming game, Project Gotham 2.
His business, and his workload, accelerated.
As Chris’s new business began to grow, he knew he could
not continue to do all of the modeling on his own. Rather than
limit his search, Chris turned to the global marketplace to find
other modelers with game experience, knowledge of SOFTIMAGE|XSI and
a love of cars. He recruited colleagues and XSI artists he had
networked with through other jobs, and turned to contacts
he’d made at industry trade shows such as SIGGRAPH, GDC and
FMX. He connected with professionals through XSI Base.com
(www.xsibase.com), the largest XSI
community on the Web. Though they were located across the globe,
Chris provided his virtual team of “mechanics†with the
work they loved and the flexibility they desired – a
combination they found hard to resist.
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“The level of care and organization put in by Chris makes it
feel more like an in-house role than a contract
position…†|
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| - Matt Clark, Car
Modeler, Sheffield, England |
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“Working with Virtual Mechanix has been fantastic,â€
explains James De Colling, a member of Chris’ team who worked
for Atari  Melbourne House in Australia and now resides in
Japan. “I can work whatever times I want, which gives me
flexibility to do things with my family whenever we choose. Also,
the fact that Virtual Mechanix is centered on cars brings together
very like-minded people.â€
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Virtual Mechanix |
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Those advantages have benefited the client experience as well.
“Many studios consider outsourcing this kind of work to less
expensive markets,†explains Chris. “But our team
really knows the business and loves creating car models for games,
so there are fewer quality issues, fewer training requirements and
far less overhead.â€
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“I can work whatever times I want, which gives me flexibility
to do things with my family whenever we choose. Also, the fact that
Virtual Mechanix is centered on cars brings together very
like-minded people.†|
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| - James De
Colling, Car Modeler, Tokyo, Japan |
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The benefits to clients and employees alike have paid off.
Virtual Mechanix continues to be busy, and now employs thirteen
freelancers from locations across the globe, including:
- Montreal, Canada
- Sheffield, England
- Tokyo, Japan
- Vaterstetten, Germany
- Christchurch, New Zealand
- Brisbane, Australia
- Chicago, Illinois, USA
- Shanghai, China
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Virtual Mechanix |
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Virtual Mechanix |
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The Blueprints
On average, Chris and his team produce 50-100 cars per game
title. To minimize the complexity that that volume of work can
create, Chris tries to ensure that each project starts with
detailed information from the client. This usually consists of a
game design document, a list of cars to produce for the game,
deadlines for producing each car and the platform constraints to
which each model must adhere. In addition, each car comes with
digital reference material, such as photos, CAD models, and
blueprints.
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“Our team really knows the business and loves creating car
models for games, so there are fewer quality issues, fewer training
requirements and far less overhead.†|
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Chris Wise, Founder and CEO, Virtual Mechanix |
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“The level of care and organization put in by Chris makes
it feel more like an in-house role than a contract position,â€
explains Matt Clark, an ex-lead artist from Argonaut Games and
Particle Systems in Sheffield, UK and one of Virtual Mechanix team
members. “There is a detailed and clearly laid-out brief so
everybody knows exactly what to do. Plus, the reference material
for the vehicles is excellent.â€
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Virtual Mechanix |
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Virtual Mechanix |
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Once they have the information, it is up to the team to turn it
into car models that are not only beautiful, but that work on the
game platform. “We’ve never found the constraints too
difficult,†explains Chris. “I guess this comes from
the experience of the car modelers who work on our team. Each of us
has modeled cars for many games and knows how to find the balance
between beauty and practicality.â€
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Virtual Mechanix |
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Virtual Mechanix |
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The Toolbox
Once the modeling begins, the team at Virtual Mechanix turns to
their modeling tool of choice, SOFTIMAGE|XSI. While most of the
team started their modeling careers using other 3D tools, they
eventually converted to XSI completely.
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“XSI has been great to work with on the cars due to the
straight-forwardness of the tools and the ability to handle massive
amounts of geometry on-screen, the great shrink-wrap deformer,
proportional modeling tool and the more recent Tweak
tool.†|
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| - James De Colling, Car
Modeler, Tokyo, Japan |
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“I converted to SOFTIMAGE|XSI from Lightwave 3D after
Softimage launched their 3-Democracy campaign,†explains Matt
Clark. “What I liked about XSI from the start was the solid
feel of the working environment, the accessibility of everything
within a scene and the ease in which it handles larger, more
complicated projects. The precise feel of the modeling tools suit
the technical nature of this kind of work very well and the
addition of the Tweak tool has made smoothing out car bodywork a
breeze.â€
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Virtual Mechanix |
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James De Colling concurs. “XSI has been great to work with
on the cars due to the straight-forwardness of the tools and the
ability to handle massive amounts of geometry on-screen, the great
shrink-wrap deformer, proportional modeling tool and the more
recent Tweak tool. Each of these has been a huge
timesaver.â€
Having an entire team of XSI users minimizes the technical
challenges that can often result from working remotely. Files are
easier to transfer and to work with since no conversions from one
3D package to another are necessary. In addition, clients can
provide one set of reference files and be confident that Chris and
his entire team can work with them. With many of the technical
challenges out of the way, Chris and his team can focus on what
they do best: creating beautiful cars.
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“I converted to SOFTIMAGE|XSI from Lightwave 3D after
Softimage launched their 3-Democracy campaign. The precise feel of
the modeling tools suit the technical nature of this kind of work
very well and the addition of the Tweak tool has made smoothing out
car bodywork a breeze.†|
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| - - Matt Clark, Car
Modeler, Sheffield, England |
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Looking Ahead
Racing games remain a popular game genre; and as long as they
remain popular, Virtual Mechanix will continue to build 3D car
models. However, their success has also enabled them to expand
their reach into other car-related areas. For example, they are
currently working on their own game and are co-producing a racing
simulation with a Formula 1 team based in Europe.
But the object of their creative talents is only half the
picture. Virtual Mechanix has created a work environment and work
ethos that provides like-minded car lovers with a freedom of
schedule and a freedom of expression that feeds into the cars they
create. It is little wonder that Virtual Mechanix has done as well
as it has in such a short period of time.
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