Modeling
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Creating 3D models was near the start of my artistic journey into game art. Working primarily in Blender to begin with, I quickly dove into Maya, Zbrush and even Houdini to create many assets for a variety of projects.
My work saw me baking high-poly to low-poly, making low poly stylised assets and even vehicles that I later rigged to be used in VR projects.
Texturing
I started out hand drawing my textures before learning to paint them via Substance Painter.
A big part of making good textures is making good UV maps with good space ratios for what is seen and what is important.
I've made bespoke textures per asset, used and made trim sheets for environments, and created atlases for projects.
Another big part of this journey for me is optimisation, managing to take a build down from 8gb to 2gb just with material and texture optimisation.
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Characters
Rory & Angelica
Two models I made to be fit for 3D printing, that were printed in crystal clear resin as wedding cake toppers.
The characters are their Guild Wars 2 mains, dressed in the Sylvari formal style.
Mushroom Player and NPC
For the 2023 game jam our team made a game where you played as this adorable mushroom man, growing special seeds for your different mushroom neighbours.
Robot Butler
This robot butler was part of a contract I did for an experimental study, seeing if learning from a customisable character made it more engaging to learn.
He had twelve customisable items in eight types
leading to 96 options for players.
Creating special assets for people and projects has always been a highlight for me.
Characters come with their own challenges and I will usually start with a lot of sketches and concept art for the characters shape, colours and general appeal.
A part of character work I love is rigging a character, making them start to move and exist within their world is a fantastic spark of life into a 3D model.