Tuesday, 25 March 2014

Portfolio Work

Haven't posted in quite a while.. landed my first real industry job at Playground Games as an Environment Artist and I'm loving it!

But, always gotta keep on top of that 'folio! Carrying on with some unfinished projects for my portfolio in my spare time.. doing some more foliage studies and looking to create a scene for my Shelby Daytona car.

Tuesday, 11 February 2014

Drawn Onward

We've been working over time to get an Alpha version of our Global Games Jam game; Drawn Onward, bug free and ready to be added to the BUGS website.. here's a few arty updates!

Sunday, 26 January 2014

Global Games Jam 2014: Stafford

Went to my first ever Games Jam this weekend and it was damn awesome! Grouped up with friends from my final year at Uni to make 'Drawn Onward' a hand-painted side-scrolling adventure. Here's a few screenies from the game and a link to the short gameplay vid.


Wednesday, 22 January 2014

Foliage Work & Outdoor scene

Recently had an art test which involved doing something I'd not tackled before: foliage & and outdoor setting.. was pretty interesting especially considering my previous environments had been created over a few weeks and this one was done in just a few days.

Anyway, here's a few asset shots!

Sunday, 8 December 2013

Marmoset & Highpoly

Toolbag 2 handles high poly models like a dream, I couldn't resist trying out one of my W.I.Ps with their new material editor:

Friday, 6 December 2013

Toolbag 2

Marmoset Toolbag 2 was released yesterday and some of the new features are amazing, had some great fun playing around with some old pieces today.

Tuesday, 26 November 2013


I've been wanting to do a hand-painted piece for a long time so after looking through a lot of Warcraft and Warhammer concept art I stumbled across this piece.

I made the base mesh in 3ds Max yesterday and cleaned it up a little this morning before I start sculpting away in ZBrush.

Tuesday, 22 October 2013

Shelby Daytona Cobra Coupe

Had some more spare time to work on this piece and really really enjoying it. Trying to keep all the smooth edges on the surface of the car and have the different sections line up properly has been a bit of a challenge but I think it's coming along well.

Sunday, 13 October 2013

Car Project: High Poly Practice

I don't really get to do any High Poly modelling at work, most of it is simple low-med poly assets with photo sourced textures applied so I wanted to keep up to scratch on my Hard Surface modelling skills.

I made a Panzer III tank back in my first year at Uni but haven't dont any other vehicles so I decided to chose a car to work with. I've spent a few hours on this over the past couple of nights.

Monday, 9 September 2013

Flythough: Update

Been really busy working at a new place; Gaia Technologies, working on an unannounced Sci-Fi project which has been.. interesting.

I decided to go back and re-render my fly through of Canary Facility in some of my spare time.

Friday, 26 July 2013


It's been a while since I last posted, I finished Uni with a First Class Honours and scored a job at Sherringham Studios straight away so I've been doing a lot of celebrating and working.

I did have a portfolio set up when I was doing the Graduate Exhibition but I thought it was a bit rushed so I worked over the design and re-did all the renders for my scenes as well as all the asset presentation shots,

Tuesday, 28 May 2013

Canary Flythrough

Gradex has been and gone and I am extremely happy after receiving a Dreamspark Award for Excellence in the field of 3D Modelling for Canary Facility! Really proud after all the time I put into the piece, here's a fly-through that I had on loop at the exhibition.

Thursday, 16 May 2013

UDK Flipbooks

Been busy writing my dissertation and finishing off all my modules but I wanted to try and bring Canary to life a bit ready for the Graduate Exhibition.. I've been looking through some of 3D Motives Flipbook tutorials and this is what I've come up with so far.

Wednesday, 1 May 2013


Canary Facility is pretty much finished now and I'm extremely happy with how it turned out. It's the project I've put the most time and work into and I've learnt a lot across a range of skills and software, this will definitely be a top row piece on my 'folio.

Here's a few close-ups of some of the details I put into my scene.

Monday, 29 April 2013

Canary Update

Everything is now textured! Creating the digital camo for the Mech was especially fun.

I put this up on Polycount while I was working on my Dinosaur and got some really great feedback and criticisms, all of which I'm trying to address. Here's the latest update with some lighting/PP/material changes I've made.

I think the new hologram and monitors along with the halogen lights in the Mech room really push the scene from what it was before.

Tuesday, 23 April 2013


Finished off my Velociraptor and I'm pretty happy with how it turned out. I think the texture is perhaps unrealistic and slightly noisy around his head, but I was aiming for something very different from your average Dino!

Dino Animations

Rigging this guy caused all sorts of problems, most notably was him constantly pulling the superman pose every time the rig collapsed in on itself.. Been using the CAT rig to make all of these, I've definitely got a lot of work to do when it comes to realistic fluid animations.

Sunday, 21 April 2013


Been polypainting this guy in ZBrush for the last day or so.. I started off with the basic colours that are 'traditional' for reptiles/dinosaurs but then tried something a bit more eccentric and vibrant to make him more unique.

Friday, 19 April 2013


Updated my sculpt a little on my Velociraptor before I start polypainting, nice break from a large amount of asset work.

Thursday, 18 April 2013

Change of Pace

Actually going to force myself to take a break from this now as I feel confident enough in the scene and I think taking a few days off will give me a good fresh perspective when I come back to it. Time to texture my Dino!

Tuesday, 16 April 2013


Some more texture work! All of this so far has been hand-painted using, mainly, the techniques discussed in Racer445's tutorials as well as picking up some tips from other corners of the internet.

The GUI on the monitors was especially fun to make.. it's been a long time since I've done any graphic design wok.

Saturday, 13 April 2013


Unfortunately don't have much time to work today and won't be able to carry on until tomorrow afternoon so I decided to work on some smaller assets rather than rush larger key pieces or get half way through something and try to pick it up again tomorrow..

Friday, 12 April 2013

Texture/Lighting Progress

Been another busy few days, pretty much working flat out on this project and absolutely loving it! I've never really delved much into the Sci-Fi scene but after all my research and looking around for inspiration I've got a great view of the genre!

Here's some texture and lighting updates from the last weeks worth of work:

Sunday, 7 April 2013

Into UDK!

I feel a lot more confident with UDK now after using it recently for two other environments, I've also been going over a few different tutorials in my down-time to try and pick up a few tricks and tips.

I've been very busy creating all of the assets I need for my scene and adding normal detail with high-poly bakes and the use of nDo2.. it's been a pretty hectic couple of weeks getting it all ready, but here it is in-engine ready to be textured.

Tuesday, 19 March 2013

Canary Facility

Changed the name of the Environment to 'Canary Facility' rather than Mecha-Industry Armaments after a new set of logo designs was drawn up by a God named Tyler, played around with a modular wall panel design in Photoshop:

Monday, 18 March 2013

Mecha-Industry Armaments

The title of my dissertation is "The Use of Modular Design Within a Sci-Fi Environment" so I've started blocking out a scene re-using as much as I can where possible while still keeping it interesting.. I've put some of my references and influences below the 3ds Max shots too.

Sunday, 17 March 2013

ZBrush Work

More time in ZBrush this year! I used it for all of my Egyptian Ruins scene but haven't used it since then so I was a little rusty.. especially with character work.

I'm really happy with how this turned out, it only took me a couple of days to reacquaint myself with the tools and get to this stage of the sculpt. I think I could have done some better work with the scales across the body though as they're just created with an alpha I made.