Found this happy chappy the other day from my Foundation Degree all the way back from 2011/12
One of the first models I ever built and textured to completion
Nicknamed 'lil bastard' he's a whopping 1400 tris!! lol
My first ever texture map
'lil bastard'
Tuesday, 1 July 2014
Wednesday, 21 May 2014
INDUSTRIAL PASSAGEWAY - next generation texturing
This was the first project to teach advanced texturing techniques, and introduced Normal and Specular mapping for the first time.
Hand-painted diffuse maps
Presented in Unreal Engine 3
The aim was to create more realistic looking objects while keeping the poly-count to a minimum.
INDUSTRIAL PASSAGEWAY
Poly count (floor piece) - 2 tris
Poly count (wall) - 18 tris
Individual map sizes - 512 x512
Hand-painted diffuse maps
Maya
Hand-painted diffuse maps
Presented in Unreal Engine 3
Friday, 25 April 2014
Paintings
Here's a few digi paintings I've done over the last two years.
Most are just for fun, but the Aftermath one is the is the simplest yet favourite of my paintings.
Enjoy!
Aftermath
LEGO Wizard of Oz fun
Knox: Death's minion
Robber-bot
Most are just for fun, but the Aftermath one is the is the simplest yet favourite of my paintings.
Enjoy!
Aftermath
LEGO Wizard of Oz fun
Knox: Death's minion
Robber-bot
Friday, 10 January 2014
ABANDONED MOUNTAIN GARDENS - modular environment
Here was a task that involved having to design build a level/environment using repeating modular assets.
My main interests and passions lie in industrial atmospheres with interesting machines and lots going on, this time I decided to go a little more scenic with an oriental theme.
Anyway, here is my Abandoned Mountain Gardens scene from start to finish.
Some inspiration/research

My main interests and passions lie in industrial atmospheres with interesting machines and lots going on, this time I decided to go a little more scenic with an oriental theme.
Anyway, here is my Abandoned Mountain Gardens scene from start to finish.
Some inspiration/research
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| mock up in Google Sketch-up |
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| All the modules and assets used in the level (complete with individual tri-counts) |
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| Final presentation in Unreal Engine 3 |
Sunday, 27 October 2013
SIEGE BREAKER - DOTA2 character development
Task: Create and develop a character that would be at home in the Defence Of The Ancients 2 universe.
Parameters:
600 tris (max) for the main character
50 tris (max) for accessories
60 tris (max) for base
Parameters:
600 tris (max) for the main character
50 tris (max) for accessories
60 tris (max) for base
Final submission pages below
Friday, 11 October 2013
THE STEAMPUNK CLOCK - high quality/low poly prop
This challenge was to create a high quality, complex-looking 3D prop, while keeping the poly count as low as possible.
This project aimed to teach clever use of low poly modelling combined with large, high quality texture maps.
Light mapping was introduced for the first time here too.
THE STEAMPUNK CLOCK
Poly count - 590 tris
Reference concepts
Hand painted 1024 x 1024 diffuse map (Adobe Photoshop)
Presented in Unreal Engine 3 (with stock UDK desk prop)
This project aimed to teach clever use of low poly modelling combined with large, high quality texture maps.
Light mapping was introduced for the first time here too.
THE STEAMPUNK CLOCK
Poly count - 590 tris
Reference concepts
Hand painted 1024 x 1024 diffuse map (Adobe Photoshop)
Presented in Unreal Engine 3 (with stock UDK desk prop)
Monday, 30 September 2013
Cyber Girl Texturing
So this was the first project for second year of UCLAN Game Design Degree.
(Started all the way back in September 2013)
We were given a choice of three pre-made meshes that we would use to develop our hand-painted texture techniques.
Here is my go at texturing the Cyber Girl.
The original mesh (below) is the property of Jochen Bremner (1054 tris)
She started blue...
...then took a more vibrant turn.
Finished texture in Maya
Texture maps
(Started all the way back in September 2013)
We were given a choice of three pre-made meshes that we would use to develop our hand-painted texture techniques.
Here is my go at texturing the Cyber Girl.
The original mesh (below) is the property of Jochen Bremner (1054 tris)
She started blue...
...then took a more vibrant turn.
Finished texture in Maya
Texture maps
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