I made this page for minimal clicking, as I know some prefer to see all the work within a single page.

Driver: San Francisco

Project: A Ubisoft game, out now on Xbox 360, PS3, Wii, PC and Mac.

Date: 2009-2011

Software Used: 3DS Max, Photoshop, Google Maps/Street View, Perforce, Ubisoft's own bespoke engine and toolchain.

Role: My role included but was not limited to the following:

  • In charge of props, both destructible and static, ramps and advertising billboards.
  • Modelled, textured and set up physics for these props. Set up cut scene cameras for narrative billboards.
  • Blocked out large areas of the city based on design guidelines and using Google street view as a guide.
  • Created terrain, buildings, and prop placement based on the block out.
  • Corresponded with outsourcing studios, giving feedback and guidance to produce the best work possible to tight deadlines.
  • Helped maintain schedules and assisted other artists' as part of a "triage" team.
  • In charge of junior artists, training, scheduling and working to tight deadlines on specific tasks.

Below illustrates some of the props, terrain and buildings I worked on. Buy the game to see everything ;-)

driver

 

driver driver driver driver driver driver driver driver driver driver driver driver driver driver driver driver driver driver driver

Newcastle Building (Work in Progess)

Project: A project to get more skillful in Zbrush and UDK, as well as modular design. This is based on a Victorian building in Newcastle.

Date: Work in progress

Triangle Count: TBA

Texture Resolution: Around 256 pixels per meter. Diffuse, Normal, Specular (and in some cases Emissive and Parallax)

Build Time: on going

Software Used: 3DS Max, Zbrush, Unreal Engine, Photoshop, Crazybump

Additional Info: Runs in realtime on the Unreal Engine

 

All images are currently work in progress.

newcastlebuilding newcastlebuilding newcastlebuilding newcastlebuilding newcastlebuilding newcastlebuilding newcastlebuilding

Sculpts

newcastlebuilding newcastlebuilding newcastlebuilding

 

Converse All Stars Shoe

Project: Created for Ubisoft as a show piece for outsourcing use. Both clean and dirty versions were made

Date: August 2011

Triangle Count: 4137 triangles

Texture Resolution: 2048*2048 Diffuse, Normal and Specular

Build Time: 2 Weeks

Software Used: 3DS Max, Mudbox, Photoshop, Crazybump

 

shoe

Texture Sheets

 

Clean and Dirty Versions

Texture SheetsTexture Sheets

Orthographic ViewsTexture Sheets

Texture Sheets

High Poly and Low Poly Wireframe

Texture SheetsTexture Sheets

Low Poly with Normal mapTexture Sheets

Texture sheets. Diffuse, Normal and SpecularTexture Sheets

Mediterranean Scene

Project: This was a team exercise at Ubisoft to see what we could do using the Unreal Engine in 2 weeks. The brief was to make a mediterranean street using modular assets.

My role: I mainly concentrated on learning different techniques for foliage and Ivy, as well as doing a few street props.

Date: August 2011

Build Time: 2 Weeks

Software Used: 3DS Max, Photoshop, Crazybump, Ivy Generator (by Thomas Luft), Unreal Engine 3

 

 

Unreal Screenshotsmedscene

medscene

Texture Sheets

 

Ivy

Texture SheetsTexture Sheets

Plant PotsTexture Sheets

Diffuse, Normal and Specular maps.

Texture SheetsTexture SheetsTexture Sheets

Additional Street Props

Texture SheetsTexture Sheets

Dead to Rights: Retribution

Project: Worked on the pre-development phase of Dead to Rights: Retribution, props, weapons and environments.

Date: 2007

Console: Xbox 360 and PS3

Software Used: Maya, Photoshop, Crazybump and Blitz' own bespoke engine, database and toolchain.

 

For the Hotel lobby I created the geometry and some of the textures, for the props and weapons I created all of the geometry and textures.

 

lobbyenvironment lobbyenvironment lobbyenvironment lobbyenvironment lobbyenvironment lobbyenvironment

 

 

Castle Hall

Project:Created as a Final Year University piece, accompanying a 10,000 word dissertation on medieval architecture and current game technology. The hall was primarily based on Hampton Court Palace and Middle Temple Hall in London.

Date: Early 2009

Triangle Count: 20,249 triangles (90,245 including all instances)

Texture Resolution:1024*1024 and 512*512 Diffuse, Normal and Specular maps. Paralax maps for the brick wall, and Alpha maps in certain places.

Build Time: Just over a month

Software Used: 3DS Max, Maya, Mudbox, Photoshop, Crazybump, Unreal Engine 3

Additional Info: Won 3rd place in the Vis Awards 2009 - Modelling Category (sponsored and judged by Ubisoft). I was hired by Ubisoft as a result.

 

Unreal Screenshots

unrealscreenshot

unrealscreenshot

unrealscreenshot wireframe lions lions wireframe roof wood panel

 

 

Textures: Normal, Diffuse and Specular

Texture SheetsTexture SheetsTexture Sheets Texture SheetsTexture SheetsTexture Sheets Texture SheetsTexture SheetsTexture Sheets Texture SheetsTexture SheetsTexture Sheets Texture Sheets

Chair Prop

Project: Created for a Game-Artist.net competition. The brief was to create a model based on this concept in 2000 tris or under.

Date: August 2009

Triangle Count:1348 triangles

Texture Resolution:1024*1024 Diffuse, Normal and Specular

Build Time: 3 days

Software Used: 3DS Max, Mudbox, Photoshop, Crazybump

Additional Info: Rendered in realtime using the Marmoset engine.

 

chair

 

Texture sheets and wireframeTexture Sheets

Tak: And the Guardians of Gross

Project: A Blitz Games Studios game for the Wii and PS2.

Date: 2008

Software Used: Maya, Photoshop, Blitz Tech

Roles:

  • Modeling, texturing and lighting (vertex lighting) of props and environments to a stylized look.
  • Placement of foliage, props and collision.
  • Cleaned up outsourced work.
  • Working with designers in an iterative process to crystallize the gameplay and environments.

 

chair

 

Screenshots of the environments will come soon.

Stream

Project: A personal project to learn how to create foliage.

Date: July 2009

Triangle Count: 12,771 (Includes double sided polygons such as Grass planes)

Textures: Diffuse, Normal, Specular and Alpha

Build Time: Approx 1 week

Software Used: 3DS Max, Mudbox, Photoshop, Crazybump

Additional Info: This was my first attempt at making foliage. The lightmaps were baked and the Grass and Leaf planes were lit using Vertex Colouring.

 

stream stream

 

Texture sheets and wireframe

streamtextures streamwireframe