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UDK Fantasy Environment


This was a personal project created with the aim of doing an open and memory efficient exterior fantasy environment. A lot of the models share the same textures and materials, and everything in the environment relies heavily on tiled textures and instanced geometry. There were only around 80 unique models created for the environment, but over 6000 were placed in the final build. The environment also makes use of multiple LOD's and lightmaps in conjunction with the Lightmass ambient occlusion system in UDK.

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Subaru Impreza WRC


This was a project created for the vis awards at Teesside University. The model is of a Subaru Impreza WRC
rally car. A high res model was created for the contest, followed later by a low res model and texture which
was exported to the game Trackmania Nations. The model was completed as a side project over the course of
17 days. The cinematic model was around 212000 triangles and had six materials assigned, holding diffuse,
specular, opacity, normal, and reflection maps. It was later converted to a 3400 triangle model, and rigged
to work in the trackmania engine, as a personal project.


Final Model:


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Assets


Model of a gun done from a piece of concept art for Gears of War 1. All modeling, texturing, and shader creation was done by myself, but the design / concept was not. The concept and design is the copyright of Epic Games. The model is 5044 tris with 2048*2048 texture maps, and the project was finished in 9 days.


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Model of a bicycle. 4241 polygons with a 1024 diffuse, specular, opacity, and normal map


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New York City Building

This is a skyrise created from reference pictures of a Broadway building. The project was based
on the challenge and reference material provided by Bizarre Creations on their website. The full
project took 11 days to complete, and the final triangle count was around 17000. The combined
diffuse and normal texture sheets were just below one 4096 square map, while the specular,
opacity, and reflection maps combined took up the space of a 2048 square map. The model was
split into 14 parts to help occlusion inside an engine.

Final Model:

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Reference boards:


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ZBrush and Character Work


Head model of the Dalai Lama, sculpted for practice in attaining a likeness, and converted to a low poly model with a 1024 * 1024 diffuse / normal / specular / gloss map (3rd image)


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500 poly model of the Lucas Arts character 'Hoagie' from 'Day of the Tentacle' with a 256 * 256 square diffuse map. Created for the low poly thread at polycount.net/


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Character created for final year university project. The final model is 7000 triangles with two 1024
diffuse / normal / specular maps


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Another character for the same project as above. Final model was 8000 triangles with three 1024 diffuse /
normal / specular maps, and is rigged with a standard biped skeleton


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Sketches and drawing


Sketches and Photoshop paintings. The last image was for an ink an colour contest I won, held at 3dbuzz.com. Credit for the sketch, that was to be ink'ed and coloured in the contest, goes to the artist Derek Stevens. His original sketch can be seen here.


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