Sunday, 3 July 2016

Space Dock, background assets.

I was asked to participate in a brief, for a high profile AAA VR game, by my old University Tutor. The brief was to create suitable background assets for a space dock/bar environment. The models had to have LOD meshes, 4K PBR textures, and be UE4 ready.

Here's a render of the final two assets I worked on.


After collecting a large amount of reference imagery I began to model a selection of assets in 3DS Max.


I followed the high poly to low poly game asset workflow to create the maps needed for Quixel.


I baked the maps for a number of models, and created the materials in Quixel ready for UE4.


The cargo container is a combination of multiple meshes separated by material IDs.


The container needs another optimization pass and LOD meshes before it's complete.


The aesthetic of the container fits with the themes of the game and the requirements of the brief. 


The locker is perfect for hanging up your flight suit after a day of dog-fighting. 


One of the technical requirements of the brief was to create level of detail (LOD) meshes optimized for use in UE4.


The assets will be in a dimly lit hanger or bar area, here's a quick render to show the assets in similar lighting conditions.


Thursday, 23 June 2016

Virtual Insanity

I reject your reality and substitute my own! Seems to be the mantra at the moment or always was I guess. Luckily the free Oculus Rift I received recently, as a gift from the American developer I've been working with, is coming in handy for slipping into the matrix. :P


Thursday, 16 June 2016

LeMat Game Asset, work in progress

As part of a commission piece I'm working on a LeMat pin firing pistol for a VR game. Here's an image showing the current work in progress.


Monday, 13 June 2016

Winchester on Sketchfab

I've just posted the Winchester I was working on to Sketchfab. It's great for displaying my models and showing how they will look in game.



Wednesday, 8 June 2016

Winchester, Lever Action Mechanism

To help my client with animating the Winchester Rifle I created an info-graphic showing the stages involved with the lever action mechanism. It really is a marvel of design and engineering.


Saturday, 4 June 2016

Winchester Game Asset

I've finally finished the Winchester model I've been working on for a commission piece. I might add a little embellishment or engraving, and there's still the rigging and testing to do in UE4, but I'm pretty happy with the model and so is the client.


Monday, 23 May 2016

Winchester game asset, work in progress.

My assets are continuing to sell well on the Unreal Marketplace, but from that I've got some freelance work from a developer working on a 'Western' VR project. They've asked me to create some more guns, so I thought I'd show the work in progress of the Winchester Rifle they've asked for.


It's an American classic, and modelling it has really made me appreciate the craftsmanship and design of the weapon.

Friday, 13 May 2016

Spaceport Assets

I'm working on a brief for a secret project. I have to create a few background assets for a spaceport bar and/or docking bay in a high profile game. The brief doesn't give much direction so I've had to be creative with what I think would fit the environments.



So far I've modeled the base mesh for a retro Arcade Cabinet, a locker for pilots to hang their flight-suit, and supply crate for transporting goods.

Sunday, 1 May 2016

Two birds, one chanisaw!

I'm working on a new asset pack for the Unreal Marketplace. I'm keeping the idea close to my chest but here's a preview of the star of the show, a chainsaw!


This model, as well as being part of a new pack, will be used in an Evil Dead tribute piece I'm working on for my portfolio.

Friday, 22 April 2016

Aston Martin DB5 project

I've started working on a model of one of my favorite classic cars, the iconic Aston Martin DB5, from James Bond. This is a personal project I'm working on for fun and my own portfolio.


I had a bit of trouble working out how the spokes of the wheel hub fit together, but luckily I know a car fanatic that has identical wheels on his classic Triumph, so I managed to get some good reference photography.


I'm really happy with the detailing I've created on the tyre, I need to keep this level of detail consistent across the whole model.


Friday, 15 April 2016

Classic Shotgun Pack, Unreal Marketplace.

After a lengthy peer and technical review process my first pack of assets is available for sale on the Unreal Marketplace.

You can find the store page here.



I've already sold more than I expected and I have been working with customers to implement the assets into their projects, as well as making my pack better.

I've started the next pack and it shouldn't take as long knowing what I do now about the process.

Friday, 4 March 2016

Shotgun Game Asset Pack.

A quick update showing the completed shotgun pack for both the Unreal Marketplace and Unity store. I've got a few updates to do on the Unreal forums as well as packaging the models together in the Unreal Engine, but I'll be sending the assets for submission in the next few days, hopefully they'll be up on the store very soon!


Wednesday, 2 March 2016

Pump Action Shotgun, Final Game Asset.

Just a quick update showing the finished Pump Action Shotgun game asset complete with rear sights and rail. 




Tuesday, 1 March 2016

Pump Action Shotgun Rear Sights and Rail, Game Asset.

To enhance the Pump Action Shotgun model I created I've been working on the rear sights and rail that will be an optional modular asset. These were going to be part of the Tactical Pump Action Shotgun that was to be part of the pack, but that's now going to be a separate pack on its own due to the amount of work that's gone into the other assets.



Sunday, 28 February 2016

Pump Action Shotgun, Game Asset.

I've been hard at work completing the Pump Action Shotgun asset for the pack I intend to sell on the Unreal Marketplace. After completing the high poly sculpt, optimising the low poly mesh, unwrapping and baking textures, and then creating the materials, the work is almost over. I'm really pleased with how it's looking at the moment, although it may need some additional optimisation or an extra LOD (level of detail) mesh to be bundled with the pack to support developers targeting low end systems.



I'm still working on the rear sights that will come as a modular attachment to this asset. I'll post an update when they're done!

Monday, 22 February 2016

Pump Action Shotgun, Game Asset - Work in Progress

I'm still developing the Shotgun Pack I'm working on for the Unreal Marketplace, this is just a quick post to show the current 'work in progress' of the Pump Action Shotgun asset.


This asset is going to be a lot more detailed than the last two and will also have rear sights that will come as a modular attachment.

Friday, 12 February 2016

Sawn-Off Shotgun, Game Asset.

After making a post on the Unreal Marketplace forums about the Shotgun pack I'm creating I received a private message from a potential customer looking to buy the Sawn-Off Shotgun in advance. I reworked my existing shotgun model by sawing off the barrel and stock, added tape around the handle, and reworked the textures to have a more distressed appearance. I'm continuing to work on the Pump Action Shotgun but for now here's a few renders of the final Sawn-Off Shotgun that's the second asset in the pack.




Sunday, 31 January 2016

Sketchfab Portfolio Updates.

I'm not sure how I haven't seen Sketchfab before, but now I've found it I'll be using it to present my models. It allows me to show the work I've put into the materials and textures, and how they will look in a game engine, with a detailed 3D previewer.

Here's a preview of my latest game asset that's part of a pack I'm working on for the Unreal Marketplace.



I've also uploaded the Flintlock Pistols I worked on for my game project. These previews should really enhance my portfolio.






Tuesday, 26 January 2016

Star Wars: The Force Awakens VFX Breakdown

I've just seen this amazing visual effects breakdown video for Star Wars: The Force Awakens, so I thought I'd share it here. You can find more information at this website. I loved the new Star Wars, and of course as a 3D artist it would be my dream to work on a production of this quality. For now I'm happy taking inspiration and tips from videos like this whilst I refine my skills.


Monday, 11 January 2016

Unreal Engine, Shotgun Game Model.

I recently completed the first of three models I'm working on to sell in the 'Weapons & Props' category of the Unreal Marketplace. I continued to refine the high polygon to low polygon workflow I learned in the final year of my degree. The high poly model was over 16 million polygons but I've managed to optimise the final game mesh to just over 2000 polys. The mesh and PBR texture maps are Unreal and Unity compatible, and the high quality of the model makes it suitable for 'AAA' titles or games that want to achieve a high level of realism. Here are a few renders of the fully textured model.