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3D Art
3D art projects focused on character creation, modelling, sculpting, texturing, and game-ready asset production.


Metamorphosis Holometabola Exhibit - Two Point Studios Work Experience
I undertook a week-long work experience opportunity at Two Point Studios in Farnham.
The brief was to produce a new exhibition that would fit the style of their game 'Two Point Museum'. I produced an exhibition piece that showcases the metamorphosis cycle of a Butterfly.
Low-Poly Model, Polygon Count: 5123
This concept went through the full pipeline, from 2D concept to 3D with hand-painted textures. The 2D concept was produced in Adobe Photoshop, and the 3D low-poly model was produced and rendered in Autodesk Maya, with the textures being hand-painted in Adobe Substance Painter.
The brief was to produce a new exhibition that would fit the style of their game 'Two Point Museum'. I produced an exhibition piece that showcases the metamorphosis cycle of a Butterfly.
Low-Poly Model, Polygon Count: 5123
This concept went through the full pipeline, from 2D concept to 3D with hand-painted textures. The 2D concept was produced in Adobe Photoshop, and the 3D low-poly model was produced and rendered in Autodesk Maya, with the textures being hand-painted in Adobe Substance Painter.


User_Unknown
'User_Unknown' follows a relatively niche popular streamer trying to navigate her growing presence online. Beginning as typical daily streams that slowly turn hostile, as an incel group fixates on the player, merging online harassment and the more realistic danger that takes a toll on the character psychologically. With growing fears of being doxed and de-dossed, and with continuous coordinated harassment against the player, you must make decisions to keep Zarah and her chat safe.'
Intended for University Graduation project
Genre: Psychological Visual Novel
Role: 3D Artist, Texture Artist, Programmer, Technical Artist
Game's Demo produced by a team of 2.
I'm working on the technical side of things, with responsibilities in project management, 3D Art, texturing and programming the functions of the game. Everything present in the games build was implemented and coded by myself. We have also produced a GDD before commencing production of this game and marketed this project.
3D model of a Zarah's bedroom, and the main character Zarah. The main characters model was sculpted in ZBrush first and followed the high-to-low pipeline, utilising Autodesk Maya. The environment was produced solely in Maya. Both models were textured in Substance Painter, and are both game-ready for Unity. The model renders were made in Marmoset Toolbag, with the main characters clothing also being made in Marvellous Designer, and subsequently retopo'd in Maya.
Intended for University Graduation project
Genre: Psychological Visual Novel
Role: 3D Artist, Texture Artist, Programmer, Technical Artist
Game's Demo produced by a team of 2.
I'm working on the technical side of things, with responsibilities in project management, 3D Art, texturing and programming the functions of the game. Everything present in the games build was implemented and coded by myself. We have also produced a GDD before commencing production of this game and marketed this project.
3D model of a Zarah's bedroom, and the main character Zarah. The main characters model was sculpted in ZBrush first and followed the high-to-low pipeline, utilising Autodesk Maya. The environment was produced solely in Maya. Both models were textured in Substance Painter, and are both game-ready for Unity. The model renders were made in Marmoset Toolbag, with the main characters clothing also being made in Marvellous Designer, and subsequently retopo'd in Maya.


Yarnly
Yarnly is a creature character based off a peers gameworld for a university task. The setting of the world is a place affected by pollution and nuclear waste. This made me think of a mutated character for my prompt which is what Yarnly is, a mutated toybox.
I used many different medias and textiles to make this physical model, using crochet for the head, clay and paint for the face and limbs, and a jewellery box for the body structure.
I used many different medias and textiles to make this physical model, using crochet for the head, clay and paint for the face and limbs, and a jewellery box for the body structure.


Koi Lady
The Concept
Prompt: a character sculpt in an environmental scene.
Produced for a college project.
I created high poly sculpt in ZBrush and followed the High-to-Low poly pipeline for the humanoid character. The environment was solely created as a low-poly model in Autodesk Maya. Textured with Substance Painter with hand-painted textures. Turnaround was made in Adobe Premiere Pro.
Retoplogised Low-Poly Model Polycount: 41,967
Prompt: a character sculpt in an environmental scene.
Produced for a college project.
I created high poly sculpt in ZBrush and followed the High-to-Low poly pipeline for the humanoid character. The environment was solely created as a low-poly model in Autodesk Maya. Textured with Substance Painter with hand-painted textures. Turnaround was made in Adobe Premiere Pro.
Retoplogised Low-Poly Model Polycount: 41,967


Middle Eastern Key Room
The Concept
Prompt: Create an environment for a game.
Produced for my final major project in college.
Concept I Produced:
After the disappearance of an aristocrat in the Ottoman Times, an Agha must come to the motherland to compile information on the whereabouts of this nation's leader.
Discover the enigmas of the forgotten noble and learn the truth of the empire.
My goal was to implement Middle Eastern architecture for a key room within a game.
Created with a low-to-high poly pipeline for the assets, creating the low poly in Autodesk Maya and making a High poly version in ZBrush, then baked onto the low poly mesh. Textured with Substance Painter with hand-painted textures and rendered with Arnold Renderer in Maya.
Polycount: 55,304
Prompt: Create an environment for a game.
Produced for my final major project in college.
Concept I Produced:
After the disappearance of an aristocrat in the Ottoman Times, an Agha must come to the motherland to compile information on the whereabouts of this nation's leader.
Discover the enigmas of the forgotten noble and learn the truth of the empire.
My goal was to implement Middle Eastern architecture for a key room within a game.
Created with a low-to-high poly pipeline for the assets, creating the low poly in Autodesk Maya and making a High poly version in ZBrush, then baked onto the low poly mesh. Textured with Substance Painter with hand-painted textures and rendered with Arnold Renderer in Maya.
Polycount: 55,304


Temple Microscene
Temple Microscene was a small solo project made in College. We were challenged with producing a character concept utilising the silhouetting technique. I pushed this further into a microscene, emeshing this character into a 3D environment, utilising 2D and 3D techniques.


Steampunk Penguin & Companion
For my final Major Project in 2022, we had the prompt of carbon. With the prompt I created a humanoid with their familiar, a steampunk penguin made out of the leftover scraps in a barren future world.
These were all sculpted in ZBrush and only have their high poly forms as it was a good practice for my introduction to using ZBrush. Adobe Photoshop was used for the concept process.
These were all sculpted in ZBrush and only have their high poly forms as it was a good practice for my introduction to using ZBrush. Adobe Photoshop was used for the concept process.
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