Austin Mini Cooper Mk1 as seen in the original 1969 Italian Job movie.
My motive for this project was for practicing a 'mid-poly' workflow and modelling vehicles. Also because I love the film.
Modelled in Blender, Textured in Substance Painter & Designer.
Based on RS34S diesel engine used in type XXIII submarines.
Modelled & animated in Blender, textured in Substance Painter & Designer.
Making this hallway has always been an itch in the back of my mind, finally decided to make it for practice. Modelled in Blender, textured in Substance Painter.
- Commissioned work -
Environment built for the social VR game - VRChat
Developed to run consistently above 90 hz on VR ready cards.
Tools used: Blender, Substance, Photoshop
I did everything on the project, my main duties being (but not limited to):
- Architecture of the house
- Material authoring in substance
- Shader creation (shaderlab / glsl)
- VR ready asset modelling / texturing (every asset in the scene is by me)
PBR Environment study
The designs of the interior and station are roughly based around the London Underground's Victoria & Central lines
Software used: Blender, Substance Designer & Painter, Photoshop.
This area saw the most amount of changes and refinement throughout the project
This area was also subject to a lot of change because due to it being one of the core objective locations
This was one of the most fun areas to create on Brittany. The graveyard is made from various hand sculpted and photoscanned objects such as the rocks.
Multiple areas in the level involved me creating 'Hero Props' to give each area a unique and recognisable feel. Most of these consist of vehicles, and were some of the most detailed and complicated models I had to create for the project.
I was resposible for creating environment assets that were used across the map to flesh out the detail
I created this timelapse to show the workflow and development stages the project when through while designing Brittany.
* Late 2016: Placed 3rd in the Mapcore Day Of Infamy Mapping Contest
* Early 2017: Map was officially added to the regular rotation
On this project I worked alongside:
- David 'Vaya' Senyszak (Lead Gameplay & Level Designer)
- Bartłomiej 'Lizard' Guzek (Environment Artist & Layout design).
My role was Texturing and 3D art creating environment props such as terrain, vehicles and modular building assets.
I saw the project from start to finish, the original layout being based around a previous unreleased level I had designed.
The layout was vastly evolved into its current state by Vaya and Lizard, while I kept a hand in the design by providing feedback.
On the side I created small utility software to aid the tight development time. For example: Prop randomizers / sprinkling systems and tools to merge changes from multiple map files together.
Day of Infamy is available on steam, and the map Brittany can be played as part of the map rotation on official and community servers.
Engine: Source SDK
Primary workflows: Digital 3D, Sculpting & PBR
Sofware used: Blender3D, Photoshop, Substance Designer & Painter
I created this summer / ocean themed weapon finish for the game Counter-Strike: Global Offensive
The design was drawn on paper with pencil and then digitized / coloured in Photoshop
I created this royalty themed weapon finish for the game Counter-Strike: Global Offensive's Tec-9 weapon
The design was entireley created in Blender 3D, and then baked and painted using Substance Painter and Designer.
This is a cosmetic item I created for the game Guns of Icarus Online. I created and sculpted this object in Blender and textured it in Substance Painter
The submission was accepted for use in the game, and the item is currently being distributed for PC and Playstation 4
I create additional small projects for various games that I release on the Steam Workshop. So far one item (Sand raider mask), has been accepted for official use within the game.