My 3D work
As as Lead 3d artist my skills are focused on Stylized Characters.
With my extensive experience, I am capable of creating a diverse range of real-time asset types and styles for various 3D use cases, including shader creation and implementation. My complementary background as a Senior Technical Artist allows me to effectively contribute to your project's needs.
Below I have chosen key examples of 3d assets that I have created from conception to implementation or rendering to make it clear what I am capable of.
Focus
Characters
Vehicles
Stylized and Semi stylized (can do realistic vehicles)
Skills
Primary
3D Assets for games
Mobile optimized (low-poly) assets
High fidelity AA, AAA
Stylized texturing and PBR texturing (inc. very clean baking)
Zbrush Sculpting
Hard surface modelling
Retopology
Complimentary skills
Rigging & skinning (Mobile spec only)
Implementation into Unity and Unreal
Shaders creation
Character concepting
Prop creations
Basic animation
Stylized Character bust (Mobile spec)
Add additional poly to face for animation and close ups
A mobile character specification for gameplay should be designed to perform effectively in both interactive environments and cinematic moments. This character must maintain visual quality in gameplay while also holding up in hero shots and close-ups. Key elements include:
Facial Topology: The character's facial topology should be optimized for lip-syncing and expressive facial animation, allowing for smooth and realistic movement of facial muscles.
Gameplay Performance: The character's design must be efficient for mobile hardware, ensuring smooth animation and interaction without sacrificing quality.
Hero Shots & Close-Ups: For cinematic moments, the character should have high-quality textures and shaders, allowing it to look detailed and realistic in close-up views, especially for emotional or narrative-driven scenes.
This balance of functionality and aesthetic quality ensures the character delivers a dynamic experience in both real-time gameplay and narrative moments.
Character sculpting
This is a fan art Sculpt of mine created in Zbrush for HL2 20th anniversary. I challenged myself to create this without using base meshes and build up the anatomy from scratch. It’s based on the iconic dystopian meto cop with a pin up twist.
RTS Character
Character created lookdev and rapid prototyping of a mobile game with a classic Dark Fantasy setting.
The asset quality is tailored for an RTS game where the final in-game models are viewed from a distance, typically from a top-down perspective. As a result, finer details and precision are less important than the overall silhouette and proportions. The focus is on readability of including clearoity of the character archetype from a far while also having a destint ocerally feel.
The character was a stylized PBR character with a vertical gradient technique from Dota 2 for readability from players perspective and draw attention to torso of the character.
I created the shaders in blender as a quick way to look dev the final result and build a shafer the I know will translate across to Unity’s URP including a toon outline.
For mobile Spec characters I am very experienced in taking a concept through to basic rigging and implementation into Unity or Unreal ready for animation.
Production pipeline
Zbrush for Sculpt
Retopo in Blender
Baked in marmoset toolbag 5
Textures in Substance Painted
Renders in Blender
Implemented into unity
Realistic CGI spec vehicle
Photo realistic cinematic quality 3d hardsface vehicle
Movie res hard-surface modelling and PBR texturing
Realistic render quality accessories
Rigged and taken into Unreal engine 5 for practice
Low poly PBR T34 Tank
Simplified lowpoly RTS unit
Highpoly
Lowpoly
Unwrapping
Baking
Texturing
Rigging
















Stylized Female character
Lighting study, sculpted in Zbrush using poly paint and rendered in blender (wip)
NPR Lighting Study
Stylized character study in zbrush (no base meshes used)
Marmoset test render
Product render
Stylized animation and rendering
Cinematic rendering in a NPR (non photorealistic style)
Blender render using physics simulations
Realistic Character with surreal animation (Nudity warning)
Blender rendering project in cycles renderer and advance material fx with geometry nodes
Zbrush sculpt for 3d printing. Rendered an X-ray style video from zbush in (2021)
liking how the first video turned out (zbrush render) I decided to remake it in blender. Improving the quality and explore the X-ray concept further. Still a wip (2024)
This is a project to take one of my models and turn it into a physical sculpture cast in epoxy resin. For this process I picked up fusion 360 and 3D resin printing in my spare time.
Stylized 3D animation (Nudity Warning)
NPR stylistic rendering
I turned one of my life drawings into an animation while exploring abstract non realistic animation styles. (Blender)
Hard Surface Vehicle Modelling
Hard surface/ Box modelling vehicle with slight simplified style
Animal busts sculpted in Zbrush
More 3D creations
A selection of additional models to reinforce my skills
Stylized NPR Render
Blender render with procedural texturing… no UV’s required
I like skulls and no I’m not satanic
Snakes created for a Greek Mythology Game and had to be less aggressive hence the rounded fangs
Self Publishing
I enjoy the ambitious challenge of self-publishing my own games. Below is one I created with a coding colleague and launched in 2019.
Although it didn't gain much traction, I'm proud of the achievement. It provided me with valuable insights into game development, project management, and running my own small game studio with just two people, complementing my experience in studio employment.
A cinematic trailer I created for our recent mobile release. I created everything except the audio. Unity > After Effets > Premier Pro > Youtube
Menu design from Jungle Blast iOS
Game-play from Jungle Blast
Saga map from Jungle Blast
3D hand painted syle saga map from Bear Vs Art 2013