
Procedural wood floorboards, made in Substance Designer. Rendered in Marmoset Toolbag 3

Procedural Map Driven Sand, made in Substance Designer, maps made in Substance Painter. Rendered in Marmoset Toolbag 3.

An antique balance scale. Made using Maya LT, Substance Painter, Marmoset Toolbag 3.

A World War 1 “7.7 cm Feldkanone 16”.

A WW2 desert outpost scene. Made using Maya LT, Substance Painter, Marmoset Toolbag 3 and GIMP.

Some of the props from my WW2 desert outpost scene. Made using Maya LT, Substance Painter, Marmoset Toolbag 3 and GIMP.

An antique office desk. Made using Maya LT, Substance Painter, Marmoset Toolbag 3.

An old telegraph, based on one I have. Made using Maya LT, Substance Painter, Marmoset Toolbag 3.

An old hallway. Made using Maya LT, Substance Painter, Quixel Mixer, Marmoset Toolbag 3. Updated 28/08/19

A modular ARPG-type dungeon desgined for mobile. Made from a bunch of smaller, very low poly assets and 256px textures. Made using Maya LT, Substance Painter, Quixel Mixer, Marmoset Toolbag 3.

A small forest scene at 4 different times of day (Dawn, Early Morning, Afternoon, Late Afternoon), rendered in CryEngine. Technical details and full resolution images of each time are in the 'breakdowns' section.

An old camera; 3,531 polygons. Textured with Quixel, rendered in Marmoset.

A rock; 525 polygons. Textured and rendered with Quixel.

A rock; 705 polygons. Textured and rendered with Quixel.

Some small hard-surface props; a mixer and board. Textured with Quixel, rendered in Marmoset.

A blowtorch; 1564 polygons. Textured and rendered with Quixel. Details available on the 'breakdowns' page.

Rework of my old Panzer 2 ‘Luchs’ model. Made using Maya LT, Substance Painter, Marmoset Toolbag 3.

Rework of my old Panzer 2 ‘Luchs’ model. Made using Maya LT, Substance Painter, Marmoset Toolbag 3.

Some quick practice of hardsurface/subdivision modelling.

A controller; 1211 polygons. Textured and rendered with Quixel. Details available on the 'breakdowns' page.

Realistic hallway environment, work in progress. Textured in Quixel Suite and Cinema 4D, rendered in Cinema 4D.

A fully rigged wheel and suspension. Video and details are on the 'breakdown' page.

Textured with Substance Painter and rendered in Marmoset Toolbag 2.

Textured with Substance Painter and rendered in Marmoset Toolbag 2.

Textured with Substance Painter and rendered in Marmoset Toolbag 2.

Textured with Substance Painter and rendered in Marmoset Toolbag 2.

A small forest house, ideally for background usage. Textured with Substance Painter and rendered in Marmoset Toolbag 2.

A small forest house, ideally for background usage. Textured with Substance Painter and rendered in Marmoset Toolbag 2.

A small scene created in Cryengine demonstrating some of my assets in a real-time engine.

A small scene created in Cryengine demonstrating some of my assets in a real-time engine.

A small scene created in Cryengine demonstrating some of my assets in a real-time engine.

A small scene created in Cryengine demonstrating some of my assets in a real-time engine.
































Procedural wood floorboards, made in Substance Designer. Rendered in Marmoset Toolbag 3
Procedural Map Driven Sand, made in Substance Designer, maps made in Substance Painter. Rendered in Marmoset Toolbag 3.
An antique balance scale. Made using Maya LT, Substance Painter, Marmoset Toolbag 3.
A World War 1 “7.7 cm Feldkanone 16”.
A WW2 desert outpost scene. Made using Maya LT, Substance Painter, Marmoset Toolbag 3 and GIMP.
Some of the props from my WW2 desert outpost scene. Made using Maya LT, Substance Painter, Marmoset Toolbag 3 and GIMP.
An antique office desk. Made using Maya LT, Substance Painter, Marmoset Toolbag 3.
An old telegraph, based on one I have. Made using Maya LT, Substance Painter, Marmoset Toolbag 3.
An old hallway. Made using Maya LT, Substance Painter, Quixel Mixer, Marmoset Toolbag 3. Updated 28/08/19
A modular ARPG-type dungeon desgined for mobile. Made from a bunch of smaller, very low poly assets and 256px textures. Made using Maya LT, Substance Painter, Quixel Mixer, Marmoset Toolbag 3.
A small forest scene at 4 different times of day (Dawn, Early Morning, Afternoon, Late Afternoon), rendered in CryEngine. Technical details and full resolution images of each time are in the 'breakdowns' section.
An old camera; 3,531 polygons. Textured with Quixel, rendered in Marmoset.
A rock; 525 polygons. Textured and rendered with Quixel.
A rock; 705 polygons. Textured and rendered with Quixel.
Some small hard-surface props; a mixer and board. Textured with Quixel, rendered in Marmoset.
A blowtorch; 1564 polygons. Textured and rendered with Quixel. Details available on the 'breakdowns' page.
Rework of my old Panzer 2 ‘Luchs’ model. Made using Maya LT, Substance Painter, Marmoset Toolbag 3.
Rework of my old Panzer 2 ‘Luchs’ model. Made using Maya LT, Substance Painter, Marmoset Toolbag 3.
Some quick practice of hardsurface/subdivision modelling.
A controller; 1211 polygons. Textured and rendered with Quixel. Details available on the 'breakdowns' page.
Realistic hallway environment, work in progress. Textured in Quixel Suite and Cinema 4D, rendered in Cinema 4D.
A fully rigged wheel and suspension. Video and details are on the 'breakdown' page.
Textured with Substance Painter and rendered in Marmoset Toolbag 2.
Textured with Substance Painter and rendered in Marmoset Toolbag 2.
Textured with Substance Painter and rendered in Marmoset Toolbag 2.
Textured with Substance Painter and rendered in Marmoset Toolbag 2.
A small forest house, ideally for background usage. Textured with Substance Painter and rendered in Marmoset Toolbag 2.
A small forest house, ideally for background usage. Textured with Substance Painter and rendered in Marmoset Toolbag 2.
A small scene created in Cryengine demonstrating some of my assets in a real-time engine.
A small scene created in Cryengine demonstrating some of my assets in a real-time engine.
A small scene created in Cryengine demonstrating some of my assets in a real-time engine.
A small scene created in Cryengine demonstrating some of my assets in a real-time engine.