Endor Forest

My work from the LEGO Star Wars: The Force Awakens video game (July 2016).

I was responsible for the modelling/texturing of the ferns, redwood trees, fallen debris, clovers and dead fern/moss textures on the ground. I also did the initial layout, world building, set dressing and optimisation. Rocks/stones and smaller trees created by Ben Moseley. Ewok platforms created by Chris Elliot.

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Starkiller Base

My work from the LEGO Star Wars: The Force Awakens video game (July 2016).

This was for the Downloadable Content (DLC) level on Starkiller. I was responsible for th modelling/texturing of trees and small foliage. I also did the initial layout, world building, set dressing and lighting. Rock models/textures and snow textures created by Adam Dunne.

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Jakku Hub

My work from the LEGO Star Wars: The Force Awakens video game (July 2016).

I was responsible for world building and set dressing of the desert, everywhere apart from Tekka village and Niima outpost. I also did the texture blending and lighting throughout. Initial layout and sand textures created by David Woodman. Other debris pieces created by Chris Watts.

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Finalizer Interior

My work from the LEGO Star Wars: The Force Awakens video game (July 2016).

This is a bonus story level inside Kylo Ren’s “Finalizer” spaceship. I was responsible for the floor texturing, world building, set dressing and lighting. The panel models/textures were created by someone else.

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Droplet

This was my submission for the Test Drive Mari and Modo modelling challenge in October 2016. I came up with the design myself, modelled, lit and rendered in Modo.

I really enjoyed working on this challenge and it was great to do some vehicle work again. The new tools in Modo 10 really sped up the modelling process and I can’t praise Mesh Fusion enough! It was the key to getting the shapes I wanted without any fiddly modelling.

For my full development blog visit https://www.artstation.com/contests/the-foundry-s-test-drive-modo-mari-challenge/challenges/11/submissions/11482?sorting=survivors

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Substance Designer Explorations

Some material explorations using Allegorithmic’s Substance Designer software. All examples are completely procedural and have been rendered in Marmoset Toolbag 2.

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Shanty Town

The slums of a shanty town overlooked by a modernising city. The scene is 40m x 40m and was created entirely in Modo and Photoshop. The whole thing took 3 weeks to complete back in 2014.

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