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BA (Hons) CGI/ Film Visual Effects/ Digital Arts Top up
Specialism – Hard Surface Modelling / Texture Work
“I’m a skilled 3D Artist who loves brining any kind of concept and ideas to live in my work. Having studied both Game Art and CGI, I got to learn a wide range of software and skills as you can see in my project and CV. I’m especially passionate about hard surface modelling and the focus on details it includes.”
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My project was heavily inspired by the DOOM franchise by idSoftware and the goal was to create game-ready assets that could be used in engines such as Unreal Engine.
The first part was the Super Shotgun from DOOM Eternal, where the focus was on recreating the gun as close as possible to the original in the game. I followed the high to low-poly workflow in 3ds Max and sculpted the details in zBrush. The textures were done in Substance Painter and some materials were created in Designer, for example the leather for the bands around the grip. The final model was rendered in Unreal Engine.
The second part of the project was an environment, which was based on different levels of DOOM (2016). In comparison to the Shotgun this part followed the concept and reference more loosely, with more focus on the overall picture and fitting atmosphere. What was also special about this part was the time frame in which it was created. The whole scene, from modelling to finished render was completed in 4 weeks. This was to learn to handle a bigger scene with more assets all while not losing too many details. During this time, I learned a lot about optimizing my workflows and the software’s I was working with. It was also an important project for learning and trying to use different tools and functions of Unreal Engine, such as lightning, animations or particle effects.
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