Sculpting the Imagination
I have been designing and modelling characters for games and animations for over a decade. From high quality character models of live-action actors to four legged beasts and monsters I have substantial experience of creating digital models of any design.
I am an expert in modelling characters in digital art programs Maya and 3ds Max, having used these applications for more than a decade, and can quickly create models with animation friendly geometry with ease.
In recent years I have also been using the digital sculpting program ZBrush to create my models. These advanced sculpting and modelling tools allow me to create higher quality models quicker and more freely. Now with the ‘4R6′ update the new ZBrush tools streamline the conversion of sculpted model geometry to animation friendly geometry, allowing superior deformation for animation and game characters.
This makes ZBrush my ‘go to’ tool for modelling and an excellent addition to my digital production workflow.
Planes, Trains & Automobiles
As well as characters I’m also experienced in creating more mechanical models, such as cars, planes, spaceships and even robots. These projects include making photo-realistic and controllable models of cars for Audi as well as military vehicles for games such as Risk.
I can sculpt, create textures and even rig these models to allow for mechanical moving parts or for dynamic destruction.
Building Worlds
I’ve designed set extensions and digital environments for films, TV and games. From CG backdrops of actors on green screens to in game cities I can and have created a variety of environments in a multitude of styles.
I can create buildings and terrains in Maya, 3ds Max and ZBrush. Other applications I use my production pipeline include materiel generation tool Allegorithmic and city auto-generation in Element3D.
Please click the button bellow to watch a video of the environments I modelled, textured, lit and composited for the BBC.
Bringing the Statue to Life
One of the final steps for character models before animating them in films and games is to modify their geometry for animation. This includes correct geometry runs to prevent breaks in the joints and face, define muscle groups for deformation and hair and clothing for dynamic physic effects.
Please watch my making of the Zumba Fitness games video for a demonstration of my geometry design for games.