Previous Professional Work in Games, Commercials, and Films
Tools
Photoshop
Mari
After Effects
3DS Max
Cinema 4D
UV Headus
Sony Vegas
Shot Gun
Unity
Showreel 2013
Below: My texturing showreel showcasing VFX work from across hero pieces to background assets
Professional Work Walter Mitty
Textures improvement on road bits.



Professional Work The Last Game
Creating textures for the commercial The last Game using Mari.

Created texture for dock wall and props such as cable wheel,, rope, tires.

Mari Screen shot

Windmill textures and adjustments to stone wall textures

Shop front textures

Shop and pavement textures


Wall textures


Personal Work Beetle Car
Downloaded internet model with additional modelling details. Created uv and all texturing using cinema 4D, Headus uvlayout, 3dsmax, Zbrush and Vray for rendering.

Same asset with alternative texture look


Same asset with alternative texture look


Rusty textures created in photoshop with Ambient occlusion , colour and specular maps. Created in large resolution then optimised down for rendering

Created in large resolution, then optimised down for rendering and speed

Different rendered views

Front and back view

Top view of beetle car
Personal Work Mari Challenge Work
Screenshots of textures created for Mari competition. Model provided by Jakob Kousholts

Separated textures for greater adjustability


Mari Screen shot with bump map



Diffuse and bump/ displacement map


Diffuse and bump/ displacement map

Professional Work GI Joe 2
Collaborative textures for hero asset helicopter for Gi Joe 2. Created diffuse(colour) , designs, displacement and bump for the helicopter. Complete texture creation for hero asset suitcase and sword. Various mid range props

VFX texturing for Gi Joe 2.
Mari, Photoshop








Professional Work Enders Game
Textures for hero asset space shuttle in Enders game


Textures for shuttle





Professional Work Hugo
Creating textures for various props and assets including hero pieces for the film Hugo, collaborative texture creation on trains.

Look dev renders ( not done by me) and screen grab from Mari

Look dev render done by Simon. Textures supplied by myself

Screen grab from Mari

Screen shot from film Hugo


Look dev render (not done by me) . Textures supplied by me and another artist , working collaboratively , in a short timescale.

Various prop texturing

Screen shot from film showing texturing work on props

Screen shot from Mari
Professional Work Coventry ACT-UK Simulation Centre
Virtual environments created for the £8.7M ACT-UK Simulation Centre to transform the UK construction industry. One of the first major projects that helped Makemedia break into the educational simulation industry.
Working within a four-person team with diverse skill sets, we created five stages of construction development, from excavation and foundations through to fully finished homes. My role first focused on reviewing large volumes of reference material to accurately model assets in 3ds Max and create terrain textures using Cinema 4D, BodyPaint and ZBrush. I produced diffuse, specular and normal maps, and supplied textures for other team members, including an architectural consultant.
Accuracy was critical, with brick sizes, measurements and trench shapes needing to match real-world references. After setting the visual benchmark, I focused on scheduling, workflow strategy, assembling in-engine scenes and improving pipelines for better team cohesion and delivery.
The project won a Presagis Best Visualisation Award, helping establish Makemedia, later Make Real, in the industry.

Makemedia founder standing in from on screen and manoeuvring around Alderman's Green

Some footage taken with a mobile phone while company director stands in the foreground moving around the location. Best way to give the sense of size and the challenge to keep textures especially sharp. Although the footage isn't great at seeing the results the team achieved.

Standing in front of the teaching screen

Photos taken while a manoeuvring around Alderman's Green

Colour maps screen shot taken from Bodypaint. Timeslice activity 4

Colour maps screen shot taken from Bodypaint. Timeslice activity 4

Screen example

Colour maps screen shot taken from Bodypaint. Timeslice activity 5

Colour maps screen shot taken from Bodypaint. Timeslice activity 5
Professional Game Pitch – Unreleased Project
Hard surface environment modelling and Uving rooms for games texturing following feedback and technical changes.



Personal Project – Hard Surface Environment Texturing & Modeling
Just for fun. Simple modeling


Screenshot taken from Mari

Showing the breakup of textures for greater control if changes are needed.

UV map objects evenly ready for texturing




Done in Brush

WIP Brush work
Professional Work Games Texturing and Modelling
Level of details, prop asset creation, and animation from various released, unreleased products.

Hand animated objects. Modelled , textured and animated by myself to give the sense of dynamic movement of props when kicked by characters. There's also a mixture of looped object animations to lived up environments.

Created for Aldermen Green simulation project.

Game work

Texturing

In game screen shots

In game screen grab


Texture work. In game screen grab.

You can hover to take a sneak peek 👀 or use my password on restricted cases.








