Commercial and Personal work
A scene created from photogrammetry assets that I shot and processed myself. Sticks and grass were stock models I did not create, everything else was created by me.
Created a short Title animation with Unreal Engine Sequencer
Materials relied heavily on Substance Designer + Painter
Created a procedural substance material to generate new roof patterns for background details
Rendered in 3ds max with Vray, Modeled in zbrush
Terrain experiments. I find procedural terrain tools to be a very useful visual design and layout tool
Process and Old work
Some not as pretty examples showing more practical environment work. Designed mostly for lower spec devices
Created for the apocalyptic western shooter Warm Gun
Rendered in Unreal Engine 3 and Marmoset
Prop kits used to populate various environments
Environments created for "Robotic Warriors" on IOS. These stages were all finished with textures and lighting but hopefully this showcases some of the process
Some example textures (some unfinished). Hopefully gives an example of some different techniques I use and how I think about texture organization
I try and keep my textures very readable so I can easily raise the texture quality for an entire level as I go.