Im a lead environment and hard-surface artist with over 11 years of experience in the Industry. I have worked on everything from small-scale TV advertisements and AAA game titles up to Oscar and Bafta visual effects titles for film. Top tiles include Christopher Robin, Avengers Infinity Wars and Transformers Rise of the Beasts, with many more being available to see on my IMDB page. As a hobby, I am a creative photographer which I use to help develop my layout and composition skills to create visuals beyond the brief of the VFX technicalities and take any project I'm working on to the highest level of visual digestion that I can.
As well as the technical and creative aspects of my roles, I have always pushed to develop and grow in-house tools as well as bringing over my wealth of knowledge to new studios. With a heavy focus on training junior artists to help the team grow as a whole, and taking part in outreach to learning establishments to prepare the next generation of artists to join the industry.
Through years of hard work and perseverance, I have made my way into this industry from the small VFX-devoid city I come from and want to make sure there is no talent and ambition left behind in potential artists and what better way to do that than help a company grow from within
My ambition has been and still is to find a long-term studio to stay with for as long as possible, the game of jumping around studios for financial gain is of no interest to me. I am in this for the long run and am looking for a studio that would like to grow along side me.
https://www.imdb.com/name/nm9526240/
https://www.artstation.com/rooboy3d/profile
https://www.youtube.com/watch?v=ojslgtxFu0U&t=13s
Lead environment modeller in charge of teams on a per-project basis. The role involved the day-to-day tasks of creating assets and renders for production, as well as team management and communication with Sups and clients to achieve the project goals
Modeling the best assets that can be created, working from concepts, scans, or any other kind of reference Working with TD's to improve and update the pipeline. Helping to teach and progress the team especially those in junior roles how to adapt to the industry and the differences moving between studios can bringModeling the best assets that can be created, working from concepts, scans, or any other kind of reference Working with TD's to improve and update the pipeline. Helping to teach and progress the team especially those in junior roles how to adapt to the industry and the differences moving between studios can bring
Skills: Leadership · Hard Surface Modeling · Visual Effects
Creating 3d assets both high and low res. Normal baking and texture creation. Unreal build to add into the project as a wholeCreating 3d assets both high and low res. Normal baking and texture creation. Unreal build to add into the project as a whole
Skills: Video Games
Working in the Film modeling department. Dealing with concepts, reworks, and Lidar to pipe friendly assets. Ensuring all models are suitable for their intended purposes and UV's are in place to smoothly move through the pipeline.
projects completed-
Tom and Jerry 2020
A Boy Called Christmas 2020
The King's Man 2020
Wonder Woman 1984 2020
Dolittle 2019
Alita: Battle Angel 2018
Fantastic Beasts: The Crimes of Grindelwald 2018
Christopher Robin 2018
Modeling both Environment and props for use in adverts, trailers, and animated feature films. Working mostly from 2D concepts and ideas, the role was to complete these tasks to a point where they were completely ready to be absorbed by texturing. The role included a large amount of self researched and designed work based on rough concepts
After the initial creation of the client's room ( based on 6 photographs ) normally from their phone along with a few basic measurements. We then created any furniture the client wished to keep in their space, and then moved onto any new furniture pictures etc, chosen for them by a designer (all to 100% scale). We then textured and rendered these, before they were constructed into potential layouts for the customer to ensure their design looked great and everything would fit before they bought any of the furniture
Environment modeler working on projects such as Halo 4 and until dawn. Tasked with creating props from concept along a theme line, often very rough and requiring a large amount of working up to get them to a usable and functional stage, working between Maya and modo to ensure all props and locations matched up for ease of flow through the pipeline