Modelling: Bespoke Furniture
These pieces were modelled by hand and meticulously UV unwrapped. They were used to furnish multiple interiors for an architectural visualisation project.

Materials: Iron Man Quinn
Primarily using Substance 3D Painter, these materials were created for the Unreal Engine 5.6 Quinn character. The ID texture, built by hand in Photoshop and Illustrator, greatly accelerated the creation process in Substance.


Crystal Caves: The Game
This Blender Geometry Nodes structure allows for the rapid creation of cave systems lined with crystals. The User Interface allows for the simple adjustment of everything from the length and radius of the cave through to the probability of rocks and crystals spawning.

This standalone game was created using Unreal Engine and allows the player to run through the caves generated in Blender. It includes procedurally generated materials for the rocks that don’t require mesh UVs and subtle animations on the crystals.

The Corrugated Cardboard Game
This game was modelled, textured and programmed entirely from scratch using Unreal Engine, Blender and Photoshop. While not officially released through the App Store, this game has been deployed and tested on Mac and iPhone.


The cardboard textures, including the corrugated cross sections, were procedurally built in Blender using nodes. This allows for cardboard of any shape to be easily textured. The pen marks were hard drawn textures that sit above the procedurally generated cardboard.

Flower Run: The Game
This game was modelled, textured and programmed entirely from scratch using Unreal Engine, Blender and Photoshop. The only exceptions are the downloaded character and the default Unreal Engine sky.
The island was originally built in Blender using hundreds of metaballs that were converted into meshes.

A tree generator was built using Geometry Nodes in Blender. This allows for the randomised creation of trees while simultaneously controlling all aspects of the roots, trunk, branches and leaves.

Low poly grass and flowers were modelled in Blender and textured in Photoshop. Once imported into Unreal Engine they were applied to surfaces using the Foliage system.

Geometry Nodes: Model Forest
These scenes were all built in Blender using a single Geometry Nodes setup, comprised of roughly 200 nodes, along with a single material. Not a single item was modelled. Nearly every aspect is controlled by user facing sliders including tree size, rock density, terrain layout and water level.

Blender Asset Browser - Geometry Nodes
These are some of the Geometry Node groups that have been captured within a Blender library with custom thumbnails. Some are designed to alter existing meshes or curves while others are designed to create geometry from scratch. Most are static with the remainder being animated.

Modelling & Lighting: Warehouse Lights
This scene was modelled, textured and lit from scratch in Blender. The concrete textures are from ambientcg.com.


Geometry Nodes: Mosaic Pots
These pots and mosaic tiles were all built from scratch using a single Geometry Node setup in Blender. Everything from the size and shape of the pots to the size, shape and colour of the tiles can be edited by dragging a slider.

Python Coding & Geometry Nodes: Mr. Spock
Python was used to read text into Blender and then break each line into individual text objects. Geometry Nodes were then used to distribute these text objects in 3D space using the tones within an image to define the density.

Geometry Nodes - Donuts
These donuts and cooling rack were built from scratch in Blender using nearly 200 individual Geometry Nodes. Not a single vertex was manipulated nor modifier used. The icing type, use of sprinkles and even the size of the rack can be altered with a single mouse click.

Geometry Nodes - Building Generator
This system automatically converts a 3D model comprised of cubes into a building. Using Geometry Nodes, individually modelled wall and roof assets with hand-drawn UV-mapped textures are applied to the various faces.


Modelling: Mech Kit
This kit was scratch built in Blender. Assets were compiled into a library using the Asset Browser for ease of model construction.


Procedural Material: Wood
Procedurally built materials don't necessarily need to be UV Unwrapped and do not contain the seams seen when wrapping 2D images around 3D objects. This node structure was built by hand.


Sculpting
These models were sculplted in Blender using a combination of both mouse and graphics tablet. While external images were referenced, no tracing or outlining was done internally within Blender.


Python Coding: Graphing 3D Equations
The following graphs were generated from handwritten Python code in Blender. The meshes deformed by these equations were procedurally built by generating and connecting grids of vertices.

Modelling: Trampoline
This piece was created using a series of hard surface modelling techniques and a cloth simulation for the cover.

Modelling & Lighting: Discovering the Orb
The landscape pieces primarily come from the "A.N.T.Landscape" Blender Add-On. The "Eve By J.Gonzales" model comes from mixamo.com and uses the "Charge" animation.


Lighting: Glass & Caustics
Lighting for caustics in Blender.

Geometry Nodes: Image/Video Pixels as Spheres
This node structure examines the pixels within an image/video and converts the individual brightness values into spheres of corresponding size.

Geometry Nodes: Personality Visualiser
Five simple user-facing sliders that control a large node network allow a user to visualise their personality.

Modelling: Low Poly
Models were built from scratch in Blender. Weight painting was used to create non-destructive displacement of the ground. The forest was created using a particle system in combination with weight painting for tree distribution.

