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Hard-Surface 3D Modelling Renders

Hard-Surface 3D Modelling Renders

Hard-Surface 3D Modelling Renders

Summary

Summary

Summary

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July 2018 - Present

This is page contains a brief collection of some of my Hard Surface 3D modelling personal projects and professional work.

 

You can find more projects on my Artstation below.

This is page contains a brief collection of some of my Hard Surface 3D modelling personal projects and professional work.

 

You can find more projects on my Artstation below.

This is page contains a brief collection of some of my Hard Surface 3D modelling personal projects and professional work.

 

You can find more projects on my Artstation below.

Scroll to Discover

[001]

Unreal Engine DJ Decks

This was a personal project created by me to experiment with Unreal Engine’s light baking and real time rendering capabilities.

 

I had chosen to showcase a set of turntables and DJ mixer as I’m an avid DJ with a deep interest in vinyl records, this was a long-winded project created in my own personal time, so I wanted to choose something close to me to motivate me to complete the project.

 

The skills I learned from this personal project was plenty enough to allow me to use Unreal Engine for corporate projects at Bad Fox and Catch a Fire later in my career.

 

Unreal is an extremely powerful renderer which can annihilate rendering times for 3D projects due to it’s real time rendering capabilities, which allows for feedback to be addressed quickly and doesn’t have a high limitation on what hardware can be used, perfect for high-pace corporate projects.

More about this project here

[001]

Unreal Engine DJ Decks

This was a personal project created by me to experiment with Unreal Engine’s light baking and real time rendering capabilities.

 

I had chosen to showcase a set of turntables and DJ mixer as I’m an avid DJ with a deep interest in vinyl records, this was a long-winded project created in my own personal time, so I wanted to choose something close to me to motivate me to complete the project.

 

The skills I learned from this personal project was plenty enough to allow me to use Unreal Engine for corporate projects at Bad Fox and Catch a Fire later in my career.

 

Unreal is an extremely powerful renderer which can annihilate rendering times for 3D projects due to it’s real time rendering capabilities, which allows for feedback to be addressed quickly and doesn’t have a high limitation on what hardware can be used, perfect for high-pace corporate projects.

More about this project here

[001]

Unreal Engine DJ Decks

This was a personal project created by me to experiment with Unreal Engine’s light baking and real time rendering capabilities.

 

I had chosen to showcase a set of turntables and DJ mixer as I’m an avid DJ with a deep interest in vinyl records, this was a long-winded project created in my own personal time, so I wanted to choose something close to me to motivate me to complete the project.

 

The skills I learned from this personal project was plenty enough to allow me to use Unreal Engine for corporate projects at Bad Fox and Catch a Fire later in my career.

 

Unreal is an extremely powerful renderer which can annihilate rendering times for 3D projects due to it’s real time rendering capabilities, which allows for feedback to be addressed quickly and doesn’t have a high limitation on what hardware can be used, perfect for high-pace corporate projects.

More about this project here

[002]

Animated Cosmetic Product

This was a project created for Bad Fox’s corporate showreel to attract client’s who wanted creative work outside of Game Development.

 

The perfume bottle 3D model, camera animation and lighting were created by me; however, the glass material and particle effects were created by the technical artist at Bad Fox Studios.

 

The model was created in 3Ds Max and rendered using Arnold.

[002]

Animated Cosmetic Product

This was a project created for Bad Fox’s corporate showreel to attract client’s who wanted creative work outside of Game Development.

 

The perfume bottle 3D model, camera animation and lighting were created by me; however, the glass material and particle effects were created by the technical artist at Bad Fox Studios.

 

The model was created in 3Ds Max and rendered using Arnold.

[002]

Animated Cosmetic Product

This was a project created for Bad Fox’s corporate showreel to attract client’s who wanted creative work outside of Game Development.

 

The perfume bottle 3D model, camera animation and lighting were created by me; however, the glass material and particle effects were created by the technical artist at Bad Fox Studios.

 

The model was created in 3Ds Max and rendered using Arnold.

[003]

VR Office ArchViz

This was another team projected created during my time at Bad Fox Studios. I was one of the 3D artists responsible for 3D modelling and texturing a large portion of the furniture and props.

 

All assets created were optimised for VR, which would mean exceptionally hard poly deductions on models to achieve 120fps on 3 displays through a laptop.

 

The office is a real scaled-to-life accurate depiction of a real office in Victoria, London. The project was created as a fun showcase to attract corporate clients outside of Game Development to fund the studio

[003]

VR Office ArchViz

This was another team projected created during my time at Bad Fox Studios. I was one of the 3D artists responsible for 3D modelling and texturing a large portion of the furniture and props.

 

All assets created were optimised for VR, which would mean exceptionally hard poly deductions on models to achieve 120fps on 3 displays through a laptop.

 

The office is a real scaled-to-life accurate depiction of a real office in Victoria, London. The project was created as a fun showcase to attract corporate clients outside of Game Development to fund the studio

[003]

VR Office ArchViz

This was another team projected created during my time at Bad Fox Studios. I was one of the 3D artists responsible for 3D modelling and texturing a large portion of the furniture and props.

 

All assets created were optimised for VR, which would mean exceptionally hard poly deductions on models to achieve 120fps on 3 displays through a laptop.

 

The office is a real scaled-to-life accurate depiction of a real office in Victoria, London. The project was created as a fun showcase to attract corporate clients outside of Game Development to fund the studio

[004]

Vray Living Room Render

This was a personal project to experiment with different renders, including the notable Vray renderer which is the industry standard for high quality Architecture Visualisations.

 

Most of the furniture is 3D Modelled and textured by myself however, as the key learning I wanted to get from this project was to do with the quality of the lighting and overall render, I used some royalty props and furniture to populate smaller details in the room.

[004]

Vray Living Room Render

This was a personal project to experiment with different renders, including the notable Vray renderer which is the industry standard for high quality Architecture Visualisations.

 

Most of the furniture is 3D Modelled and textured by myself however, as the key learning I wanted to get from this project was to do with the quality of the lighting and overall render, I used some royalty props and furniture to populate smaller details in the room.

[004]

Vray Living Room Render

This was a personal project to experiment with different renders, including the notable Vray renderer which is the industry standard for high quality Architecture Visualisations.

 

Most of the furniture is 3D Modelled and textured by myself however, as the key learning I wanted to get from this project was to do with the quality of the lighting and overall render, I used some royalty props and furniture to populate smaller details in the room.

[005]

Unreleased FPS Vehicle Props

These two vehicles were created as props for a level in an Unreleased First-Person Shooter which was later put on hold for the development of Super Squad.

 

The vehicles were designed to have intricate details that would also be efficient when using UCX collision boxes to keep the game optimised later down the road.

 

The vehicles have also been designed with the playable character’s height in mind, so the player can seamlessly use the vehicles as cover.

[005]

Unreleased FPS Vehicle Props

These two vehicles were created as props for a level in an Unreleased First-Person Shooter which was later put on hold for the development of Super Squad.

 

The vehicles were designed to have intricate details that would also be efficient when using UCX collision boxes to keep the game optimised later down the road.

 

The vehicles have also been designed with the playable character’s height in mind, so the player can seamlessly use the vehicles as cover.

[005]

Unreleased FPS Vehicle Props

These two vehicles were created as props for a level in an Unreleased First-Person Shooter which was later put on hold for the development of Super Squad.

 

The vehicles were designed to have intricate details that would also be efficient when using UCX collision boxes to keep the game optimised later down the road.

 

The vehicles have also been designed with the playable character’s height in mind, so the player can seamlessly use the vehicles as cover.

[006]

Unreleased FPS Vehicle Props

The large legs of the Bug Bot could be used as cover for the player and would also allow the player to peek their weapon through the pistons to shoot enemies.

[006]

Unreleased FPS Vehicle Props

The large legs of the Bug Bot could be used as cover for the player and would also allow the player to peek their weapon through the pistons to shoot enemies.

[006]

Unreleased FPS Vehicle Props

The large legs of the Bug Bot could be used as cover for the player and would also allow the player to peek their weapon through the pistons to shoot enemies.

Lets Make Things [Happen].

Lets Make Things [Happen].

Lets Make Things [Happen].