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MODULAR BRIDGE ASSET
This was created for Lifeblood Games.The bridge was created in 3DS Max, with the planks and posts sculpted in Mudbox. Only two planks were created, with each side different so there were a total of four variations possible. The bridge has two end pieces, with a central section that can be instanced as many times as needed to make the bridge the required length. The handrails tile separately to break up the repetition.
The high poly bridge

This image shows how the modular bridge asset goes together, seamlessly forming a bridge of any length.

This image is a wireframe render of the low poly version of the bridge.

This is an in-game/real time image of the low poly bridge including the maps.

This image shows the colour, normal and specular maps used on for the main structures. The rope sections use a seperate tiling image.

Fountain
I built this fountain in high poly, then generated the low poly version afterwards. Of particular note are the lion heads and detailed decoration, which were sculpted from medium res geometry in Mudbox, then optimized with Meshlab for the low geometry, and/or replicated on the low res with normal maps. The construction of the fountain is one that uses modular pieces, that are then instanced around in the engine. This model was based on a training course that I completed.
The high poly fountain.

The low poly fountain. Please note that the stone colour map shown is just a temporary texture.

These are pillars that I created using 3DS Max, Mudbox and Photoshop to test a new pipeline.
The low res pillar has 1500 polys or 2000 tris and has diffuse, normal and specular maps at 1024 resolution.
The pillars were based on a training course that I completed.
In game screen shots from Unreal

3DS Max shots, showing high res and low res comparisions

The diffuse, normal, specular and occulsion maps
Unreal Level
These images are in-game shots from a fully functional level I made in Unrealed, whilst learning the software. Its based on tutorials and uses exisiting elements.
I'm currently building a level from scratch, using models that I have created with Maya, Mudbox and Photoshop.

A shot of a generator, with moving steam and weapon pick ups

A view from across the level

A shot of moving water
Watch the video:
This is a selection of airports and environments that I have created for professional flight simulators during my time with Rockwell Collins. I have built and and created all models and textures shown, (apart from aircraft). All models are built to real world scale and use levels of detail to maintain performance.
COONDEWANNA AIRPORT
Australia

Coondewanna is yet again another outback airport, close by Barimunya. This was also a speed build.

Coondewanna's small terminal and fuel tanks at dawn.
BARIMUNYA AIRPORT
Australia

Barimunya is another outback airport, and is used in the mining of ore. This image shows its terminal and fuel tanks.

A shot showing the whole of Barimunya airport. The nearby imagery was derived from satellitte footage
and then blends into imagery created in Photoshop.
KAMBALDA AIRPORT
Australia

Kambalda is a small outback airport, shown here are it's small shack like terminal and buildings.
This was a very quick complete rebuild of the airport.

The approach to Kambalda
ENFIDHA AIRPORT
Tunisia

Enfidha's main terminal

Enfidha terminal close up

Approach to Enfidha
JOHOR BAHRU AIRPORT
Malaysia

Johor Bahru's main terminal

Johor Bahru terminal at night.
BAKU AIRPORT
Azerbaijan

Baku's unusual main terminal

The Baku terminal at night.
AQABA AIRPORT
Jordan

Aqaba's main terminal

The approach to Aqaba. I had to create this detailed and realistic ground texture from scratch,
due to the sensitive nature of satellite imagery in this area of the world.
GUAYAQUIL AIRPORT
Ecuador

The extensive main terminal at Guayaquil
GOROKA AIRPORT
Papua New Guinea

Goroka's main terminal
HORN ISLAND AIRPORT
Australia

Horn Island's basic terminal

The terminal, on a misty evening
BROOME INTERNATIONAL AIRPORT
Australia

Broome's quaint departure gates

The terminal, with Cabel beach just visable in the background

An arial view depicting the exstensive texture work I created for the environment
XINING AIRPORT
Peoples Rebublic of China

Xining's main terminal

Xining at winter time. Three different levels of snow contamination were created for various severity.
ALBURY AIRPORT
Australia

Albury's terminal and tower

Albury's unique control tower