JULIE

Zbrush / ZWrap

Maya / Marvelous Designer

Houdini / Unreal Engine 4

Full Character with 65 facial blendshapes created from cleaned scan data and with additional sculpting to add high resolution skin detail .

Head and body fully rigged and implemented within Unreal Engine 4 as part of Breda University 'VIBE' project Character also has 4 different clothing outfits.

Hair generated using Houdini procedural groom system.

Scans are of Juliet July

For this project I also coded multiple systems such as a lighting system,clothing swapping,full body animation and designed the user interface .

DANISH AQUATIC RESCUE GUY

A character made for VSTEP's RescueSim Platform in 2020

High resolution model sculpted in ZBrush 2020

with additional details made with Softimage / Moi3D

Baked and Painted in Substance Painter

Final render in Marmoset Toolbag 4

SCB-270914

MAINTENANCE DROID

Created in Zbrush / Moi3D /Blender

Rendered with Octane

L31 Battle Mech

Modeled/Sculpted in Zbrush / Moi3D / Softimage

Rendered in Keyshot

Mech Bee

Modeled/Sculpted in Zbrush / Moi3D / Softimage


Rendered in Houdini using Octane

GRAPHIC DESIGN / UI

CODE / TECHNICAL

Realtime AI Procedural Hair Generator


Unreal Engine 5 Realtime hair generator created in Houdini using Vex / Python . Unreal Editor Script UI created using Blueprints.

Base hairstyles are pre created and stored as velocity voxel Python numpy arrays .

Houdini Engine then loads the velocity voxel data and generates a new hairstyle basone on the changed parameters available in the Unreal editor script interface .Updates take around 7 seconds per iteration .

Enables the end user to rapidly create hairstyles in a friendly non technical interface.

System adapts itself to different shaped heads and uses vertex colour painting to define hair growth within Unreal.

The system is intended to used with an AI velocity voxel generator ( for the base hairstyles ) that takes in a photo of a

hairstyle and generates a closely matching velocity voxel numpy array.


Procedural Building Generator (Houdini)

A procedural building generator built in Houdini with exposed parameters that control many properties such as number of floor , overall shape of the building , number of windows and doors , eave support number and numerous more.


This system has also been packaged up into a Houdini Digital Asset so that it can be used in Unreal / Unity using Houdini Engine.

AI SKYBOX GENERATOR ( Unity )


A skybox generator system written in python / C# for use within the Unity game engine.

Text that is entered by the user is parsed and sent to Stable WebDiffusion .

Once retrieved the image is then made seamless and then spherically projected before splitting into 6 cube face images.

The skybox in the unity scene is then updated with the new images


MAYA TO ZBRUSH BLENDSHAPE TRANSFER

Blendshape Transfer Scripts for Maya/Zbrush

A pair of scripts that speed up the transfer of blendshapes from Maya to Zbrush.

The Maya script will export all blendshapes of a selected mesh to a chosen directory.

The Zbrush script will import all blendshapes in a chosen directory and then apply them as layers.

Maya script written in Python

Zbrush script written in ZScript

EVENT VR

An application for creating floor plan layouts in Virtual Reality I created in 2017 .

Modeled in Zbrush / Softimage 3D /Substance Painter .

Built in Unreal Engine 4 with Blueprints.

Features multiple layout styles with a library of props that can be drag and dropped whilst in VR.

MMod

CODING LANGUAGES


C++ ( UNREal )

Python ( Houdini,Softimage XSI,Maya,Blender )

Vex (Houdini)

Zscript (Zbrush)

Maxscript (3DS Max)

Blueprints (Unreal)

C# (UNITY)


SOFTWARE SKILLS


Houdini

Zbrush

Blender

Maya

3DS Max

Softimage |XSI

Blackmagic Resolve / Fusion

Moi3D

Substance Painter

Unreal ENGINE

Unity

Unigine

MotionBuilder

Photoshop

3DCoat

R3DS Wrap

Marvelous Designer

Modo

FUSION 360

VISUAL STUDIO




RENDERERS



Octane

Redshift

Vray

KEYSHOT

Marmoset Toolbag

Cycles / Eevee

MANTRA

KARMA

ARNOLD

ABOUT ME

TOP PUBLISHED GAMES TO DATE

  • Mat Hoffman's Pro Bmx - Lead Artist, Character Artist -charted #1
  • Transformers - FX Artist -charted #1
  • Formula 1 GP - Technical/Environment Artist -Charted #1
  • World Rally Championship (PSP) -Technical /Environment artist – Charted #1
  • Bionicle - FX Artist - Charted top 5
  • World Championship Snooker - Character Artist -Charted top 5

Head of Art / Programmer , Moonlander.ai June 2022 - Present

Advising and creating procedural generated systems utilising Blender Geometry Nodes / Houdini to generate content for an A.I game generation system .


Researcher R&D Gaming, Breda University Mar 2021 – Present

  • Leading small team researching A.I hair generation for real time game engines(Unreal)
  • Co-developed real time realistic character generation system similar to MetaHumans
  • Virtual Production performance combining live performance with advanced particle effects utilising Niagara in Unreal.
  • Virtual Reality Ocean installation visualisation project as Main Programmer .


Associate Director, Moon Design 2018 – 2022

Founded Design studio to secure freelance projects, Moon Design specializes in developing high- quality motion graphics, 3D animations and highly immersive Virtual Reality experiences.


Lead / Senior 3D Generalist at VSTEP, Netherlands 2007-April 2021

Role: Lead / Senior Artist-Animator (Character /Environment /Vehicle /Concept /Graphic Design /Technical Artist / Animator )

  • ShipSim 2008
  • ShipSim Extremes
  • Eye Observe
  • Crowd Control
  • RescueSim
  • Nautis
  • Feuerwehr Simulator 2010
  • Port of Rotterdam Experience


Freelance project for Code Monkey, United Kingdom 2007

Role: King of Clubs DS Technical Artist


Freelance project for Game Options Ltd, United Kingdom 2007

Role: Little Big Planet Contracted to Technical Artist Cohort Studios,


Technical Artist /Environment Artist / FX Artist -Travellers Tales, United Kingdom 2005 - 2007

  • Transformers Playstation2, PC, GC, XBOX, X360 Role: FX Artist
  • Bionicle Playstation2, PC, GC , XBOX, X360 Role: FX Artist
  • Formula 1 Playstation Role: Senior 3D Artist/Technical Artist
  • World Rally Championship (WRC) Playstation PSP


Environment / Character Artist - DC studios - Montreal Canada

  • Dino Dini's Soccer 3


Senior 3D Artist - Blade Interactive Studios , Manchester United Kingdom

  • Hornby Virtual Railway 2 - PC Senior 3D Artist (Vehicles)
  • HyperSonic Extreme - PS2 Senior 3D Artist (Technical)
  • World Championship Snooker 2003 - PS2 / PC Senior Character Artist
  • World Championship Pool 2004 - PS2 / PC Senior Character Artist
  • Room Zoom XBOX - PS2 Senior Environment Artist


Lead Artist - Runecraft Ltd , Dewsbury ,United Kingdom

  • Matt Hoffmans Pro BMX PS1 / Dreamcast Lead Artist (DC), Character Artist
  • Barbie Explorer PS1 Senior Character Artist
  • Barbie Detective PS1 Senior Character / Vehicle Artist
  • Barbie Super Sports PS1 Character Artist
  • Barbie Race n Ride PS1 Character Artist, Designer