About me
About me
Hello! I'm James, a dedicated 3D Artist and Unreal Engine generalist based near Manchester in the UK. I have multiple years of experience creating captivating visuals for films, TV shows, marketing campaigns, and interactive experiences. Known for my versatility, quick learning ability, and collaborative mindset, I bring a well-developed and dynamic skill set and a passion for delivering exceptional, high-quality results.
Building photoreal environments for a variety of briefs including virtual production and interactive applications.
The full 3D asset pipeline, from concept to modeling, unwrapping and texturing, to implementation. This includes hard-surface, sculpting, and photogrammetry workflows.
Strong experience in Unreal Engine including Blueprints, Niagara FX, Shaders, and PCG plus some experience with UE animation, sequencer, and editor utility widgets.
Textures, materials, and shader production in Unreal, including PBR, Substate, layered materials, and UDIM workflows.
On-set experience including assisting in the operation of virtual production LED volumes and addressing notes and fixes live.
Experience in high-pressure, teamwork-oriented environments
Creating virtual sets for a large feature-length movie for virtual scouting, pre-vis, and set design purposes.
This involved creating a wide range of photorealistic environments in Unreal Engine based on real-life locations or planned constructed sets, accurately following plans from the build team and iterating after feedback or design changes.
Creating tools and blueprints for use during virtual scouting sessions or to help refine workflows.
Animating or blocking out action sequences from storyboards, scripts, and set plans.
Creating virtual sets for a large feature-length movie to assist the art department in building and designing physical sets, for virtual scouting, and for pre-vis.
This involved making large, photorealistic environments in Unreal Engine, accurately following build plans and frequently updated specifications.
Making a wide range of 3D assets and processing photogrammetry assets.
Developing vehicle and other physics and animation systems in UE5.
Unreal Engine squencer animation and movie queue rendering.
Multiple shipped movies, TV shows, marketing content, and interactive experiences.
Responsibilities included:
Working on photoreal and optimised real-time Unreal 4 & 5 environments mainly for use in virtual production applications.
Creating Tools and blueprints for a range of tasks such as on-set look dev tools, asset management, adjustable prefabs, procedural asset population, animation, and FX systems.
Asset creation, set dressing, shader production, Niagara FX, and tech art.
Delivering VP environments and working on them live on set to address any notes and fixes requested
Creating visualization renders to aid in the renovations of local commercial property
Addressing client requests and changes and developing iterations for them to see their ideas brought to life and help them make decisions about where to go with their plans.