Freelance 3D modeller and games artist. Commenced my games industry career over 10 years ago, starting out at Warthog on the sci-fi FPS Mace Griffin: Bounty Hunter, and a space shooter of Battlestar Galactica. Most recently worked in house for Sumo Digital on a Tennis release for Sega, Virtua Tennis 2009 for PS3, Xbox 360 & the Wii, and I also worked on Sonic & Sega All-Star Racing. I have recently begun to teach 3D modelling and how that relates to games at several educational institutions including the University of Bolton on a part-time basis. Mod work includes development team leader, lore advice and modelling work for the Battlefield 2142 Star Wars themed mod First Strike.

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Shuttle Landing
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Cpt.Dann
Cpt.Dann

I wish battlefield 2142 could reflect objects from shiny surfaces like water and clean metal.

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SinKing
SinKing

If you wanted it really badly, you could make a semi transparent floor and mirror the scene on the other side ^^

Of course if wouldn't be great for the framerate, but still cheaper than creating a material that reflects everything in realtime. IDK about BF2142'S engine, why wouldn't it be able to reflect objects? Cubemaps are old technology and to my understanding most engines (even older ones) can use them. If there are no reflections in BF2142, it was probably for optimization purpose.

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Description

Imperial Death Star II Hangar and corridor environment created for a client who is going to use the asset for a fan film production. Built using 3DS Max and Photoshop.

Final render and Lambda Shuttle model provided by the client.

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