Gary Gough
3D Art
These are a selction of the 3D game assets I have produced. I am trying to diversify my portfolio by experimenting with multiple styles. Feedback is welcome and I hope you enjoy browsing my works.
This is the model I created of the Bugatti Type 35 Grand Prix, this model is intricate in its design and was built following current generation vehicle modelling procedures and with streamlined topology, making optimization extremely simple.
This tomahawk was created as a test of my LOD dampening process, the LOD model was reduced to <75% of the original polygon count.
This Mossberg 500, modelled to weapon specifications for last-generation third person action games features a dynamic pump and ejection port, ready for animation.
Inspired by the vibrant and often literal models of Nintendo shooter Splatoon, I concepted, modelled and designed my own purposeful weapon for the game. The Squeez-1200 is a single use "tide turner" heavy weapon that can be fired only from a stationary position and after a 6 second charge up, requiring the user to be heavily defended by team mates during use. These drawbacks are muted by the weapon's offensive capabilities; able to cover 40% of the map in the firing team's paint.
Trying my hand at some cartoon renders, I've decided to recreate the titular restaurant from American animated sitcom Bob's Burgers. This render using a simple Ink & paint shader in 3DS Max shows the exterior of the restaurant, the interior of which is currently being developed.
A few examples of simple buildings to accompany the Bob's Burgers building when complete. The models each have interchangeable textures for extra modularity.
This is the model I created of the Bugatti Type 35 Grand Prix, this model is intricate in its design and was built following current generation vehicle modelling procedures and with console optimization in mind.
This blowtorch was created to be a melee weapon asset, to be used as a blunt tool as well as an elemental weapon, it features a dynamic plunger and tap, able to be rigged for animation.
This chariot was createdfor the Celtic warrior queen Boudicca. The chariot's purpose was for me to experiment with hand painted texturing styles.
These barrels were also used to fill out game environments, the vibrance of these assets meant that they could also be used to guide the player through the levels.
A whitebox of a Roman treadwheel crane I developed for a level trap. The crane is separated into 3 sections: The wheel, which is ready to be rigged to spin, payload, to be rigged to drop and the static base.