Games Artist Robot Beach Trash Article

Making Of / 28 July 2022

Hey Guys,

I wrote an article to share my workflows with my recent collab project - Robot Beach Trash. Had a blast writing the article and figuring out what parts to include. I wanted to teach others about my workflows and experience working in collaboration with Justin. Hopefully, I will have some more info to share on the project soon as well :)

You can find them all here.

Mentorships - Experience Points

News / 09 March 2022

Oh Hello, 

Just wanted to let you know that I am now going to be offering one on one mentorships through Experience Points. You can check out my page here if you wanted to see more.

It will be great to be able to teach all aspects of environment art and very much looking forward to getting to interact with everyone. It's been an amazing journey for me teaching Substance workshops and classes through CGMA and I am really excited to be able to also delve into all aspects of environment art as well.

If you want to know any more details or have any questions just let us know in the comments section below.


Experience Points Podcast

Making Of / 02 November 2021

Hey Guys,

I recently did a podcast discussing the artstation competition with Experience Points. Had a lot of fun chatting with the guys :) 

GDD Podcast

General / 25 March 2021

Hi Everyone, 

Had a blast chatting with Alex on the GDD podcast. Check it out if you can :)

Listen on Spotify ⯈
Listen on SoundCloud ⯈
Listen on iTunes ⯈
Listen on YouTube ⯈

Thank you :)

Learning Blender - Add Ons

Tutorial / 02 June 2020

Add Ons 

Add ons are where the real power of Blender comes in. Similar to scripts or plugins in other software, in Blender an add on is a zip file that contains new tools. They are commonly accessed through menus, pie selections and shortcuts. A community of people contribute to a wide range of different tools for Blender and in most cases these make the program more expansive and powerful. As they are just a zip file they are always a simple one click install.  

Below is a list of add ons that I use regularly. I have dropped a quick description for each one below and a link. Worth checking on different stores as the prices vary and often there are sales on certain add ons. This information is valid at the time of posting and work with the latest version of Blender.

Also worth noting that I actually didn't touch add ons until I was comfortable with the base tools. I think it's worth doing that so you are comfortable with the Blenders toolset first.Currently I find that a lot of add ons I pick up to solve gaps in where Blender is missing certain features, a lot of this comes from experience and personal preferences in modelling. However, as time goes on I require less add ons to solve these problems and my list of commonly used plugins gets shorter. This is what is great about Blender. It is ever growing and evolving and if a feature is missing the community requests it and it often finds it's way into the software. 

Modelling add ons 

HardOps and Boxcutter - Paid

Probably the biggest game changer for me. Hard ops is bunch of tools activated by pressing Q. It is a workflow change to make using Blender easier. Boxcutter is a boolean tool where you can draw cutters in the view port and on the models to perform quick boolean operations. It's so extensive it has it's own documentation and YouTube channel where Masterxeon1001 details the workflow. 

EdgeFlow - Free 

Edge flow was a small plugin I found that allows you to do a 'flow connect' operation. This was something I missed from 3DS Max and allows you to connect while taking into account the smoothing of an object. Perfect for increasing the amount of divisions on cylinders and ensuring it stays smooth. 

MaxVis_Tools - Free

This tool has a bunch of useful shortcuts and features. The main reason I got it was for 'super smart create' which is a script I was used to using in Max. It binds lots of useful actions to one key; such as connect, bridge and weld verts. I missed that functionality in Blender and MaxVis was a good way to get it back. 

MeshMachine - Paid

Mesh machine is an amazing tool that can be used to perform a variety of operations. I mainly found it useful for things like unbevelling edges. It comes with a library of plugs which can be snapped to the surface of your model and meshed perfectly together while fixing smoothing. Decal Machine is also another plugin made by the same team. I didn't use it much because I often want to model the geometry into the surface for baking. 

QBlocker - Free

In 3DS Max there is a setting called 'autogrid' this allows you to draw primitives out from the surface normal of an object. This was a small plugin that adds primitives to the shift + A menu and allows you to draw shapes on the surface normal of other objects. I believe in the new version of Blender there is a new primitive that solves this issue.Perhaps in the future this add on might becomes less useful, but for now it solves the problem until Blender releases a new version. 

Asset Management - Paid

A handy little tool that allows you to build up an asset library which you can organise. What I really liked about this tool was you can create an asset and it will create a nice render of it when you add it to your library. For quickly building a kitbash library of pistons, canisters and high poly bits it's perfect. It also comes with a free set of bolts. 

Pivot Transform - Paid

This is another essential tool for working in Blender. The pivot transform tool means I can easily align the pivot to faces, snap it to the bottom of objects. Easily transform it wherever it needs to go. A really useful little pie menu for easily snapping the pivot where you need it. Now I am used to using it I wouldn't be without it. 

Blender for Unreal - Free/Donate 

This add on is a great add on for exporting collections or static meshes. Setting up collision and exporting animations for use in Unreal. It has a great checker to make sure your meshes work and don't have any issues 

UV Add ons 

Texel density checker - Free 

Simple texel density checker. Found it useful for setting texel density on assets that I wanted to export into Unreal. You can also do this in tex tools and other uv plug ins as well. 

Textools - Free 

Tex tools is a classic. Used in 3DS Max for a long time and it has a bunch of useful UV shortcuts. In Max I mainly used the texel density options, different uv grids and flatten uvs by smoothing groups options. 

UVToolkit - Free

UV toolkit is another great add on with a bunch of handy shortcuts for doing common uv operations. You can use it to align uv shells and also enable uv sync, which means you can work in the 3d view on your object and in the uvs at the same time. This does work in Blender as default but this makes it more streamline. 

UVpackmaster - Paid

Another paid plugin but worth the money if you don't want to do any UV packing. It runs the algorithm until it finds the best solution with smallest percentage of wasted space. Very much like Ipackthat but built directly into Blender.

Included in Blender

These are add ons that ship with Blender but are not enabled by default. You can just hop into the preferences add on menu to enable these without downloading anything. 


Loop, bool, mesh, edge, curve tools are all add ons that you can enable to give you extended functionality within their respective sections. Just search 'Tools' under the add on menu. Though it's worth saying I don't use these all that much and a lot of plugins such as Hard ops/Maxvis have their own shortcuts for these functions. 

Extra Objects

There are a few different add ons which opens up extra objects in the shift + A menu. Just search 'extra objects' in the preferences under add ons. This gives you more primitives to work from in Blender. Assets such as gears and pipe joints, or extra curves. This makes the menu more cluttered but I personally prefer to have more primitives to work with. 


Another standard tool that should probably just be on in Blender by default. It turns the f key into a handy tool for filling polygons and doing handy functions. 

Modifier tools 

Again similar to the F2 function I think this should just be enabled by default. It allows more control over the modifier stack. You can expand and collapse all the modifiers and apply them all at once. Just super handy for keeping on top of all your modifiers.

Copy Attributes 

Copy attributes allows you a more expansive copy menu. It allows you copy different things between 2 or more objects. This can be options such as the objects location, scale or rotation. You can even copy modifiers using this as well. 

Edit Linked Objects 

Recently I discovered that linking and appending files in Blender allows you to reference Blender files into existing files. You can do this with all aspects of the files too like collections and materials. If you enable this add on it means you can edit the linked file and in one click jump into the linked file to edit it. Then you can click the same button to go back to the original file and everything auto saves as you go.

All images are copyright to the original authors.

Learning Blender - Tutorial Resources

Tutorial / 02 June 2020

Some of you may know that recently I have invested some time into learning the wonders of Blender. I wanted to write a couple of informative blog posts about tutorials that helped me in my journey to learning the software. It is useful to know that before this I was predominantly a 3DS Max user and had used a little bit of Maya as well. 

A shout out to Ivan Nestorov for his help as I bothered him lots with my questions and he was a great help. 

Free resources 

Artstation Learning 

I confess that I only watched part of this as I was already fairly comfortable with Blender when it was released. It is a good place to start as a complete newbie to the software. 

Blender Guru 

Andrew Price aka Blender Guru has lots of great Blender tutorials on his YouTube channel and is generally just an interesting person to learn from. I found a lot of his tutorials were great to just chill out and watch when you had some spare time. Especially for topics I might not normally look at such as rendering. He has good beginner series for 2.8 as well. 

He also has a bunch of great general 3d tutorials not related to Blender such as lighting, composition and colour. 


Heavypoly YouTube has a bunch of beginner YouTube videos which you can watch for free and he has some paid content so he features in both sections. The Braun desk fan prop was one of the first Blender videos I found. Heavypoly has a great style to his tutorials, they are entertaining and the humor is compelling to watch. I bought a bunch of the his paid tutorials as well as I enjoyed his style. 

Transitioning from other modelling packages

Along the way I found a couple of videos to make the process of learning Blender from the perspective of another modelling package.

I found this video by flipped normals to be helpful and informative. Flipped normals has an impressive collection of videos with a lot of great topics. This video is a good place to start if you already know how to model in other 3d packages. 

Switching to Blender - Flipped Normals 

Another video I watched focused on transitioning from 3DS Max to Blender specifically. Although a lot of videos will tell you to keep the default Blender control scheme I actually changed my controls such as move and rotate to match 3DS Max. It eased the transition and helped to make me feel comfortable in Blender right away.

My advice would be to try and keep as many native Blender controls as you can. This makes watching tutorials a little easier while you learn the controls and shortcuts and you can always customize it to your needs once you are comfortable. The only time I changed controls was when I felt I was really battling against my natural modelling instincts. 

Blender 101 - Learning Blender as a 3ds Max User 

Paid Resources

Aidy Burrows and Gleb Alexandrov (Creative Shrimp)

These guys have YouTube channels with some excellent free content but they are mainly known for their hard surface modelling tutorial in Blender. I found this was a great intro to a lot of the tools and techniques for hard surface modelling. The commentary is great for learning Blender but also just generally good practice 3d modelling techniques. With some great cheesy jokes! They also did a free 2.8 update on their you tube channel. 


As mentioned in the free section Heavypoly has a great YouTube channel of free tutorials. He also has a Gumroad with paid tutorials, I found the crab bot and cargo spaceship were pretty in depth useful videos to pick up more skills in Blender. Plus the end result is pretty cool and that interested me enough to make me want to watch the videos. 

Number one takeaway 

Pick an asset and try and do the whole pipeline.

  • High poly
  • Low poly
  • Uvs
  • Texturing 
  • Get it into an engine

Having learnt different 3d software in the past, I have found this was the best way to learn. I did a small CCTV screen as my first proper asset. This way I would run into problems. As I already know how to model, I would have an approach or technique in mind from 3DS Max. However I wasn't sure how to approach it in Blender. For example - how do I do target weld?

It would force me to jump on to google and learn how to do that technique. I would struggle and sometimes I would have to look up solutions more than once. However eventually it started to stick. This way of learning and struggling meant the information is committed to memory. 

All images are copyright to the original authors.

80lv and Experience Points Articles

General / 28 May 2020

Hi Guys,

Recently I wrote two articles. One for 80lv and the other for Experience points. I was very happy to collaborate with both of these websites to create different pieces featuring my recent foliage project.

You can find the articles here. I hope that they show some of the progress and give people an insight into how I created the work. If you have any questions you can always reach out and I try and get back to you to answer the questions.

Human Emotions - GasStation Blockout 04

General / 04 June 2019

Deciding to change project ideas was not an easy decision. On the run up to the Christmas break I took a month off to work on art, so changing paths was that much harder. I had many conversations with different artists, friends and my partner, but ultimately decided that somewhere during the process I had lost the spirit of type of art I wanted to create. The stylized art of my Tokyo street was fun but not hitting those main objectives I had set out to tackle from the beginning. 

Although I felt demoralized, I decided the correct route forward was to try to plan out what the series might look like as an overview. I began by thinking about scenes I wanted to create and how I could link the story of the robot.  Below is a ref board to detail the sort of themes I thought could be interesting settings for future projects. 

The gas station theme stuck out to me as hitting all the correct objectives, it felt cinematic and I always wanted to revisit a more abandoned setting. I settled on this concept which encompassed everything I was striving for, I chose it because it does a great job of establishing a mood but is still open to interpretation.

 Alexandra Roslik - Gas Station

Since deciding to stop working on the Tokyo scene I have been working on a new blockout. As with the other scene, it establishes a framework of assets, materials and processes that will ensure the creation of final art is as straightforward as possible. (including borrowed assets from ue4 resources which I will replace later) 

I still wanted to keep some of spirit of the other scene with some crazty and nod to Simon Stålenhag with a giant Octopus on the top! 

Side composition inspired by Ed Freeman 

Supporting shots - close up's and interiors

As well as the abandoned gas station I wanted to tell a story about the world of human emotions. An alien virus is feeding from the fuel sources. Which gives more of an unsettling feeling to the closer shots. The story and the actual final assets for these are still very much to be determined, but currently I have a fleshy growing theme for these. 

This is a relatively shorter blog to update on the progress for the blockout before I start asset production. I will do more of a breakdown for some of the process involved in this. Including the blueprints and other relevant information.

Human Emotions - Toyko Street Process 03

Work In Progress / 27 May 2019

In my last post I explained what I learnt during the process of blocking out the Tokyo street scene. I invested quite a bit of time and hard work into this and most of it proved extremely valuable for the project. I hope that this blog will serve as a reminder to myself of the steps I took to get to the end result, as well as provide some insight for anyone interested in my process.


Considerable time was spent attempting to figure out the right approach for lighting. On previous personal projects I worked with a baked solution in Unreal. Despite good results, I often wasted a lot of time while the lighting was building. This slowed down my progress and meant I couldn't be as flexible with updates and changes. I researched into LPV's which Epic used on Fortnite. I watched a great GDC video Here which sold me on the technique and with the help of the documentation got it setup. For the Blockouts this gave me decent results. I was able to achieve accurate bounce light and was confident some of the resolution issues would be less noticeable with final art. 

Find more here: LPV UE4 Docs

During my time on the CGMA lighting course I discovered the disadvantages of the LPV system. With the systems current implementation, it only works with the Skylight, Directional and Emissive materials. Not having access to point and spot lights meant it was a lot more challenging to light interior scenes. After further research it was at this point I switched to NVIDIA VXGI solution which used voxels to drive the bounce lighting. I used this for the course and my upcoming project, so I will do more of a breakdown about this later. 



To create a framework for the materials in the scene I started a mini library. These were all created in Substance Designer and to a first pass level. The idea here was to get the main materials in the correct folder structure and get a consistent art style defined early.  With a good structure replacing them later would be easy.

I pushed for a more stylised look for the art style as my main source of inspiration was the overwatch short. 

I created a trim sheet which I used to texture most of the street and pavements in the scene. Plus, a decal atlas which covers the Japanese signage.  


For the blockouts I normally start with the largest brush strokes. First, I create a blockout in 3ds Max, modelling the whole layout in one file allows me to figure everything out and establish a good sense of scale. Once the idea grows i separate the individual elements and establish either modular pieces or unique assets. This isn't always perfect straight away but more of an organic process that grows over time.    

Full blockout street scene

Further breakdowns for the individual assets

Style Asset test

Post blockout, I pushed ahead with finding a style in the unique assets. I wanted to find a balance of exaggerated realism with somewhat simplified details, exaggerated silhouette and realistic materials.           

This started with the post box asset. For art example assets I normally try to find something with multiple techniques and materials to try and encapsulate and answer as many questions as possible. Here I had sculpted worn paint, metal and stone. For stone I was inspired by Michael Vicente (Orb) Portfolio style with slightly more realistic micro noise. The metal was mainly about subtle edge damages and stylised warps. For the paint I attempting to reveal the metal surface underneath. for the Silhouette and mesh itself it was about finding the balance of how far to push reality.

UE4 Shaders and Tech

As I have become more familiar with UE4 I have adapted my approach to environment creation somewhat. I now make simple set dressing assets in blueprints which helps to easily replace and add logic to asset prefabs later. (more of this in upcoming blogs) 

Shader wise i am focusing on master shaders to encompass parameters for flexibility later. The most bespoke work I did was parallax interiors. I built small rooms from blockout assets. I then capture an HDR using a scene capture actor, this is driven in the Shader to create a fake room. These are blurred and provide enough depth along with set dressing to give the look for rooms in buildings and shop interiors for the various shops. The beauty of this is as the assets get to final art quality, a simple recapture improves the HDR rooms.  

Small rooms created for the interior windows

Designing the Robot

I did some initial design work at the start of the project to figure out how I planned to handle the robot. I made a series of kits of arms, legs, bodies and heads and kit bashed them in 3d to generate the designs. Had a lot of fun with this but I plan to redesign this guy with more detail later.

  Kit bashed designs for Robot

Final design choices. In the end I chose design 3/6

Next Post

In the next post I will be covering the switch to the new project idea. Showing some more process and blockout work towards my new idea. 

I hope you enjoyed reading about my process and if you have any questions or require further information let me know in the comment section below.

Human Emotions - Toyko Street Blockout progress 02

Work In Progress / 22 May 2019

After the first blockout, I still wasn't satisfied with the layouts. I continued with another composition, which was loosely based around the first blockout from the previous blog post. Visually this composition was my preference but it lacked depth. To counter this I messed with having a strong fore and background where the robot was the main focus. The background trailed off to the city behind.

At this stage something that I thought could be interesting and fed into the tutorial side of things was different time of day setups. I was quickly able to visualize this inside of marmoset and play with what a sunset and night time might look like. 

From here I focused on refining the idea and creating a more finalized blockout. As I grew more confident with my idea I ported everything over to Unreal and started setting up all the assets in a proper folder structure and getting the mood and lighting right. 

Here is a process gif to show how this evolved as I blocked out the scene. 

At this stage it was easy to see the trajectory of the project and visualize the end result when finished. I was pretty happy with how everything felt here but It lacked a little focus composition-wise as the street distracted me too much from the robot.

I tried one final composition which had more focus in terms of camera and scale. I also loved the idea of doing a portrait image as you don't often see this for Environment scenes. 

Decision to change the project

At this stage I made the difficult call to change the project theme. Somewhere along the line I lost the initial theme of an abandoned world with the robot and heading into overly stylized. I realized I was working towards something that my heart really wasn't in. Bearing in mind the plan for tutorials and a continued series of work it was best to take what I learnt and change gears. I am much happier about the new project and I have taken a huge amount of the process/learning forward into this. (will be showing this in a future blog) 

Next post

To round this work up I will be doing an update about the process on the environment blockouts, Shaders and tech I used to get the blockout to where it was at the different stages. As I put a lot of the framework in place even at a blockout stage it was a lot further along than any environments I have made in the past. 

As always love to get thoughts/feedback and comments.