Frankie Hobbins

3d Artist
London
UK

frankie@frankiehobbins.com


Demo reel

 

Here is my latest 2011 demo reel. Stream direct from you tube or download here;

QuickTime
YouTube
Vimeo

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Personal Work

 

I enjoy all aspects of computer graphics. Here are some examples of work I have done and projects I have been involved with.

I have a strong understanding of 3d and a wide range of skills including working knowledge of many 3d packages; Max, Maya, Modo, Lightwave and Mudbox.

Character

Personal project: modelled and rendered in Modo, sculpted in Mudbox. This is part of an ever changing base mesh I want to use to base future character deigns on as well as having a solid base to test more advanced techniques such as cloth simulation and motion capture editing. -wireframe 1 2


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Guns

Personal project: modelled and rendered in Modo. This was an exercise in hard surface sub-d modelling.


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Pixel

Indie Film: This was for the short film Pixel, I setup the lighting and did a material pass before rendering off these scenes in Max (not my model or texture). I also helped on some other scenes with match moving and virtual set building for particle interaction and gave some Maya support..


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Car

Personal project: modeled and rendered in Modo.

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Professional Work

I have been working in the game industry for almost a decade. The last 2.5 years have been at Slightly Mad Studios working on the Need for Speed Shift franchise.

Before that I worked at Splashdamage, I had started as a junior in my first industry job and was eventually lead artist on Enemy Territory : Quake Wars, working closely with iD software.


Need for Speed Shift

These screen shots show some of the work I did on "Need for Speed Shift" and "Shift 2 Unleashed"
I was largely responsible for the trees in the game as well as helping with lots of other technical aspects

Shift 1 scored a meta critic rating of around 83 on all major platforms, Shift 2 is yet to be reviewed.

Shift2

Trees: these were made in Max and some in-house tech to give the appearance of thick foliage up close but be very simple and run efficiently when viewed from a distance.

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Shift2

Trees: these were made in Max and some in-house tech to give the appearance of thick foliage up close but be very simple and run efficiently when viewed from a distance.

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Shift2

Central building: this was made in Max and Photoshop based on reference from Shanghai. As a game assets its important to be heavily optimized to run fast while still looking great.

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Shift2

Central and left building: these was made in Max and photoshop based on reference from Shanghai.

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Enemy Territory : Quake Wars

Here are some marketing screen shots showing the look of the game and a couple of assets I modelled from start to finish. I was Lead Artist working with the artists to create high quality normal mapped game assets. I also motion capture acted for the humans and worked with the animators to tweak and implement them in game.

Enemy Territory scored a meta critic rating of 84 on PC


ETWQ........ETWQ

Hornet

Vehicle: This was made in Lightwave, I created a high detail sub-d model and a low poly model then baked normal maps.

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Badger

Vehicle: This was made in Lightwave, I created a high detail sub-d model and a low poly model then baked normal maps.


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Curriculum Vitae

HTML, ▼ PDF, ▼ WORD

Frankie Hobbins
3D Modeller
London, UK
frankie@frankiehobbins.co.uk 

Summary 
9 years of professional games experience

expertise in: 
• Modelling
• Texturing 
• Animation 
• Rigging
• Lightwave, Modo, Maya, 3D Studio Max, Mudbox, Photoshop 

Work Experience
Games-

• Artist at Slightly Mad Studios Ltd (2008 - Current)
Project: SHIFT 2 Unleashed, Racing game (PC, Xbox360, PS3)
Project: Need for Speed : SHIFT, Racing game (PC, Xbox360, PS3)
Project: Ferrari Racing Legends, Racing game (PC, Xbox360, PS3)
Modelling, Texturing, Technical Assistance.

• Lead Artist at Splash Damage Ltd (2003 - 2007)
Project: "Enemy Territory: Quake Wars", Multiplayer FPS (PC, Xbox360, PS3)
Modelling, Texturing, Animation, Rigging, Motion Capture acting, Supervising.
Some of the artwork was featured in "Quake 4" by Raven Software (PC, Xbox) 

• Artist & Animator at Splash Damage Ltd (2002 - 2003)
Project: "Wolfenstein: Enemy Territory ", Multiplayer FPS (PC )
Modelling, Texturing, Animation, Rigging.

Films-

• CG artist, "Pixel" (indie short film, 2008, released 2011)
Rendering, Matchmoving Assistance, Technical Assistance.
Pixel is a low budget film directed by Tristan Versluis.

• Previs artist, "Charnel House" (indie film, 2008)
Previs Modelling and Animation
This is a low budget film directed by Paul Campion.

Skills, Attributes
Sub-d Modelling of mechanical and organic objects 
Texturing
Rigging
Animation 

Fully Proficient in
Lightwave, Modo, Maya, 3D Studio Max, Mudbox, Photoshop 

Interested in 
Learning new skills and working on new projects.




games

 

 

demo reel music; “In Someone's Eyes” (by Just Plain Ant)

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