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  • Posted by Jett Sutherland
    renders i made while working on a gamejam with my exits filled with inside jokes and other references
  • Posted by Jett Sutherland
    ive been listening to less than by nine inch nails too much so the music video compelled me to make this
  • Posted by Jett Sutherland
    im not gonna lie im just trying to fill out my portfolio i love wizards i wanted to do something inspired by like. those weird huge wizard telescopes 
  • Posted by Jett Sutherland
    3D renders i created to be used in my games project assignment for uni - we made a dating sim taking place at a university 
  • Posted by Jett Sutherland
    for my first CGI Environments assignment, i was required to make a stylized low poly outdoor environment 
  • Posted by Jett Sutherland
    just some practise to get back into the swing of things modelled in Maya and rendered with Arnold
  • A character concept piece for a home-brew Australian themed D&D campaign. "The Soft edge of his voice carrying across the desert night, Voro spoke amongst the Kangan's resting around the fire. Weathered and wise, a venerable old warrior Voro had seen more than a century of battle but the years had not shaken his muscles nor dulled his vivid red fur. Respected by his folk, and feared by those who would cross them, Voro does his best to guide his people to peace." - T. M. Johnston, The…
  • Character concept for an elven Arcane-Trickster, a D&D archetype which uses a combination of magic and stealth tactics. Based on an original character sketch/design I put up earlier this year; Haldure Nehal who focuses his talents against fighting the undead . Done entirely within Krita, and with a whole lot of hours, let me know what you all think!
  • My Role: Character Artist, responsible for all concept design, sculpting and modelling of the Duchess Dog character.
  • Commissioned work for Demigod Games. Involved concepting, sculpting, modelling and prepping asset for 3D printing (table top game).
  • Commissioned work for Demigod Games. Involved concepting, sculpting, modelling and prepping asset for 3D printing (table top game).
  • My Role: Character Artist & Producer. Collaborative project with a group of six. My role was the Producer for the project as well as being the Character Artist for Moss (boy). This involved everything from concept to modelling, texturing and shading
  • Design, concept and models done for a Unity based fighting game.  ​ Hard surface designs in Maya, anatomy and female suit done with ZBrush. Bot concept textured with Substance Painter. Approximate Project Time - Robot - Concept - 3 Days Robot - Hard Surface Model - 3 Days Female Suit / Body Concept Sculpt - 3 Days Check out the related link or my portfolio website for a more detailed breakdown.
  • An anatomically correct game ready skeleton. This was a lot of fun, The spine and wrist areas provided a great challenge. ​ Sculpted with ZBrush and textured with Substance Painter. Approximate Project time - 1-2 Weeks. For a more in depth breakdown have a look at the related link or visit my website portfolio.
  • A Fantasy VR environment created in the Unreal Engine for a PAX 2016 showcase. Designed with modular pieces then kit-bashed in the Unreal Engine to produce the final product.  Hard surface modelling done with Maya, high poly models done in ZBrush and textured with Substance Painter and Designer.  Check out my website, or the artstation link for more detailed breakdowns. Total Project time - 1 Month Average asset creation - 1/2 days