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Nigel Emmerton - 3D Artist


  • Low Poly and High Poly Modelling

  • Experienced in PBR workflows

  • Realistic material creation

  • Environment Creation/Construction

  • Asset Creation with limited reference

  • 3D Effect/Particle Design

  • Shader Fundamentals

  • Skinning/Rigging

  • Substance Designer

  • Unreal Engine 4

  • Attention to Detail

  • Team work

  • Communication

  • Experience managing teams

Software Proficiency

Regularly Used For Current Projects

Experienced, but infrequently Used For Current Projects


Advanced Diploma of Screen and Media

Victoria University

2014 - 2015

2D Drawing & Animation, 3D Modelling & Sculpture, Texturing, Visual Design, C# Programming


Black Delta Racing Project

Black Delta

Jan 2015 – Present

3D Artist and Track Designer

Much of the project involved creating high-resolution assets with a focus on photo realism, utilising Substance Designer and Unreal Engine 4 in a PBR workflow.

I was heavily involved with Terrain, Creating all the terrain and surrounding street Meshes found in the game, and integrating these into the track/kerb meshes and surrounding buildings/props.  I also collaborated with another artist on creation of the Terrain and track Shaders found in the game.

In most cases I also was responsible for level construction, foliage Selection, Creation and placement (Trees, Grass, Plants) including required material setup, Ensuring the correct and MM accurate placement of meshes using laser scan data required by the project.

The project predominantly features real world tracks, requiring a high degree of precision to be faithfully recreated, although the project also included a select number of tracks and scenes that where primarily designed and produced by myself and another artist. One of these is the Hanger that can be seen in my portfolio.

I also created a broad range of track props, buildings and high detail vehicle components, with varying detail requirements. Having only a team of 3 artists, much of my work is prominently featured in the project.

The project required a broad range of skills and adaptability. Switching regularly between Texturing, Graphic design, Shader/Effects creation, High/ low detail Modeling, Skinning, Rigging and much more.

  • Full PBR workflows.

  • Environment/Terrain Production.

  • Creation and placement of foliage.

  • 3D Modelling in Maya and 3DS Max.

  • UV’s with Headus UV Layout.

  • Level/Map construction in Unreal Engine 4

  • Blueprint Creation in Unreal Engine 4

  • Creation of Materials and Master Material Graph shaders in Unreal Engine 4.

  • Effects Creation in Unreal Engine 4 Cascade.

  • Skinning and Rigging of vehicles, cloth and character models.

  • Creation of Substance Designer materials.

  • Tree Production in Speed tree.

  • High and low poly texture baking.

  • Experience with Perforce version control.


Please refer to full resume linked above.

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