This collection showcases a range of 3D assets, visualisation work, and room sets created throughout my time at Next, alongside a selection of personal projects developed to further explore environment creation, lighting, and material workflows.
The majority of these assets were produced as production-ready hero models, designed to support multiple product variations including fabric options, material finishes, sizing configurations, and interchangeable components. Each piece was carefully modelled and textured using reference photography, scan data, and technical specification sheets to achieve a high level of realism and accuracy suitable for both commercial and marketing outputs.
Alongside the final rendered visuals, this page also highlights elements of the production workflow behind the scenes, including modelling, material creation, shader development, and scene assembly within Maya and Arnold.
Included within the collection are two complete room sets — one developed as an internal test environment to explore lighting and presentation workflows, and another personal room set created independently to push my skills in environment building, composition, and interior visualisation.
Rockett Roomset
This project focuses on a full interior visualisation built around a hero sofa asset.
The sofa was modelled from scratch in Maya, with attention to form, proportions, and cushioning detail to achieve a soft, realistic silhouette. The surrounding environment was then developed to support the piece, including custom-built walls, windows, rug, and curtains to create a cohesive interior space.
Additional props were introduced through kitbashing to populate the scene and enhance realism, allowing for a balanced and production-focused workflow.
The scene was lit and rendered in Arnold, with a focus on natural light interaction, soft shadows, and material response. Final touches were added to push warmth, colour contrast, and overall mood, creating a stylised yet believable living space.
Sofas
Textures
Fabric Development & Material Library
During my time at Next, I created and maintained a large library of physically accurate upholstery fabrics and leather materials for use across the company's furniture visualisation pipeline. These materials were developed to support hundreds of product combinations, ensuring consistency and realism across both internal production renders and customer-facing imagery.
Each fabric began with a real-world sample, captured using specialist textile scanning equipment to record colour, weave structure, surface detail, and material characteristics. The scans were then refined and calibrated in Photoshop before being translated into production-ready materials within Maya and Arnold. Particular attention was paid to scale accuracy, texture repetition, surface response, and fabric behaviour under different lighting conditions to ensure each material remained faithful to its physical counterpart.
Alongside standard upholstery fabrics, I developed a variety of specialist materials including woven textiles, velvets, chenilles, bouclés, leathers, and patterned fabrics. Custom shader networks were built to replicate the subtle nuances of each material, balancing realism with rendering efficiency for large-scale commercial production.
The collection shown here represents a selection of the material library, showcasing both the final shader outputs and cloth-draped validation renders used during development. These tests ensured every fabric accurately conveyed its texture, weight, weave structure, and overall character before being deployed across Next's extensive range of furniture products.


Lamps
Scene Creation
Executive Interior Scene – Sofa Visualisation
Blender | Cycles | Custom Shaders | Rapid Turnaround
This interior scene was created in Blender as part of a high-pressure internal pitch for the Next Board of Directors, with the objective of demonstrating the quality and capability of an in-house 3D team. The brief required an existing sofa asset to be presented in a new, fully realised environment within a single working day, competing directly against two external studios.
While a colleague adjusted the sofa model itself, I was responsible for all remaining aspects of the scene, including:
Designing and building the full room environment
Modelling architectural elements such as wall panelling, skirting, windows, frames, and floor layout
Creating all material and shading networks, including walls, wood, glass, fabrics, and soft furnishings
Developing the fabric shader used on the sofa to ensure accurate surface response and realism
Lighting, composition, and final render presentation
The scene was constructed from scratch with a focus on realism, warmth, and commercial appeal, ensuring the sofa felt grounded within a believable, aspirational living space. Particular attention was paid to scale, light behaviour, material interaction, and surface detail, allowing the product to read clearly while still feeling naturally integrated into the environment.
The final result was selected unanimously by the Next Board of Directors, leading to the decision to move away from external suppliers and invest in the development and expansion of an internal 3D team. This project directly contributed to validating the internal pipeline and supporting the case for future hires.
Key Highlights:
Full interior scene creation under tight time constraints
Custom fabric shader development
Architectural modelling and environment design
Lighting and material realism for executive presentation
Successful internal pitch beating external studios
Tangible impact on company pipeline and team growth
