Warwick Hays

3D Artist | Modelling, Texturing & Real-Time Assets

Werfen GEM5000 / Pathology Frontline

Detailed equipment built for hands-on VR training.

Created with TAFE NSW, this VR experience helps healthcare staff learn to use the Werfen GEM5000 blood analyser in a virtual clinical environment.

My part involved recreating the analyser, its replaceable cartridge and supporting equipment. Working from supplied CAD, drawings, photographs and physical references, I built optimised models that could stand up to close inspection while working within the performance limits of VR.

The machine needed to do more than look right. Its components had to support the training process, including opening sections, removing the cartridge and examining its internal parts. I rebuilt the topology and baked fine detail into normal maps to retain the important features without carrying unnecessary geometry.

The wireframes and asset images below show that balance between detail and efficiency, alongside the smaller items I created to complete the clinical setting.

The project received a 2021 Good Design Award for the Pathology Frontline Virtual Reality Training Simulation.

Stage Lighting Training

Real equipment, recreated for a virtual stage.

This TAFE NSW VR training prototype gives learners a practical way to explore stage lighting, positioning equipment and seeing how their choices affect the scene.

I created the lighting fixtures from reference images and technical data sheets, building recognisable equipment with geometry suited to real-time use. Modelling, UV Unwrapping and mapping, texturing and optimisation were all part of the process.

I also created the theatre environment and supporting stage assets, including truss, instruments, speakers and a mixing desk. These were brought into Unity to form the setting for the learning experience.

The renders and wireframes below show four of the lighting models and how they were constructed. Screenshots from the experience show the equipment in context, along with the stage and control panel.

iCare Working at Heights

A construction site built for learning, from the ground up.

Developed with TAFE NSW for iCare, this VR experience puts learners into construction-site scenarios where they can practise identifying hazards and making safer decisions.

I created, textured and optimised all the environment assets shown here, including the house, structural framing, scaffolding and site equipment. The house was built in a modular way so it could represent different stages of construction and support several training scenarios.

Keeping the environment convincing while working within VR performance limits was a big part of the job. Geometry and textures were kept efficient, with enough detail to make the site feel believable at both room scale and close range. Selected assets were also adapted for supporting AR learning experiences.

The video shows the training experience in use, while the gallery takes a closer look around the environments I built.

The project received a 2022 Good Design Award for Construction Site Safety Working at Heights.

ICare site01 FINAL

Cashmere Virtual Room

A Victorian room with a very modern purpose.

Working remotely with KPG Interactive in Canada, I designed and created the room for Cashmere’s Virtual Dress Maker experience.

The space needed to feel rich and inviting, with ornate furniture, decorative wall panels and plenty of character. I built the room and prepared it for real-time use in Unity, optimising the environment for the HTC Vive.

The video shows the finished room in VR. The two model screenshots show an earlier stage, before optimisation, giving a look at the construction behind the finished space. As well as a couple of preview renders of the space after texturing.

A1 Batterypro Character

From a character concept to a fully animated brand mascot.

A1 Batterypro wanted a superhero of their own. I developed the character from initial concepts through to a finished 3D mascot, ready for still artwork and animation.

The work included modelling, texturing, body rigging and facial setup, followed by a range of poses and animated sequences. The character needed to be expressive and recognisable whether he was appearing on a website, in promotional artwork or in a television commercial.

The videos show him in motion, while the stills highlight the finished character and some of the poses created for the brand.

Thank you for taking the time to look through my work. I hope it gives you a feel for what I do and how I approach a project. I’d love to hear more about what you’re working on and where my skills could fit.

I look forward to hearing from you.

Warwick