Hi I’m beau
I’m a digital artist with 6 years of experience in the animated film industry, during which I’ve had the opportunity to take on a variety of roles—from graphic design and concept art to eventually becoming a 3D artist, primarily focusing on modeling and texturing. Over the years I’ve developed a strong passion for the 3D pipeline, always looking to learn new tools and techniques and to explore this area further.
beauphilp@gmail.com | 07 482 969589 | www.linkedin.com/in/beau-philp-1b325b166
3D Modeling & Texturing.
goblin Trash Scene
Personal project modelling a character based off an old 2D character concept a had. Character initially sculpted in ZBrush and retopologised in Maya. All environment assets modeled in Maya. Everything textured in Substance Painter and rendered in Maya with Arnold.








Naarisamata - Girl Character
This was a project run by the Naarisamata charity which connected a variety of tallented 3d artist together to work on an animated project aimed at raising awareness in chilren in India.
I was the character artist modelling and texturing sevelral characters fro the project. The charatcer was sculpted in ZBrush, retopologised in Maya and tetxured in Substance Pianter.


Prop - Gun
A personal project creating a gun prop. Modelled in Maya and textured in Substance Painter. The green animated lights that run down the barrel was created in Photoshop creating an imaged sequence which I compiled into a shader.




Creature Design
Here I took one of my creature concepts through into a 3D asset. I did my initial sculpt in ZBrush, retopologised in Maya, then used my low poly and high poly mesh in Substance Painter before rendering in Maya with Arnold.
With the texturing I wanted to explore ways of creating layers of degradation with pale, cold and semi translucent skin of different thickness over raw muscle.




yellow dove: aftermath
During my time at Pukeko Pictures I covered a variety of roles, one of which was the texture artist on the short film we did Yellow Dove: Aftermath.
I textured all environment and prop assets as well as the Walking Turret and Winged Snake. This would include UVing and setting up shaders in Maya for Redshift. Below is a selection of some of the assets.








