Elliott Jones - Texture Artist
Elliott Jones
Texture Artist
Who Am I?
My name is Elliott! I joined the Durham College Game-Art program back in 2022 looking to start my career in the video game industry. During my time there, I found a passion for creating textures and materials for in-game models. I hope to share my work with as many people as possible someday, working with like-minded people in a studio! If you like what I do, please feel free to contact me!
Check out some of my work!
Extra Work Below (Particles, Effects, ETC)
Realistic Water - Made in UE5
Wind Modifier - Programmed in UE5
Niagara Smoke Particle (Stylized)
Niagara Fire Particle (Stylized)
2025 Full Demo Reel

I hope to connect with like-minded professionals, sharing insights, and exploring new opportunities. Feel free to check out my LinkedIn profile for a closer look at my work and career highlights.
Artstation
I am a passionate artist specializing in textures and materials. I am always looking to collaborate with other creatives and expand my network. For a deeper look into my portfolio, feel free to explore my ArtStation profile.

Contact ⮕
I am excited to discuss new opportunities, collaborations, or projects where my skills can add value.If you're interested in connecting or have any inquiries, please feel free to reach out!
Working on my Fabrics set, I had one objective in mind: use the "Spline" node.
Using only Substance Designer, I wanted to create a set of fabrics using different weaves, patterns, knits, etc - but I challenged myself to include the Spline node in some way in every fabric. You'll see the graphs in more detail if you check out my reels, but to sum it up - The chunky wool used the Spline node to create its up-and-down stitching, as well as the stitches shape. The Lace used the nodes to create the background stitches, giving a base to whatever pattern the user would like to add on top. Lastly, the Ornate fabric used the node to make the repeated shape pattern, as well as the outlining stitches.
For my Polished Stones set, I wanted to test how much I could make a polished surface look realistic. This was the first set I made on my own without the help of tutorials or my professors. During this process, I hit a lot of roadblocks that made me feel like I would never understand Substance Designer, but eventually, I got the hang of it. I used tree grain patterns to make the swirls found in granite, and beach sand wave patterns to create the flow-like patterns found in jasper stone. This set - while needing some work, is what I consider my true beginning as a texture artist. You can take a look into their turnarounds in my reels section!
This Martial Arts Dummy was a project given to me during my time in school. My class was challenged with creating an asset (a martial arts dummy) that had less than one thousand faces, as well as a low-resolution texture. The challenge, at base level, was to make an extremely light asset while maintaining good looks and quality.
This project was great to demonstrate my ability to create high and low poly assets in order to bake them together, making a visually appealing object without using so many faces.
No project is without its faults, though. During this assignment, my SSD corrupted my file, forcing me to restart with only a day before its due date. After drinking some coffee and getting to work overnight, the dummy was looking better than before! Needing to restart taught me simpler ways of doing things - like using texture masks in Substance Painter, or using the Retopology feature in Maya. Sometimes the best workflow comes from the stress of needing to get something done on time!









