Ashfall Relay
A volcanic comms station abandoned mid-transmission — composition, lighting and set dressing carrying the story.
01◆ Gihan Nirmal Maddumage — Portfolio 2026
I'm an environment and lighting artist working across film and real-time projects. Below: finished environments, lighting work, and Blender add-ons built from problems I actually had.
01 — What I do
Each project on this site is tagged by the kind of work it is, so you can jump straight to the part you care about.
Finished environments built on composition, lighting, set dressing and story — each one deliberately unlike the last.
View environmentsModular kits and prop collections taken to ship: UVs, material sets, texture sheets, LODs and Unreal implementation.
View productionsBlender add-ons shown the honest way — the production problem, the workflow before and after, and how it is built.
View tools02 — Selected work
An overgrown forest shrine where the canopy does the lighting and the moss does the set dressing.
02A modular environment kit shipped with UVs, texture sheets, material instances, LODs and a documented Unreal implementation.
03
03 / Technical Art & Tools 2025 A Blender add-on that turns resolution-sorted PBR folders into working materials — with instant LOD switching.
0403 — Technical art & tools
My add-ons don't start as products — they start as a repeated, annoying task in a real production. Every tool page shows the problem, the workflow before and after, a demo, and how it's built.
All tool case studies
04 — Writing
05 — Productions
06 — About
I started in game programming, moved into 3D, and settled right where the two meet: building environments for film and writing the tools that make that work survivable.
Texture Pipeline Studio and LinkFlow both came from production pain — PBR libraries across four resolutions, and linked libraries nobody could audit.
Daily drivers