I experimented with creating its hair for real-time 3D rendering, which was quite interesting, and then I textured it, producing three different versions: white, pink, and black, as you can see. Finally, I set up the character in Blender (rigging and skinning) and created a simple idle animation to bring the pigs to life. I also created the entire environment, sculpting the ground using ZBrush and Quixel Mixer, and I textured the wooden planks. For the trees and grass, I utilized collections I downloaded from the Epic Marketplace. Additionally, I added some copyright-free sounds and music for the soundtrack and completed the Unreal Engine cinematics with final video editing in Adobe Premiere Pro.

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Lapin cretin
2023
Here is the Lapin Crétin I created based on the famous Ubisoft game character, which I like very much! I wanted to reproduce Ubisoft's techniques and art style to create another course for the Art and 3D class I teach. This presentation showcases the full process: I used ZBrush for sculpting, retopology, and UV mapping; texturing in Substance 3D; rigging and skinning in Blender; and finally, I created a short animated sequence in Unreal Engine 5, incorporating some post-processing effects to enhance the clip's appeal. I also handled the video editing in Adobe Premiere Pro, adding the original soundtrack from the Raving Rabbids that I downloaded
Link
2023
I sculpted this version of Link from Link's Awakening in ZBrush, using a collectible as my reference. As an art and 3D teacher, I create numerous tutorials and courses, and this is one example. I always choose subjects or characters that I think will engage my students, as I believe it's important for them to enjoy the learning process in my classes. I chose Link because he has a simple overall shape while also allowing for a mix of organic sculpting and hard surface modeling, making it an excellent way to introduce ZModeler techniques. During classes, I clearly explain and demonstrate the following key steps in the 3D character creation process using a video projector: model sheet creation, sculpting, retopology, UV unwrapping, texturing, setup, and animation (for simplicity, I used Mixamo) as well as 3D rendering.
Son Goku
2023
Here is a collectible I created from scratch based on my own concept art and love for this character, using ZBrush. Dragon Ball Z is one of my favorite childhood anime series, and I had a great time sculpting this piece in 2014; it’s one of my older works. I remember struggling at that time to create the cloud in 3D because there were only 2D references available, and there weren't many merchandise items or collectibles of Son Goku molded back then.
Star Wars Super Teams
2025
Buggy de plage
2023
I have a strong affinity for buggy cars, so I created this buggy from scratch using various reference pictures of this type of vehicle. I used Blender for all the polygon modeling and UV mapping processes, and I utilized Substance 3D for baking the input maps and texturing. Additionally, I used ZBrush to sculpt parts with higher levels of detail to incorporate into the normal map. I created the number plate graphics in Adobe Photoshop and Adobe Illustrator. I also experimented with some HDR environment maps and performed 3D rendering using Iray. My goal was to replicate the sparkling blue paint of the reference cars I used.
Flash Light 1950
2023
Here is a flashlight I created from scratch, based on the reference picture shown at the bottom of this page. I enjoy creating low-poly assets and making them look realistic in terms of shape, texture, and overall appearance. I wanted to explore some techniques in Substance 3D, such as the anchor point functions and others. I designed the seahorse graphic and used it in the height channel to stay close to the reference while creating a different logo. For all the modeling, I primarily used ZBrush, specifically the ZModeler brush, along with Substance 3D.
Gramophone
2023
I created this gramophone using Houdini SideFX, as I wanted to explore Houdini's techniques for low poly modeling with nodes, in contrast to the 3D polygon modeling in Blender or Maya that I typically use. This was during my time learning procedural techniques in Houdini. I then proceeded with unwrapping the UVs, also in Houdini, and used Substance 3D for baking the input maps, such as normal maps, curvature, ambient occlusion, etc., and for texturing. Finally, I utilized Marmoset Toolbag for real-time rendering and MViewer, which I should embed here, as well as Adobe Premiere Pro for the Ken Burns presentation and turntable. I chose the delightful "Petite Fleur" music by the soloist and composer Sidney Bechet.
PLANET OF THE APES - THE MINIATURES BOARDGAME
2023
I created all the miniatures, including the apes and soldiers, for this game, as well as many of the 2D graphics. The project is still in production and is expected to hit shelves in June 2025. All the characters were designed based on my observations from repeatedly binge-watching the movies, as well as the references provided to me by 20th Century Fox. The turntables created by Weta Digital were especially helpful in supporting my 3D conception and adaptation of the film characters into small tabletop game pieces.
Felix The Cat
2023
Here is another collectible I created from scratch in ZBrush. I used Unreal Engine 5 and its sequencer to produce the 3D turntable presented here.
Dark Tarot
2023
I created some of the merchandise pieces for this game using 3D sculpting and printing technologies, along with my traditional art and molding skills. I'm excited to share pictures of this released game so that we can fully appreciate its high-end and polished quality in every aspect through these visuals. I was also fortunate to collaborate with two amazing and talented illustrators, FORTIFEM. In the last picture, you can see them on the wooden floor surrounded by their craft. As I admire their graphic art and believe in the value of working with great artists, I’ve posted the illustrations they created for the cards and packaging, as it provides a better sense of the overall game quality. They produced both colored and black-and-white versions, and I really love the result of this project, which was created by Maxime Le Dain and published by Bragelonne Games.
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