Then as it's presented here, I created the cristal and its base following these steps : ZBrush sculpting, ZBrush retopology, ZBrush UV's, Substance 3D Pt baking and texturing. As for the terrain, I used Side FX Houdini not as an HDA export because as I'm using the Apprentice version their is no way to install the Houdini Unreal Engine Plug in UE, its simply doesn't exist for this free version of Houdini unfortunately, but it didn't really bother me neither stopped me as I made a retopology using Zbrush.
ZBrush is amazing for lots of possibilities it offers, I appreciate to create retopology using it, it's so practical and powerful + time winning.
Then after the UV's I painted the textures in Substance 3D Pt and exported it in UE.
It took me many hours to find a way to create all the nodes chain for the cristal material, as I wanted it to look like an ice cube or something like that. I finaly found some documentations on the internet and then it helped me a lot (https://vegabeyond.com/2020/03/28/UEMaterial-IceAndCrystal/) and I tweaked very little things and I really enjoy the result.
I love Unreal Engine 5 and all the improvement it has been made since the previous versions 4! And I tend to use it more and more for all the real time job I have to achieve. So finaly I also created a little FX to get into Niagara a bit more than usualy and placed it around the cristal base. I rigged and animated the Cristal in Blender. And I ended this course adding a post-process Blur combined with the actual default Motion blur of UE I made and used the UE sequencer which is great + Adobe premiere with a copyright free sound track I found out on the internet.
You may also like
Flash Light 1950
Here is a flash light I created from scratch based on the ref pic showed at the bottom of this page. I like to create low poly assets and make them look realistic in their shape, textures and overall aspect. I wanted to push some technics in Substance 3D Pt such as the anchor point functions and many others. I designed the seahorse pic and use it in the height channel to keep being close to the ref but with creating another logo. Then I used ZBrush for all the modeling, mainly with the Zmodeler brush, and also Substance 3D.
Happy to share this 3D asset I made in ZBrush and Substance 3D. Here again an object I chosed to teach students some 3D hard surface technics and some procedural texturing. So here is the final visual version of the related course rendered in Iray and also Marmoset Toolbag. When I run my class I show all the process using a video projector or when it's online teaching all I explain is directly visible with screen sharing.
Sonic Super Team
I created all the minis for this Sonic table top game released in Europe using 3D sculpting and printing technologies and my traditional art and molding skills. I also made the meshes retopology for these 8 characters and the texturing to help for the teaser.
Felix The Cat
Another collectible I created from scratch in ZBrush and I used Unreal Engine 5 and its sequencer for the 3D turntable presented here.
PLANET OF THE APES - THE MINIATURES BOARDGAME
I created all the miniatures, apes and soldiers for this game, and lots of the 2D graphics. This project is still in production and should be on shelf on June 2025. All the characters are based on the observation I made while binge watching many times the movies and also thanks to all the references the 20th Century Fox shared with me, like all the turn table created by Weta Digital, which were a great support to my 3D conception and adaptation of the film characters into small table top game pieces.
I created the minis for this game released, based on the specifications I received.
I created some of the merch pieces for this game using 3D scultping and printing technologies and my traditional art and molding skills. I'm happy to share with you pix of this released game so that we can appreciate through these visuals its very High end and polished quality in all the ways. Also I had been fortunate to work with 2 awesome and talented Illustrators FORTIFEM, you can see on the last pic they are on the wooden floor almongst their kraft. As I'm in admiration for their graphic art and as I think it's valuable to be working with great artists, I posted the illustrations they created on the cards and packaging as well as it gives a better idea of the overall game quality, they made a colored versions and also black and white, I really like the rendering of this project created by Maxime Le Dain and published by Bragelonne Games.
Buggy de plage
I like buggy cars a lot, then I created this buggy from scratch using many reference pix of this type of cars. I used Blender for all the poly modeling and the UV's process, and I used Substance 3D Pt for baking the input maps and for texturing, I used also ZBrush to sculpt parts with higher levels of details to be kept in the NM. Then I created the number plate graphics in Adobe Photoshop and Adobe Illustrator. Then I tested some HDR environment maps, and made some 3D rendering using Iray. I really wanted to reproduce this sparkle blue painting of the cars I took reference from.
Here is the Lapin Crétin I created after the famous Ubisoft game character I like it so much! Then I wanted to reproduce Ubisoft technics and Art here to create another course for the Art and 3D class I teach at E-Tribart and ESRA. So here is presented the full process, as I used ZBrush for the sculpting + retopology and also UV's in Blender, Texturing in Substance 3D Pt, Rigging and skinning in Blender, and finaly I created a short animated sequence in Unreal Engine 5 with also some post-process effect I created to make this short clip look cool. I made also the video editing in Adobe premiere pro adding the original soundtrack of the raving rabbids I downloaded.
Here is a short demo I created from scratch to finish using softwares I use generaly for video games and real time rendering. I set up a composition with lighting and cameras and get into the sequencer of Unreal Engine 5.2 to make a nice cinematic rendering using the path tracing.