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Mario
2023
Mario is definitely one of my lifelong favorite characters, and I'm excited to present my work on him here. This includes high-definition sculpting and low-definition retopology using ZBrush. The blue and orange version shown is the HD model exported from ZBrush, which I rendered in KeyShot. The low-definition retopology is presented here as the final rendering, textured in Substance 3D and rendered in Iray.
Ratapolis
2023
I created the miniatures for this released game based on the specifications I was provided.
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.
Carpe Diem
2023
I created this short demo from scratch, using the software I generally use for video games and real-time rendering. I set up a composition with lighting and cameras, and then used the sequencer in Unreal Engine 5 to create a cinematic rendering with path tracing.
Magnum Opus
2023
I designed the central piece of the game, the metal-cast medallion, based on the specifications I received and my own concept art. I utilized 3D sculpting and printing technologies, along with my traditional art and molding skills. Additionally, I designed the back of the cards and the token illustrations to match the medallion.
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.
Battle Zone
2023
Here are some miniatures I created based on my concept art for the board game Battle Zone. I sculpted them in ZBrush, using the same techniques employed by Avalanche Software for the creation of the Disney Infinity figures, which have always been a great inspiration for me in terms of design and game concepts. I also used KeyShot for the 3D rendering. Additionally, I designed some trading cards for the game, as shown.
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
Sonic Super Teams
2023
I created all the miniatures for this Sonic tabletop game, released in Europe, using 3D sculpting and printing technologies, combined with my traditional art and molding skills. I also completed the retopology of the meshes for these 8 characters and handled the texturing to support the teaser.
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.
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