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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.
I created this gramophone using Houdini Side FX, as I wanted to approach the Houdini technics for low poly modeling with nodes compare to 3D poly modeling in Blender or Maya like I usualy do. This was at the time I was learning procedural technics in Houdini. Then I carried on with the unwrapping UV's unfolding still in Houdini and then I used Substance 3D for baking the input maps like NM, curvature, AO, etc...and texturing, and finaly Marmoset Toolbag for real time rendering and the Mviewer which I should embedded here and Adobe Premiere pro for the ken burns presentation and turn table, I chosed the enjoyable "petite fleur" music by the saxophonist soloist and composer Sidney Bechet.
Here are some miniatures I created based on my concept art for the board game Battle Zone. I worked in ZBrush for the sculpting and used the same technics than ones used at 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 idea. I also used Keyshot for the 3D rendering. I also designed some trading cards game as showed.
Mitch Pigs Demo
Here is a short demo I created from scratch to finish to get into the new update of Unreal Engine 5. And also mainly to push the envelopp of my technical knowledge using the Lumen for lighting and many other softwares I use generaly for video games and real time rendering. Then I sculpted the Pigs after a concept art I found out watching the Instagram Artist Mitch Leeuwe I really like the general cartoon style work he provides in his short reels, and as it reminds me of the Preston Blair animation books I'm totaly keen on. Then, I decided to create a 3D version of this cute little pig. So it brought me to get to create his hairs for 3D real time, which was interesting, and then I textured it, making 3 different versions out of it, like you can see, the white, pink et black pig. Finaly, I made the character set up in Blender (rigging + skinning), and an simple idle animation to brings these pigs to life. I also created the all environment, the ground using ZBrush and Quixel mixer, and I sculpted and textured the wooden planches. For the trees and the grass these are collections I downloaded from the Epic marketplace. I also added some sounds and music copyright free for the soundtrack and completed the UE cinematics with the final video editing in Adobe Premiere Pro.
Mario is definitely one of my lifelong fav character, and I'm happy to present my work on this guy here, including, High def sculpting and the retopology low def using ZBrush. Showed in blue and orange coulour it's the HD version exported from ZBrush I rendered into Key shot and the retopology low def as a final rendering here in colour textured in Substance 3D Pt and rendered in Iray.
Blue Moon Cristal
I created this cristal when I worked for the studio XP which is a school of video games development and its components for the 8 to 20 year olds. My role had been to create several chapters to update the online class contents of this school, and this Cristal had been one of the courses I worked on. The Studio XP use free ware and open source softwares such as Blender, Krita and also Unity, Then soon I finished with my assignement for the Studio XP, I decided to polish a bit more this Cristal to create also a complet new course using Unreal Engine 5 instead of Unity and to push some awesome UE technics to teach the students of E-Tribart and ESRA.
I sculpted in ZBrush this Link's awakening character version based on a collectible I used as a reference. As an Art and 3D teacher, I create bunches of tutorials and courses all the way, then here is a sample. I always pick subjects, or choose characters I think students would like to work on, to make students learning with pleasure, it's really important to me in my classes. Then, I chosed Link as it's a simple character in its overall shape, but also showing a mix of organic sculpting and hard surfaces, then a very good way also to introduce the Zmodeler technics. During classes and Through this Link 3D character creation process, I clearly explaine and make demo on the video projector of these following key steps : model sheet, sculpting, retopology, UV's unfolding, texturing, set up, animation (here I used Mixamo to keep it simple) and the 3D rendering.
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.
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.
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.