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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.
Here is a low poly car I sculpted after my own concept art I designed like you can see at the bottom of this page. I made a model sheet inspired by my concept art directly in Adobe Photoshop, and then I used it in ZBrush as a base for the sculpting, then I checked the retopology and the UV's, and I prepared all the materials in Autodesk Maya before I exported the mesh to Substance 3D Pt and then I Baked the input map and textured it. The point here was to approach through a tutorial I created for school the Bitmap mask technics and to be working using Adobe Photoshop combined with Pt, and some good ZBrush technics and workflow organisation as well.
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.
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.
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.
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.
Here is a collectible I created from scratch, and after my own concept art and love for this character using ZBrush. As Dragon Ball Z is one of my childhood fav anime. I had such a great time sculpting this piece in 2014, then one of my oldies. I remember I struggled at this thime making the cloud in volume because there used to be only 2D ref and nothing more, as there were not a lot of merch and collectibles of Son Goku molded back in the days.
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.
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 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.