As shown below, for the Mug creation procss I made a model sheet based upon some provided ref pix. Then, as a starting point I used Blender to build up the basic 3D geometry of this props and carried on using ZBrush for the fine details and ornement to be as accurate as possible and close to the original model.
As you can see on the video under, after I worked on the mesh clean retopology and UV Layout using both Blender and ZBrush I finally get to Substance 3D for all the baking and texturing part.
For the old book creation I used also Blender as a starting point for the polymodeling. To get ideas and inspiration for the dust jacket design I browsed the internet as I wanted to mature a meaningful idea, this is how the book title Carpe Diem came to my mind. Then I sculpted the engraving and embossing using some efficient ZBrush technics.   
As presented below, on this sped up video, I made the mesh retopology and UV layout using both Blender and ZBrush, and ended up this 3D asset Baking and texturing using Substance 3D.
As shown below, I used Adobe and ZBrush to sculpt the wooden planks where the props will be placed. 
Then I made the retopology and UV layout of these planks using both Blender and ZBrush, and the Baking and Texturing using Substance 3D.
To complete this journey I exported to Unreal engine all the props and textured I created + added the apple and the basil scans. I first of all set up a layout with some cameras and lights. Made the UE materials and worked straight after on some fine adjustments in Unreal to obtain the presented graphic result you can see on top of this webpage. 
I also added to the clip Harry Potter beautiful movie film soundtrack and completed the UE cinematics editing in Adobe Premiere Pro. 
Here is the model sheet of Harry Potter Mug I used as a base to create it as a 3D real time asset.

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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.
Flash Light 1950
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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.
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.
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