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.
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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.
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 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.
I designed the central piece of the game, the medallion casted in metal, based on the specifications I received and on my own concept art. I used 3D sculpting and printing technologies and my traditional art and molding skills. I also created the back of the cards and the tokens picture to match with the medallion.
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.
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.
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.
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.
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.