However the game is not released yet, at the time The 20th Century Fox had been purchased by Disney all the work I achieved had been validated and copyrighted by this company. Then I'm pleased to have the right to share it, at least partially on my portfolio. So here are some miniatures which had been painted and exposed during game conventions since the begining of this production around 2018.
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 upcoming in 2024. 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.
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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.
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 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.
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.
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 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 created the minis for this game released, based on the specifications I received.
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.