I created the minis for this game released, based on the specifications I received.
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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.
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 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.
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.
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.
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.
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.
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.
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.