2 months, one post…

•janvier 29, 2010 • Laisser un commentaire

Hey,

Not much to say excepted that I still don’t have a proper computer to work with at home and that I’m pretty busy at work. Sorry for this lack of updates…

I’ve got a hundred things I want to create, a few are in the work,  a lot of them still stuck in the back of my head.

Here’s  my entry for the Game Artisans’ Sculpting Mini “A-poc Muties”. If I had the time I would spend more time on the details and such, but I need to move on!

Thanks for watching!

Cheers,

Man, it’s been a while…

•décembre 11, 2009 • 1 Commentaire

Hey,

For the four persons reading this blog once in a while, here are some fresh news. I recently (something like two months ago) landed a job at Ivory Tower, in Lyon, where I am working as 3D Environment Artist. So far so good! I’m still learning a lot of stuff, working with talented and dedicated people on a unanounced yet AAA PC/PS3/XBOX 360 Video Game .

In my flat, right now, I only have my shitty laptop to work with… But I plan, as soon as I get back home, to bring back my “real” computer (by “real” I mean, the one i use to work on my “art”, and the one not using windows fucking vista).

But that doesn’t mean I don’t do anything. Before and after working hours, and during the lunch break, at work, I’m working as much as I can on some little projects. Here are two of them: consider the bad guy “finished”, and expect a textured low poly version of the gun.

I am also working on a real website, maybe it will be online one day!

More to come (soon ?), I promise !

End of the week-end updates!

•octobre 11, 2009 • Laisser un commentaire

Hey,

Here are two artworks I created this week end, the first one is a little prop I made using 3DS Max/Photoshop/Marmoset Engine and the second one is a sculpt I made in Zbrush.

Not much to say about these, excepted that I spent a good time working on them, after a 53 km bike ride yesterday afternoon.

I also started my entry for the Unearthly Challenge, hope to post more than 2 sketches this time…

Cheers and see you guys soon !

tvrender

speedsculpt2

Taking a little break…

•octobre 8, 2009 • Laisser un commentaire

Hey guys,

Recently I have been into environment/props a lot (way more of them will appear on this blog in the next few weeks) and I needed a quick break from all these chairs, broken tvs and scifi modelings. So I have decided to do some quick Zbrush sculpts, mostly human or human-like heads (1 or 2 hours per model) to breath a little bit before going back to all these non-organic stuffs. Hope you will like it.

I’ll post more of them as soon as they will be finished!

speddsculpt1

New finished project.

•octobre 1, 2009 • Laisser un commentaire

This one is finished, and I’m pretty happy because I won’t have to look at it anymore. I spent days changing this or that, redoing various parts on both model and texture… If I had to criticize my work on this project, I would say that I could do better.

Buuuut, the positive thing is that I learned a lot about texturing, especially metal stuffs, with this new prop.
I didn’t used Zbrush on this one, just 3DS Max, Photoshop and the Marmoset Engine.

beauty_shot

construction

A quick modeling/sculpting/texturing exercice.

•septembre 22, 2009 • Laisser un commentaire

Thanks to a bad flu (not the one you’re thinking about!) I spent all the day in front of my computer. Here’s one of the things I have done, in something like 5 hours. I created the subdivided basemesh in 3DS Max, brought it into zbrush to sculpt it, created the low poly in 3DS, imported the high poly (after having reduced its number of triangle inside Zbrush) and baked the maps. Used xnormal and photoshop for the texturing.

That’s all for today, more to come very soon!

speedmodelingrender

New prop rendered in the Marmoset Engine.

•septembre 21, 2009 • Laisser un commentaire

Here’s another prop inspired by another competition on Game-artist.net.

I made a quick basemesh in 3DS Max, sculpted and retopologized it in Zbrush. Then, after having reduced the number of vertex thanks to the decimation master plugin, I brought the low-poly and high-poly versions back in 3DS Max to bake both ambiant occlusion and normals maps. I textured everything in photoshop a nd rendered it in my new favourite software: the Marmoset Engine !

I’m pretty happy with the final result, even if, as usual, I notice some mistakes…

render1

First tests into the Marmoset Engine !

•septembre 10, 2009 • Laisser un commentaire

Wow, this rendering “engine” is more than great ! Way easier than everything else to render cool realtime enviros/characters.  It took me something like twenty minutes to texture these plane and understand how to render them into this software you can find here !

testing

Work in progress !

•septembre 9, 2009 • Laisser un commentaire

Here it is, a new WIP i began something like a week ago. I’m almost done with the highpoly sculpture, and I will quickly begin the low poly version of this character. Did someone say Inglorious Basterds ?

Sculpt

Portfolio update #2

•septembre 9, 2009 • Laisser un commentaire

Here’s a mini environment I did a while ago, using 3DS Max and Photoshop. It was rendered in the 3DSMax viewport.

Beauty_Shot

Construction

 
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