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14 mai 2014 3 14 /05 /mai /2014 07:38

After a realistic rock, here's a fantasy style crystal. 
I realised it very quickly using Zbrush (about 20minutes), then exported the maps from the high poly with xNormals, and rendered it with the real time engine Marmoset Toolbag 2

Crystal v2

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Published by bakag-one
13 novembre 2013 3 13 /11 /novembre /2013 04:29

I did this asset recently -using Zbrush/3dsmax/xnormals- to test a new and very fast workflow. It was also a way to train in rocks modeling in Zbrush.
The purpose was to make fast realistic 3D assets for next gen consoles PS4/ONE. 
It took me about 2hours for the Zbrush modeling (but it could be faster), less than 1 hour to make the low poly + UV + exports, and less than 1 hour to make the texture.
I think with training 2 hours will be enough for everything !
The low poly is about 440 vertices and 760 Poly. 
  
Rock1_WIP.jpg


Test-Rock 1

You can play around with sketchfab browser 3D viewer, and see the wireframe at this adress :
https://sketchfab.com/show/86ed645b1edf4b9babcdcd17a6d293cf 

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Published by bakag-one
11 septembre 2013 3 11 /09 /septembre /2013 13:51

Here's some new shots of old projects I worked on : Alice in wonderland (2010/Wii) and Spyro dawn of the dragon (2011 / Xbox360).
I just discover that in my working folders I got great shoots showing my work  and I never put it on my page !


Here's for Alice :


Hare_01.jpg


Marmoreal_01.jpg

Labyrith_01.jpg

And here's for Spyro :


Destroyer_01.jpg

Mole_Path_01.jpg

Underground_02.jpg

Underground_04.jpg

Underground_05.jpg

Mole_Path_02.jpg

Mole_Path_04.jpg

Cave_01.jpg

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Published by bakag-one
1 septembre 2013 7 01 /09 /septembre /2013 13:20

Here's a Z-Brush alien helmet I made 6 months ago, when the new version on Z-Brush get released !

My goal was to test the new functionalities of Z-Brush, and some are very interesting !!!


http://bakagone.free.fr/portfolio/others/Alien_Helmet.jpg

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Published by bakag-one
27 août 2013 2 27 /08 /août /2013 05:04

Here's a Next-Generation prototype made in 2010 at ELB Games (France).
This prototype use an house-in engine, it was done as a team work. 

http://bakagone.free.fr/portfolio/others/station/station_001.jpg

http://bakagone.free.fr/portfolio/others/station/station_002.jpg

http://bakagone.free.fr/portfolio/others/station/station_003.jpg

http://bakagone.free.fr/portfolio/others/station/station_004.jpg

http://bakagone.free.fr/portfolio/others/station/station_005.jpg


http://bakagone.free.fr/portfolio/others/station/station_006.jpg
I worked on the modeling/texturing/shadering of many assets (props and sets) as the main structure of the buildings, the letter boxes and journal boxes, the gaz tank,  signs, trash cans... 
I also worked on the main ground textures and decals.

 

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Published by bakag-one
29 mars 2012 4 29 /03 /mars /2012 22:13

Here's some brand new assets I've done : the purpose is to integrate it all to an engine like UDK , CryEngine, or something else...   

...But this is a WIP and for the moment I only have the assets rendered with Maya viewport as screenshots.

 

Some shoots of the scene (set + props) : 

http://bakagone.free.fr/portfolio/others/crytek/Destroyed_Interior_01.jpg

http://bakagone.free.fr/portfolio/others/crytek/Destroyed_Interior_02.jpg

 

Some separated shoots of the important props : 

http://bakagone.free.fr/portfolio/others/crytek/Destroyed_Interior_Door.jpg

http://bakagone.free.fr/portfolio/others/crytek/Destroyed_Interior_Couch.jpg

http://bakagone.free.fr/portfolio/others/crytek/Destroyed_Interior_Tire.jpg

http://bakagone.free.fr/portfolio/others/crytek/Destroyed_Interior_Chair.jpg

http://bakagone.free.fr/portfolio/others/crytek/Destroyed_Interior_Bed.jpg

http://bakagone.free.fr/portfolio/others/crytek/Destroyed_Interior_Curtain.jpg

 

And to finish a shoot of the textures in an Atlas

(Diffuse, normal map and specular are on te same sheet only for presentation) : 

http://bakagone.free.fr/portfolio/others/crytek/Atlas_Textures.jpg

SOON THE INTEGRATION ON UDK, CRYENGINE, OR UNITY ENGINE !

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Published by bakagone
10 février 2012 5 10 /02 /février /2012 21:03

Since the begining of 2011, I worked in an imaging architecture company (on real time engine : Unity, and on precomputed images rendered with 3DS Max and Vray) , here's some precomputed images rendered with Vray.

 

 

http://bakagone.free.fr/portfolio/asylum/GERLAND_ILOTK_02.jpg

 

http://bakagone.free.fr/portfolio/asylum/GERLAND_ILOTK_01.jpg

 

http://bakagone.free.fr/portfolio/asylum/PERRACHE.jpg

 

http://bakagone.free.fr/portfolio/asylum/GERLAND_H2_01.jpg

 

http://bakagone.free.fr/portfolio/asylum/GERLAND_H2_02.jpg

 

My task in that kind of images was modeling / maping / texturing and rendering in Vray.

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Published by bakagone
10 janvier 2012 2 10 /01 /janvier /2012 20:37

Recently I found in old folders some works i've done long time ago.

 

There is a little bit of everything :   Z-spere (Z-brush) test as a speed modeling (2010),  character modeling in low poly (2007), mattepainting / speed painting (2006, 2010).

 

 

http://bakagone.free.fr/portfolio/others/scorpion.jpg

http://bakagone.free.fr/portfolio/others/leopard.jpg

 

http://bakagone.free.fr/portfolio/others/nuages.jpg

 

http://bakagone.free.fr/portfolio/others/paysage_jap.jpg

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Published by bakagone
30 octobre 2011 7 30 /10 /octobre /2011 20:44

Here's some dark and moody assets i made.

This is a semi-adandoned buiding, in a post apocalyptic New York.

I made the integral building : architectural research,  modeling and texturing.

Count :  2973 vertices / 1940 Quads / 3437 Tris

 

Here's some screenshots made in the Maya viewport at high quality :  

 

http://bakagone.free.fr/portfolio/others/NYC_Bld_01.jpg

 

http://bakagone.free.fr/portfolio/others/NYC_Bld_02.jpg

 

http://bakagone.free.fr/portfolio/others/NYC_Bld_03.jpg

 

http://bakagone.free.fr/portfolio/others/NYC_Bld_04.jpg

 

http://bakagone.free.fr/portfolio/others/NYC_Bld_05.jpg

 

 

And here's some textures I made for this building (reduced for show):

 

http://bakagone.free.fr/portfolio/others/NYC_Bld_06.jpg

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Published by bakagone
3 août 2011 3 03 /08 /août /2011 20:49

This is a 1 day work. The most important part of time was spent on that cliff.

 

http://bakagone.free.fr/portfolio/others/shoot_High_Def.jpg

 

http://bakagone.free.fr/portfolio/others/shoot_Low_Def.jpg

 

http://bakagone.free.fr/portfolio/others/shoot_Low_Def_Shaded.jpg

 

 

 

 

 

 

 

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Published by bakagone

Présentation

Welcome !

This Blog gathers some of my 3D works I made since 2007 at ELB games (France), Sarbakan Games (Canada), Toneplus Animation (Japan), CyberConnect2 (Japan) and also some personal works.
 
With 7+ years of experience in the 3D industry and game industry, I worked on published games like
:
Sony's "Puppeteer"
Namco-Bandai's "Guilty Dragon" and helps on 
"Jojo's All Star Battle"
Disney's "Alice in Wonderland"
Activision's
"Spyro : Down of the Dragon"
Atari's
"Astérix at the Olympic Games"...

I also worked on many other video games demo projects, and as a photographer (I realised a photo book about Japan. My photos at  http://www.flickr.com/photos/arnaudtuduri/ ).