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...
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...
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. I worked on the modeling/texturing/shadering of many assets (props and sets) as the main structure of the buildings,...
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...
In Disney's « Alice in Wonderland » ( Wii ) , i worked as Modeler / Mapper / Texturer Senior Environement Arstist. Alice in Wonderland Wii advertising from Bakagone on Vimeo. Alice in Wonderland Trailer from Bakagone on Vimeo. I made a lot of work in...
In Activision's "Spyro : Dawn of the Dragon" (2008, PS3, Xbox 360, Wii) i worked as Modeler / Mapper / Texturer Junior Environement Arstist. I also worked as Renderer / Compositer in the prerendered cut scenes. Spyro TV from Bakagone on Vimeo. Some sets...
In Atari's "Asterix at Olympics Games" (2007, PS2 / Wii / Xbox360) i worked as Modeler / Mapper / Texturer Junior Environement Arstist. I also worked as Renderer / Compositer in the prerendered cut scenes. Some renderings i made for the game (also compositing)...
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. My task in that kind of images was modeling...
This is a 1 day work. The most important part of time was spent on that cliff.
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).
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 !!!
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
Here's an onther 1 day training, modeling a facade of a building in London.
See others in the right (in "3D Works" - "Alice in Wonderland". :)
Some personal 3D and 2D works, made when i was student for most of them...
Here's some new works i can show you. I made it for diferent projetcs of video games, and also for training. And a little Z-brush training...
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...
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/ ).