Clément  3D Technical Artist

Blender PBR Branch


Make sure you have MSVC2013 installed first.


Kindly provided by Jens Verwiebe & Marcelo Varanda. Supports OSX 10.6 and newer.


Kindly provided by Jens Verwiebe. Needs glibc211.


Test files

!!! The build is still experimental but you can try and use it at your own risk !!!

Link to the Blender Artist Thread

Note : The 0.1 build is quite different from the newest build and does not offers the same features. It's here in case you need those features.

This is a branch I developed to be able to previsualize and author PBR assets more easily inside blender.

Over the last years, I was seeing huge advancement inside the real time rendering field and was realy not happy with how blender was able to stand up for competition. As it is my primary DCC tool, I always wanted to have a better workflow with it.

I grabbed some codes from here and there, had massives headeaches trying understanding them but in the end managed to implement it in blender in a fashion that it looks very close to the render in Cycles. This was also my first C experience and working on a codebase that big.

Mech Prototype F10R_14n

Personal project to improve my skills in rendering, modeling complex mechanical surfaces and unreal engine's blueprint.

Sounds integration was also done by me inside the editor.

  • Blender
  • Adobe Photoshop
  • Unreal 4

Sevres' gate

Personal project.

The idea was to recreate this monument and make it looks brand new.

The central high poly statues were created from a very rough 3D scan and the resculpted.

The whole thing is render in Cycles with almost only physical & procedurial materials.

  • Blender

Anki Demo

Professional work done for the Anki Engine.

The level shown here is rendered in Unreal Engine 4

  • Blender
  • Unreal 4
  • xNormal
  • Substance Designer

Subway station

Personal project. My attempt to create a Physicaly Based Shading in UDK (Unreal Engine 3) with parallax corrected cubemaps.

You can download the custom Unreal Script classes here.

  • Blender
  • Adobe Photoshop
  • Unreal Dev. Kit
  • Zbrush
  • Substance Designer


My entry for the Unearthly Challenge 2013. Concept was made by Florian Aupetit. 392 136 triangles. Rendered in UDK. More info on this thread.

  • Blender
  • Adobe Photoshop
  • Unreal Dev. Kit


High Poly modeling for an upcoming short film done with Florian Aupetit

  • Blender


High Poly modeling. Textures and render done by Florian Aupetit.

  • Blender

Diver's rig

My goal with this rig was to create a simple yet effective rig for the needs of the short film. It includes "scriptless" ik-fk snap, more foot pivots, corrective blendshapes and arm twist control.

  • Autodesk Maya


High Poly sculpt in Zbrush.

  • Zbrush

Ancient Beast

Done for the Ancient Beast project. Creature concept by Katarzyna Zalecka. 6046 tris & 2048px² textures.

  • Blender

Impaler's rig

My first four leg creature rig. The chalenge was the hair. They had to be animated easily and the final animations had to be ready for looping. I wrote a python script for blender to easily create tentacle rig with procedural animation following this technique. I added a parameter to kill the animation at the beginning of the chain. That way the root of the hair chain will not move.

Done for the Ancient Beast project. Creature concept by Katarzyna Zalecka.

  • Blender

What A Wonderful World rigs

For my graduation film I decided to experiment with scripting UI in Maya. I did a panel for both characters containing all the features the animators needed. Theses features include : ik-fk snap, mirroring function, controlers visibility switches, floor snaping and pose library.

The pose library allows the animator to save the positions of the selected controlers and use this pose later on. The pose can be blended with the slider next to it. The poses are saved in an external file allowing animators to export libraries and import them.

The final film can be seen here.

  • Autodesk Maya

Contact & Resume

About Me

Current Status : Hired full time
Location : Paris, France
My name is Clément Foucault and I am a 32-year-old french 3D artist.
I am currently hired by the Blender Foundation to work on the viewport refactoring.
I have always been attracted by both the artistic and technical side of CGIs from the beginning and I want to evolve as a technical artist.
I am devoted, reactive, have great communication skills and always want to give the best of myself.

Work experience

Since 2017: Developper @ Blender Foundation
2016 : 3D Supervisor / Coder @ UniVR
Since 2014 : Freelance 3D artist
               @ Pictofilmo
               @ MonsieurK
               @ Elm0
2013 : Gameplay coder @ Freezing Moon
2012-2013 : Character artist @ Freezing Moon


2010-2013 : Degree in Animation Movie (DESFA)
Sup'infograph / ESRA 3D Paris 75 - France
2009-2010 : DUT Services & Communication Networks (SRC)
IUT Vélizy 78 - France


French : Native language
English : Spoken and written


Github : Hypersomniac

Softwares skills

  • Blender
  • Autodesk Maya
  • Unreal Engine 3 & 4
  • Adobe Photoshop
  • Zbrush
  • xNormal
  • Substance Designer
  • Autodesk 3ds Max
  • Nuke
  • Adobe After Effect


High & Low poly modeling
Modular asset creation
Physicaly Based Shading & Texturing
Lighting & Lightmapping
Unreal Blueprint scripting


Compiled : C, glsl
Scripting : python, mel
Web : html, css, php, javascript

Resume (Outdated)

Download :   English   French



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