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.
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.
Professional work done for the Anki Engine.
The level shown here is rendered in Unreal Engine 4
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.
High Poly modeling for an upcoming short film done with Florian Aupetit
High Poly modeling. Textures and render done by Florian Aupetit.
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.
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.
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.