New artwork under preparation

Those are not apples

Shader time!

This is not Sim City

Yes he's back

On a rainy day

Back from the Kingdom

where I left mine

New mini tutorial

it's so good to be lazy

New making of!

"Vite Marty! Monte dans la voiture!"

What is Sanfoneiro Creation?

!Warning! Artists association

mercredi 15 octobre 2014

WIP - New artwork

A few weeks ago I updated my online portfolio and I noticed I worked more on video and animation projects through the time, which is good but I felt working again on a still image gives more freedom, like I had when I worked on my Alice in Wonderland artwork a few years ago.

That's the reason why, a few weeks ago, I designed a scene on paper starring two of the characters that will be part of my next short film.
I'm still adjusting the image composition but I already started the work on the details of some elements like the cloth.
One of the character wears a pair of Jikatabi. Back in 2012 I used Agisoft Photoscan to create a 3D model from a real pair of these boots to be used in "Christmas in Alsace - Episode II". This time I modelled them from scratch inside 3ds Max and added details with hand painted displacement and bump maps.
Further deformations on the cloth part of these shoes will come from cloth simulation once the character will be posed.
Hairfarm is used to generate the fur on the inside part.



All I can say for now is the project will be available for large scale print, not only digital render and will include hair and fur characters and photo-realist elements.

dimanche 7 septembre 2014

Zetman WIP

This week I went back on the city wide shot and I played again with the 1st version of the building lights shader I created 2 years ago.

Bottom: Raw render
 Still based on many tiles maps in a composite material for the glow slot, I added new instances of the tile to control large parts of levels.
The nice thing with that method, as explained (way) earlier, the glow material lights the scene from one building to another.
Reflective materials are used for the walls as these buildings will be under rain in the final look.
The good news about the workflow of this shader is it uses standard materials and it should work with any kind of render engine.













Preliminary tests
These low poly/low textured buildings won't be close to the camera.









It looks way better in motion ;)
Here is where I am so far in that shot. I imported the new models in my old ghost town scene, set a 28 mm camera and hit render.
As said in the first image, only glow materials light the scene with Final Gather, so it's a pretty light scene, less than 1 million poly for now. This last test took only 8 minutes to render.
Now a huge building modelling week is waiting for me ^^

lundi 25 août 2014

Zetman - WIP reborn

Now Versus II project is done and published (already 1.77M views!), other pro works completed, a new schedule better organised, I can finally go back on the Zet project.
Like if there have never been a two years break, I continued the work where I left it, the texturing work on Alpha's weapon is now complete.



I also went back on the rain system with pflow on some new tests:

 

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