Tuesday, July 22, 2014

Games Of Glory KICKSTARTER

Hi folks,
You can helps us to work on GoG via the kickstarter; here:

https://www.kickstarter.com/projects/1358817651/games-of-glory



Some characters I did for this game:






Wednesday, June 18, 2014

Mirrored Bones

Hi !

I have worked on a usefull script :D
Indeed, I recently wanted to create several chain's bones for my character, nevertheless, I didn't know how to create a proper symmetry for each of them (without using a fu*** mirror which will create issues in bones' rotation)
So I have create this AWESOME script:

MirrorBonesChain - Script

As usual; you have to run it (Maxscript > RunScript) and go to the Cutstomize User Interface pannel (Customize > Cutstomize User Interface) Switch to the Toolbars pannel, go the the "KIWI" category and drag and drop the script to your MainToolbar. That will create a sexy icon nammed "CBS"

What can you do with this simple script?


the "With Position" Checkbox allows to you to create a bone's chain copy with exactly the same position mirrored along the X axis you have selected (Select Axis PickButton) (in case of your mesh is not in 0,0,0)

then, select your bone's chain and press the Compute button (do it chain by chain please )

If you haven't checked the "With Position" button, the center of your symmetry will be the pivot of your first bone in your hierarchy. (a bit useless, but neverknow...)

I will add this little script to my AutoRigScript further

(AutoRig) <= download here btw

If you have some questions or troubles for using my script, you can mail me :)

Wednesday, May 21, 2014

Polycount Noob Challenge "Character"



Hi everyone,

I'm particaping to the Noob "character" challenge on polycount (thread here)
I have chosen to work on the frog (concept by Arthur Asa below)


last update:










This is my wip about this character:












Stay tuned ! More stuff coming soon.








Saturday, May 10, 2014

BOUND BY FLAME


Here you will find the work done for Bound By Flame  developed by Spiders | game weavers and published by Focus.

Wednesday, April 30, 2014

Games of Glory




Hi folks,

The game I'm working on as 3D character artist has been revealed to the world... what is it?

Games of Glory is a MOBA-Crossover in Sci-fi universe

http://lightbulbcrew.fr/gamesofglory/

https://www.facebook.com/GamesOfGlory

Everyone is welcome to help in the game's development.

Stay tuned !






Saturday, January 25, 2014

AUTORIGG Alpha

Hi,

I have updated my Autorigg script ! And record a quick "demo" in video you can watch below:







You can also download AUTORIGG here:

last update:
AutoRigg_v0-6

old:
AutoRigg_v0-5


Thursday, August 29, 2013

Bound By Flame

A game I have worked on:











Tuesday, July 30, 2013

MAXSCRIPT AUTO-RIGG

Hey folks !

I'm currently working on a maxscript script named "autorigg".
It will allow users to generate automaticaly a rigg for character.

You just have to drop "joints" in your scene and to place them to your character's articulations.
Please try it and give me a feedback !
I want to make evolved this script the most I can (add custom attributes like bat-wings, quadruped style, tail etc...) !

----------------------------------------------------
AUTORIGG:


Download AutoRigg_v0-2.ms
------------
Download AutoRigg_v0-1.ms

----------------------------------------------------


Wednesday, May 22, 2013

WIP - Pharaoh


Hey folks !

I've started a new character on my freetime. At the begining, I didn't know what I would create.













Friday, April 19, 2013

Monthly Noob Challenge 4





Le "Monthly Noob Challenge" est un sujet lancé chaque mois sur le site Polycount.

Il ne s'agit pas vraiment d'un concours car il n'y a pas de gagnant, pas de deadline réelle. C'est plus l'occasion d'avoir un sujet avec un design pour travailler et réaliser des assets.

Le tout devant être monté sur un moteur de jeu.


Pour ma part, j'ai décidé de ré-orienter ce sujet vers un temple perdu maya. Et d'utiliser Unreal comme moteur pour intégrer mes éléments. Je suis parti du principe modulaire, chaque élément est séparé, possédant sa texture, son matériau avec pour parent un de mes shaders et ses collisions. Ainsi la possibilité de construire un niveau plus grand peut m'être offerte, même si je me contenterais d'une salle dans les proportions de l'artwork fourni que voici:




Je me suis donc permis de grosses libertés volontairement. En revanche, j'ai gardé l'organisation et les proportions de la scène.




Scène:



Extra-Shots:








Breakdown:





























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