Please hover on images for caption.

I have crated The Nord Warrior for The Elder Scrolls Cinematic Trailer trilogy at Blur Studio. I was responsible for the modeling, look development and textures. I was also in charge of creating the hair in fur in Ornatrix. This groom, with more than 40 braids, was particularly challenging but added a lot to the character’s personality.


I created the Twins brothers for the Knights of the Fallen Empire cinematic trailer by Blur Studio. Sculpting in Zbrush, textures in Mari and Photoshop, and shaders in Vray.


My take on a mythical creature: the Satyr. I tried to give him an interesting personality and to give a natural feel to an imaginary creature.


Collaborative work with my friend Alex Taini. I did the sculpt, textures, look development and rendering. 


I sculpted, textured and did the look development of Baby Groot’s antagonist, the Squirrel Bird, for Season 2 of “I am Groot”. The feathers were done by my friend Adel Benabdallah.

I sculpted, textured and did the look development for all the Little "Lilliputiens" for The Little guy episode. The biggest challenge here was to stay true to this beautiful simplicity, while also injecting realism into the model so they belong in the realistic universe of the story.

I was character supervisor on both seasons of the “I am Groot” TV show on Disney+. I was also lucky enough to work on multiple characters in parallel with my supervision work. Here’s the playful Terma Birds for the "Are you my Groot" episode of Season 2.


Here is a fun creature I sculpted at Luma for Thor: Ragnarok. While he wasn’t a major character in the film, he played a key role in introducing Bruce Banner and Valkyrie, so it was important for us to get it right.

As the character supervisor on this show, I was also in charge of overseeing the look development, facial animations rig, and some designs on Korg and all his gladiator friends.


I sculpted Gargantos for the second Doctor Strange. I also worked on some concepts, all facial blend shapes and shot sculpting, and some of the texture work. Texture and shading work were also done by the great Robert Pashayan and Brian Broussard, all under the fantastic eyes of Visual Effect Supervisor Olivier Dumont.


Here’s some concepts sculpt I did for Doctor Strang’s Dormammu. His facial animations did not rely on performance capture, so I also sculpted the blend shapes for the dialogue between him and Doctor Strange.


Here’s some concepts sculpt of Molten Man for Spider-Man: Far from Home. This creature was different from other lava or fire monsters seen in movies mainly because he is not made of a solid structure and is continually growing throughout the sequence. This quickly became the main challenge: we couldn’t design strong anatomical shapes and forms, or costume and armor.  We had to design a creature that was made of molten lava, with an ever-changing look, yet with an interesting form and shape that is recognizable through the entire sequence.

I also sculpted and worked on concepts work on Cyclone.


FACIAL EXPRESSION DEVELOPMENT

I sculpted, textured and also did the look Development of this head for this MOVA animation test done at Blur Studio. I also did the hairs in Ornatrix, and the lighting and rendering in Vray. For the blend shapes, I basically hand-sculpted 3 expressions in Zbrush and the resulting displacements were animated to get those folds and skin details.


Ants concept sculpts for ANT MAN AND THE WASP.


COLOSSUS

I worked on the version of Colossus that you can see in the sequences towards the end of Tim Miller's Deadpool. We received a base model and textures from DD. We then reconstructed shaders for our 3ds Max and V-Ray pipeline. I was tasked to lookdev this damaged version of Colossus. We received initial concept art, and were given the freedom to play around with the design. I used the undamaged Colossus as the base, then I re-sculpted, textured, and shaded him. I created the textures in MARI, modeled the cloth in 3dsmax and sculpted the cloth and body in zbrush.

DEADPOOL OPENING SEQUENCE

I had the chance to work on the 85 second full CG frozen moment opening title sequence of Tim Miller's Deadpool movie. I have modeled, textured and shaded the head of the first character we see on screen. I have also created his hairs and beard with Ornatrix. It was a fun challenge because I had to match the actor from scratch, without having a scan and with short schedule.


This is a Character I modeled, textured and shaded for Blur Studio's Mafia 3 cinematic trailer. Modeled in 3dsmax, textured in MARI and sculpted in Zbrush. The proportions of the head were based on the client's great in-game model.


I was also responsible for modeling, shading and texturing the head of Spartan Douglas for Blur Studio's Halo Wars 2: Announce Trailer. I also created the hairs with Ornatrix. The armor was created by Damien Canderle.


This is a Demon I created for Blur Studio's Angel Stone cinematic. I sculpted him in ZBrush, and I hand-painted the textures in MARI. Shaders and lighting on all images here were done by me in VRAY and 3dsmax.


THE FLESH ATRONACH, a monster a created at Blur Studio for The Elder Scrolls Cinematic Trailer.


Here's another character I have worked on for Digital Human League. My main tasks here was shaders and texture, and also to take the scan data and create a complete animation-ready model . The scan only gives us the face, not the whole head, and had a very dense topology. I first created an animation friendly topology of the whole head. I projected the details of the scan, re-sculpted and improved things here and there, then I sculpted and textured the rest of the head ( hears, skull, neck, back of the head ect...). The hairs have been done by Danny Young.

The previous images here are my own lighting and rendering, but here are a few renders by other members of DHL and ITC ( Chris Nichols, Koki Nagano, Oleg Alexander, Jay Busch.) and a great video showed at SIGGRAPH 2015:



Jason, FARCRY 3's main character that I modeled, textured and lookDev at Blur.


I was the character supervisor overseeing the creation of Tiamat for Godzilla x Kong: The New Empire. On top of my supervision duties, I was lucky enough to work on some sculpt, design and textures. Awesome work from the super talented all-star artist on my team: Robert Pashayan, Harold Novella and Daniel Edery, and big credit to the supe talented VFX sup Olivier Dumont!


I was character supervisor overseeing the creation of the Ubramoth creatures for Star Wars: The Acolyte. I was lucky enough to do the sculpt myself and concept work on top of my supervisor work.