FACIAL EXPRESSION TEST

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


DEADPOOL

2016

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.

I also worked on the Deadpool model in that sequence. Digital Domain provided us with the model and textures. I created new shaders in 3dsmax and I up-resed the textures for those extreme closeups. I also sculpted the character in pose in Zbrush.

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.


THOR: RAGNAROK

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 lookDev, facial animations rig and some designs on Korg, and also on lookDev supervision on all his gladiator friends.


Doctor Strange 2

I modeled and 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.

I also modeled and textured the "magic hands" that Strange summons and ultimately causes Gargantos's dead. As the character supervisor on this show, I also supervised every steps of the creation of all the characters and creatures we created, including multiple digital doubles of characters like Doctor Strange, Wong and Professor X.


Doctor Strange 1

2016

Luma drew inspiration for the Dark Dimension and Dormammu directly from Steve Ditko’s 1971 “Third Eye” blacklight poster.  A major challenge was translating his look from the original comic book to a photo-realistic creature that interacted directly with the live-action Benedict Cumberbatch. To further add to the complexity,  his face was made of distorting fluid energy and effects. I tried to translate the iconic look of the comic book into a 3D sculpt and injected realistic and believable shapes, forms, and details into the design. We quickly moved into an animated concept phase so that we could rapidly iterate on the look with all the different components and layers of effects applied to the character, all under the amazing guidance of supervisors Jared Simeth and Vince Cirelli. Dormammu’s facial animations did not rely on performance capture, so I sculpted the blend shapes for the dialogue between him and Doctor Strange.

As the character supervisor, I also supervised the process of creating the many digital doubles done by the Luma asset team for the fantastic London battle sequence. I also did concept work for the Dark Dimension.


I AM GROOT

2022

I was character supervisor on both seasons of I am Groot. I was also lucky enough to work on multiple characters in parallel with my supervision work.

TERMA BIRDS

I modeled and textured the playful Terma Birds for the "Are you my Groot" episode of Season 2.

SQUIRREL BIRD

I modeled and textured BabyGroot’s antagonist, the Squirrel Bird, and the feathers were done by my friend Adel Benabdallah.

BABY GROOT

I modeled and textured Groot's onesies. Baby Groot's model also needed to be reworked for the particular needs of this show.  The director’s style included lots of close ups that required us to rework the eye and face model and textures. We needed to adapt the model and rig to suit the physical comedy style of the shorts. For example, in Groot’s First Steps, he fights with a bonsai tree and gets completely tangled in his stretched arms. To achieve this, we built a really long version of his arms, adapted the rig for this purpose, and then did a pass of shot sculpting to refine the look of the stretched and tangled arms to the desired comedic look.

Mini Civilization

I modeled and textured all the Little "Lilliputiens" for 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.


ANT MAN AND THE WASP

2018


The Nord Warrior

2014

I have modeled and textured The Nord Warrior for The Elder Scrolls Cinematic Trailer trilogy at Blur Studio. 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.


STAR WARS

Knights of the Fallen Empire

2015

THEXAN and ARCANN

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


HALO 4

Lauch Video 2012

MASTER CHIEF

I have modeled, textured and shaded the Master Chief character for Blur studio's Live-action and CGI HALO4 launch video.

DOUGLAS

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.


LINFORD

2014

Here’s a personal project. 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. Sculpted in Zbrush, textured in MARI and rendered in VRAY. I did the hairs and fur in Ornatrix.


LINCOLN

Mafia 3 cinematic trailer 2016

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.


Spider-Man: Far From Home

2019

I sculpted Molten Man, and worked on concepts and supervision work. 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.


CANDYMAN

2021


EMILY

Digital Human League

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:


ANGEL STONE

2015

ANGEL STONE DEMON

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 where done by me in VRAY and 3dsmax.


GHOSTBUSTERS

2016

This is Fred the subway ghost, a character I created for ZeroVFX for the 2016 Ghostbusters movie. I modeled the character in 3dsmax and Zbrush, based on photography of an actor in costume but without scan. I created the texture in Mari and the hair in Ornatrix. The renders and shaders of all images here where created by me with Vray. I then handed off the model to Zero VFX who took over the model and did their magic to bring it to amazing final result that you can see in the movie.


UNDERWORLD


Harry Potter and the Half-blood Prince

2009

I have created the necklace model for the movie Harry Potter and the Half-Blood Prince.


The Girl with the Dragon Tattoo intro

2011


Halo 2 Anniversary

2014

I modeled and textured the Naked Arbiter for the new Halo 2 Anniversary remastered cut scenes by Blur Studio. My character was use for the shots where the Arbiter is naked after is armor is removed, and also for all heads and hands of every character of the Sangheili race (Heretics, Armored Arbiter, Commander Rtas Vadum, Elites soldier ect...)

Halo II Anniversary was also one of my biggest challenged as a lead. It is one of biggest projects that Blur has done.  We recreated 50 minutes of cinematics for the game in 6 month. There were over 70 character assets that we needed to make for this show.


Percy Jackson & the Olympians

2010

Luma Pictures brought to life Medusa in PERCY JACKSON AND THE OLYMPIANS. I have modeled, sculpted and textured CG snakes along with the great Loic Zimmermann. I also sculpted Uma Thurman’s head and the snakes that connect to it.

I also created the cg statue model of the women turning into stone statue:


Kraken Rum "Black Ink" commercial.

2015

I have modeled, sculpted and shaded the tentacles for THE KRAKEN BLACK INK 3D commercial.


DOOM “Fight Like Hell” Commercial

2016


THE FLESH ATRONACH

The Elder Scrolls Cinematic Trailer


The Nutcracker and the Four Realms

2018


The Grey

2011


FARCRY 3

2012


A SERIOUS MAN

2009

My small contribution to a great movie. I have created the CG teeth for the movie A serious man by the Cohen Brothers.


FINAL FANTASY XV COMMERCIAL

2016


Various Sculpts


AQUAMAN

2018

It was very different and refreshing for me to jump on sculpting environments to help Luma’s asset team to create the magical underwater bioluminescent Fisherman Kingdom.


X-MEN ORIGINS: WOLVERINE

2009

I have worked on multiples mate painting, environment model and set extensions on X-MEN ORIGINS.