A 13' short film directed by Aude Danset.
I was in charge of the look dev, lighting, rendering, compositing, outlines and most of the pipeline. The outlines required flexibility and as such, were made in post-production, allowing us to have full control over visibility, size and color until the very last minute. It relies on quite a lot of expressions and custom nodes but could be applied to any project.
My graduation short-film, co-directed and produced with Maïwenn le Borgne, Albane Hertault Lacoste and Alexia Provoost. I was in charge of the pipeline, half the characters modeling, skinning, shading, lighting, rendering, compositing and scripting.
A 6' short film directed by Leevi Lemmetty produced at Ink & Light in Dublin, Ireland. I was in charge of the characters and props rigging and skinning. I also spent a fair amount of time working on the stop-motion feel, adding baked displacement then animated displacement on the characters' face. Unfortunately, due to limited time and money, it is not visible in the final version.
A 5' short-film co-directed with Maïwenn le Borgne, Anaëlle Moreau, Alexia Provoost and Simon Taroni. Based on a story and graphic universe by Bruno Salamone. I was in charge of the pipeline, shading, lighting, rendering, compositing and some scripting to make life easier.
Ink, paper and a lot of patience.
I took part in the 2016 edition, qualification and round 1.
My solutions are on GitHub.
Currently at Problem 27. My solutions are on GitHub.
Mishimasaiko required a lot of scripting. Things like unfolding hundreds of thousands of UVs, handling a lot of different render passes and layers, recreating complex scenes on the fly and many more. Here are a few simple ones.
Show Maya AffinityAssign n % of your cores to maya.
Show Export UVsExport UVs as PNG to sourceimages/edits folder.
Show Export OBJAdd a smooth (1 iteration) then export each selected mesh an an OBJ.
Show Duplicate LightDuplicate a light, keeping the same light and shadow-linking.
Show VRay User AttributesCheck, set or overwrite a transform's VRayUserAttribute.
Show VRayMtl on SelectionAssign a vrayMtl, a file and a 2dTexCoordinates to each selected transform.
Show Fix VRay VFBBring back your VRayVFB when it won't open at all, despite many clicks.
These scrips are for 3ds max 2012 and are not guaranteed to work on more recent versions. Some heavier scripting included a render pass manager, bits of autorig, an assets manager, a LAN messaging service and a materials manager with import, export, merge and replace features.
Show Super Incremental SaveMake a copy of your file, move it to a "_OLD" subfolder and increment it, then save in place.
Show Super MaskRender a white on black mask of each selected object or the entire selection. Great for cam maps.
Show Super IDAssign Object and Mat ID, Select by ID.
Show Super OBJ ExporterExport each mesh as an OBJ in a subfolder.
Show Super UV ManagerQuickly unfold basic UVs, save UV templates, move UVs precisely by 1 square.
Show Super Instances SelectSelect every other instance of your selection
Show Super Instances MakerTransform meshes into instances of another mesh
Show Super Ressources ManagementQuickly toggle anim modifiers, smooth and maps in viewport.
Show Super Skin ReloadSometimes bugs happen, and reloading your Skin data works.
Show Super lolAssign a random color to every element of the 3ds max UI. Fun !
Show Super RepathChange multiple shots' path root, go back and forth between local and network files.
Show Premiere to NukeConvert a Premiere editing file to a Nuke scene. Might need some customization.
Show No Dialog ExportExport every flattened channel of every mesh as a tif
Show Super Generate PNGAn alternative to Photoshop's Generate feature to save layers as 16bpc PNG.