A two month collaboration with the great Frédéric Lafay to make the first three episodes. I learnt Guerilla and was in charge of the shading, lighting, rendering and compositing. I worked closely with Frédéric on two lookdev options : a flat version and this one. The directors picked their favorite, then I set up the details, finished the assets, optimized the scenes and fitted everything in the studio pipeline. Texturing was handled by another artist.
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. Finding a good 2D/3D compromise and achieving the final look was tough. The outlines required flexibility and as such, were made in post-production, allowing us to have full control over visibility, size and colour until the very last minute. It relies on quite a lot of expressions, heavy scripting and huge Nuke gizmos but could be applied to any project. I also had the opportunity to manage two lighting / compositing interns.
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, props rigging, characters skinning, shading, lighting, rendering, compositing and scripting. I developped a small render pass manager to suit our needs, a tool to import, export, merge and update materials and a few scripts to drastically improve the texturing and matte painting process.
A 6' short film directed by Leevi Lemmetty produced at Ink & Light in Dublin, Ireland. I learnt Softimage then did all the rigging and skinning : Characters, props and machines. I also spent some time working on the stop-motion feeling, with baked and animated procedural displacement.
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.
No Brain by Étienne de Crécy. I made the fractal part, including camera animation, from 1:40 to 2:04.
Coors advertising, I did some character rigging and skinning.
Ink, paper and a lot of patience.
Illustrator Mesh Tool.
CodinGame is a challenge-based training platform for programmers where you can improve your coding skills with fun exercises. I am going through the Hard ones in Python and Medium ones in C++.
I took part in the 2016 and 2017 editions, 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 colour 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.