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DRIFT – CONCEPTS ART

  Digital painting and photomontage – Photoshop Concepts art for a futur game project [su_slider source= »media: 915,914″ link= »image » width= »1280″ height= »400″ title= »no » mousewheel= »no »]
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ATMOSPHERE CONCEPTS ART

Digital painting – Photoshop Made in 20-30 mins [su_slider source= »media: 919,920,918″ link= »image » width= »1280″ height= »400″ title= »no » mousewheel= »no »]
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[su_custom_gallery source= »media: 791″ width= »980″ height= »280″ title= »never »] 3D ENVIRONMENT WITH UDK – MODULAR ASSETS HIGH MYSTERIOUS TOWER COMBINING DIFFERENT ATMOSPHERES You can test our map and download it HERE ! [su_spoiler title= »READ MORE – CLICK TO UNWRAP »] It is a project made with an other student (Coralie Gibergues). We wanted to create a huge tower, a mysterious observatory, blending two strange atmospheres. One very bright, ruled by nature and light. And an other, darker, stranger, as you were wandering in a cosmic trip. [su_slider source= »media: 874,872,875,876″ link= »image » width= »1050″ height= »480″ title= »no » pages= »no » mousewheel= »no »] We were inspired by the art nouveau movement and decided to mix it with a cosmic universe. To create a credible transition, we decided to use the vertex painting technique. [su_carousel source= »media: 881,880,883,877,873″ link= »image » width= »1280″ height= »400″ title= »no » centered= »no » mousewheel= »no »] I had to create all assets for the scene and the final lightning. All the assets are modular, except the astrolab, which is the center and the point of interest of the tower. The pipeline was quite simple : Modeling with 3DMax, sculpting with ZBrush, Normal maps and ambiant occlusion with XNormal, and finally texturing with Photoshop. [su_custom_gallery source= »media: 812,813″ width= »560″ height= »280″ title= »never »] [su_custom_gallery source= »media: 811″ width= »1200″ height= »680″ title= »never »] Here some concepts art : [su_custom_gallery source= »media: 622,620,621″ link= »image » width= »370″ height= »160″ title= »never »][/su_spoiler]
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Capture time with images

Photography is one of my favorite practice. I’m always carrying my camera during my travels. As in video game environment, I enjoy looking for the right atmosphere and the tone of my picture, convey an emotion or a ambience. Even with portraits, you can trasnmit a state of mind or capture a particular moment. I use a Pentax K-m DSLR Digital Camera, with different camera lens : Pentax 18-55mm, Tamron 90mm F/2.80 and Sigma 30 mm F/1.4. I like to play with contrasts and staging, as the picture was taken from a movie or a precise moment of life. If you want to see more of my stuff, you can go here : Emy-Lili Photography
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NEMESIS’S LIVE

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PAPER FIREFLIES

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PORTRAITS

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MAKAYA BLADE – 3D PROPS

[su_custom_gallery source= »media: 629″ width= »980″ height= »360″ title= »never »] LOWPOLY WEAPON – RENDER IN UDK [su_spoiler title= »Read more » style= »simple »] This is a special weapon made especially to test the process from modelisation to integration in the engine. [su_custom_gallery source= »media: 576″ width= »940″ height= »480″ title= »never »] I first made a base mesh with 3ds Max, then I sculpted it in ZBrush. When the model had its definitive form, I use Topogun to create my lowpoly model, in oder to generate my normal map and create the diffuse map, with XNormal. Finally, I put it in a UDK scene, to create a little set. [su_custom_gallery source= »media: 577,574,578″ link= »image » width= »370″ height= »180″ title= »never »] [su_custom_gallery source= »media: 573″ link= »image » width= »1250″ height= »420″ title= »never »][/su_spoiler]
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TINY PONCHO PROJECT – 3D Puzzle game [ Jazzy Tigers team ]

[su_custom_gallery source= »media: 608″ link= »image » width= »980″ height= »280″ title= »never »] [su_spacer size= »20″] « In a mysterious Incan world, help a little girl afraid of the light to escape from one level to the other, while constantly remaining in the shadow sets.” Jazzy Tigers is the name of my team for the contest Nova Play 2014 (composed of Nizar Avaiez, Jérôme Barbaray, Robin Tronchon and myself). Together, we decided to create a sweet experience based on contrasts. The contrast between the thin and the strong, the tiny and the god sized, the light and the darkness. This contrast will be used to create a strong link between the player and the avatar. And so, we created Poncho. She is a little girl, who lost her sight because she dared to look at the God Snake. [su_custom_gallery source= »media: 469,631,643″ link= »image » width= »360″  height= »240″ title= »never »] I’m the project manager of the team and also a game artist in the project. My work, as a manager is to ensure communication between the different parts of the team. Especially, ensuring cohesion between the artistic part and game design. For the artistic part, I participated in the development of the artistic direction and did many researchs for characters and environments. We decided to create a very colorfull and lively world, inspired by the incan aesthetic. So, I create the 3D model, the texture and the animation of both characters, Poncho and the God Snake. I also made some objects for the sets. [su_carousel source= »media: 640,641,642″ link= »image » width= »880″ height= »140″ title= »no » […]
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HIGHPOLY ZELDA’S MASTER SWORD

Modeling & texturing – 3ds Max Editing – Photoshop [su_slider source= »media: 688,175,174,689″ link= »image » width= »900″ height= »200″ title= »no » mousewheel= »no »]
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