lundi 26 septembre 2011

New Website!

Hi All,
i got a new website =>

http://arnaudpgstudio.carbonmade.com/

best

Arnaud

mardi 13 septembre 2011

City Night


3d matte painting
photoshop, maya, nuke

jeudi 28 juillet 2011

Puss in Boots (Dreamworks Animation SKG)




Realease date: November 4th 2011
Work coming up after dvd release!

On this movie, i'm doing pretty much everything from setup, trough matte painting until final compositing in NUKE

Madly Madagscar (Dreamworks Animation SKG)




Realease date: Valentine 2012
Work coming up after dvd release!

Scared Shrekless (Dreamworks Animation SKG)






Everything exept charachters is matte painting.
I did the whole setup, rough lighting/texture on maya, but then found a better deal on wet look with Vue shaders, i used all of that as a start.
i composited the lighting/ bolt animation as well.






i had the pleasure to start this sequence and establish the look and feel on the exteriors
everything exept the charachters is matte painting, i did my own setups.
As usual rough lighting and texture in maya to have a solid base to paint on.
I composited the lightning as well.






imported model, cleaned and modified, rough texture/lighting in Maya, matte painting.

Assassin's Creed marketing Poster (Ubisoft)





Freelance contract for an internal marketing poster of "Assassin's Creed" (20 000 x 10 500 px, 400dpi, printed on a 5 meters long wall)
aside of my matte painting work on "I A A"

I A A (Darkworks /Ubisoft)

On this Project, i was the only matte painter.
I had the chance to work closely with the art director and concept artists.
Next gen Video Game bring more challenge: Matte Painting has to be projected on simple assets, its not defined by the camera movement, the player can see them as long as he wants and from different angles.
Projected on 3dSmax and integrated via Unreal engine 3, it was an exellent technical challenge.
As well, destruction from an earthquake is different from war destructions.

Excellent experience and fun!






180° camera mapping, for tech reson on 3dMax/unreal bridge, we had to split the panoramic into 3 square format
the last picture shows a detail of the front mpaint.




Muli plane building, it was mainly to fill the streets where the player cannot go!




different exemple of independant camera mapped assets



sometimes i was providing quick sketches to modelers for my camera mappings.
It gave a better earthquack reading on buildings.

Concept art, game prototype

Making understand where the enemies can come from by highlighting areas in red, giving over saturation to understand quickly where the player will be




Dragon Hunter (Mac Guff Ligne)




My director asked me to do the floaing mountains on this piece. The sky has been made by another matte painter.
I did the sketch as well since he needed a clear idea of what it could look like
it has been selected for the official trailer later

Dragon Hunter (Mac Guff Ligne)




My work was to do the whole BG behind the balconny/ first layers of floating rocks.
the sky is part of the sky cycle made by another matte painter

Dragon Hunter (Mac Guff Ligne)




I've asked to retouch the ground and close architectural elements. The far BG was dropped down the fog and didn't need enhancement.

Dragon Hunter (Mac Guff Ligne)




This one was fun to do, i had to paint the crack hole on the ground, another version without the warm kicks is painted as well to animate the heat in compositing.