THE ELDER SCROLLS | The Nord Warrior

I have created The Nord Warrior for “The Elder Scrolls” video game Cinematic Trailer. I was responsible for the modeling, look development and textures. 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.


KNIGHT OF THE FALLEN EMPIRE | Arcann and Thexan

I created the main characters for the expansion of the game Star Wars: The Old Republic Knights of the Fallen Empire. The Twins brothers Arcann and Thexan. Sculpted in Zbrush, textures in Mari and Photoshop, and shaders in Vray.


LINDFORD

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.


KLAUSS

Collaborative work with my friend Alex Taini, done back in 2016. I did the sculpt, textures, look development and rendering. Explorations for stylized characters. Alex did the initial concept and we both iterated back and forth to end up on the look seen here:


FAR CRY 3 | Jason Brody

Jason, the main character of UBISOFT’s FARCRY 3 that I modeled, textured and did the look developpement at Blur Studio:


HALO 4 | Master Chief

I have modeled, textured and shaded the Master Chief character for HALO4’s launch video.


FACIAL EXPRESSION DEVELOPMENT

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


MAFIA 3 | Lincoln Clay

This is a Character I modeled, textured and shaded for Mafia 3’s cinematic trailer. Modeled in 3dsmax, textured in MARI and sculpted in Zbrush.


I AM GROOT

I was character supervisor on both seasons of the “I am Groot” TV show on Disney+. I was also lucky enough to work on multiple characters in parallel with my supervision work. I sculpted, textured and did the look development of Baby Groot’s antagonist, the Squirrel Bird, for Season 2 of “I am Groot”. The feathers were done by my friend Adel Benabdallah.

I sculpted, textured and did the look development for all the Little "Lilliputiens" for The Little guy 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.

Here’s the playful Terma Birds I created for the "Are you my Groot" episode of Season 2:

I created 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.


THOR: RAGNAROK | Biff

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 look development, facial animations rig, and some designs on Korg and all his gladiator friends.


DOCTOR STRANGE 2 | Gargantos

I sculpted Gargantos, the giant tentacle monster in the second Doctor Strange movie. I also worked 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.


GODZILLA X KONG | Tiamat

I was the character supervisor overseeing the creation of Tiamat for Godzilla x Kong: The New Empire. On top of my supervision duties, I was lucky enough to work on most of the sculpt and designs, and some textures. Awesome work from the super talented all-star artists on my team: Robert Pashayan, Harold Novella and Adel Benabdallah, and big credits to the super talented VFX sup Olivier Dumont!


DOCTOR STRANGE 1 | Dormammu

Here are some concepts sculpt I did for Doctor Strang’s Dormammu. His facial animations did not rely on performance capture, so I also sculpted the blend shapes for the dialogue between him and Doctor Strange.


STAR WARS: THE ACOLYE | The Umbramoth

I was the character supervisor overseeing the creation of the Umbramoth creatures for Star Wars: The Acolyte. I was lucky enough to do the sculpt and some concepts work myself on top of my supervisor work.


Spider-Man: Far from Home | Molten Man

Here’s some concepts sculpt of Molten Man for Spider-Man: Far from Home. 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:


DEAPOOL | 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.

I also 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.


HALO WARS 2 | Spartan 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.


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 were done by me in VRAY and 3dsmax.


CANDYMAN | Sherman

Sherman's design/model/look that I worked on at Luma Pictures for CANDYMAN 2021. I did all sculpting and most of the texturing and look development.


HALO 2 ANNIVERSARY EDITION | The Arbiter

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 etc...). 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 months. There were over 70-character assets that we needed to make for this show.


THE ELDER SCROLLS | The Flesh Atronach

Here’s a monster I created at Blur Studio for The Elder Scrolls Cinematic Trailer.


EMILY

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 etc...). The hairs have been done by Danny Young.

The previous images here is my own lighting and rendering, but the one bellow is lighted/rendered by other members of DHL and ITC (Chris Nichols, Koki Nagano, Oleg Alexander, Jay Busch.). Also, here’s a great video showed at SIGGRAPH 2015.


LYLE, LYLE, CROCODILE | Bulldog

Here's a bulldog done by Luma Pictures for the movie Lyle, Lyle, Crocodile. My friend Dan Edery did a first pass modeling of the body. I then took over to bring the sculpture to final. I also did the texture and look development.


THE GIRL WITH THE DAGON TATTOO INTRO

Here is an eye model that I did at Blur Studio, used for every eye close up in David Fincher's amazing intro of "The Girl with the Dragon Tattoo".


ANT MAN AND THE WASP

Here are some ant concepts that I did for 2018’s ANT MAN AND THE WASP.

I also worked on The Wasp's model and textures, and various ants: