I'm a 3D artist and art history PhD student — available for freelance work. martin.louette[a]gmail.com
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This is a collection of models I made over the course of three months for a VR cultural / art history-related project. I was tasked with re-creating simplified versions of the 1889 World Fair pavilions and palaces, create the UV maps and make sure everything could be exported to UE4. The textures I created are mostly placeholders, as they were meant to be modified by someone else in most cases, so don't pay too much attention to the texturing job!
Modeling / unwrapping took between two days and two weeks, depending on the size of the model.
I modeled and unwrapped everything in Blender, textures were created with Substance Designer.
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Aug. 2021 A short project I worked on for Viality Tour, a small company designing VR historical tours. The two models are simplified versions of the Bolivian and Ecuadorian pavilions that were built for the 1889 World Fair in Paris; I may have to upgrade them at some point, and add the smaller details that I couldn't do this time.
#blender#blender3d#substance#Substance Designer#modeling#art history#architecture#1889#world fair#historical
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May 2021 Material studies. Still clumsy as hell with Substance Designer, but it's slowly coming together !
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July 2020 Two things happened in 2020 : I finally got to play Campo Santo's "Firewatch" and the covid-induced quarantine suddenly gave me a lot of time to spare. Back in February, I had taught a short workshop in a computer graphics school and came up with a fire lookout tower project for the students. They complied, but I was clearly the most excited about it and kept working on and off on my own version after the workshop. Fast-forward a few months and here it is at last ! Modeled in Blender, rendered using Cycles (it works just fine with Eevee in real-time, but as I had no use for real time here I went for a "filmic" sort of approach and tried to maximise the atmosphere and quality of the light), and every texture was created with Substance Designer which I grew to love. Hope you like it !
#3d#3d environment#environment#blender#modeling#texturing#rendering#compositing#substance#substance designer#firewatch#lookout#cliff#mountain#nature#atmopshere#ambiance
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Oct. 2019 It'd been AGES since I posted anything, but I just graduated with honors and I finally managed to get back to 3D where I left it. I had a few assignments during the summer, but the delays were so short I'm not entirely satisfied with what I made and didn't uploaded it here. So, I began to work from anatomy references again : that's something I had been doing for some time, with mild progress, but this time, after some trial and error, I found a workflow I liked and this sculpt came out relatively easily in a couple of days. Now, it's not perfect by any means, but I think I captured the proportions rather well. The thing is, these studies may come in handy later but most of all they help me pinpoint what I'm not doing right when I sculpt characters. One of those things is the facial proportions : EYES ARE BIGGER AND THIS IS WHY YOUR CHARACTERS' FACES LOOK DUMB MOST OF THE TIME. Anyway, I'll be retopologising it tomorrow I think and see how far I can get this one.
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Who would've thought there are so many tiny bits on a camera body ?
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19 Nov. 2018 Made in Blender 2.8. Also, I just created an ArtStation page : https://www.artstation.com/martinlouette
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The theory behind hair is fairly simple, and it's something we're used to seeing everyday. But, just like skin, if it's off, well, welcome to the valley of the uncanny. I'm really happy about this project, it'd been a while since I'd actually made some visible technical progress and even if the sculpting-modeling-hairstyling-shading (not finished yet) took me a couple of weeks, I'm very pleased with the results. I feel like this portrait stands out of the rest of my work for the past four or five years. I'll get this one done as soon as I can, and I'll try to give my old man portrait hair too, see if I can get a different hairstyle done. By the way, don't pay too much attention to the elongated neck and weirdly-shaped breast, I really didn't work much on these parts, and I'll cover them with clothes, I think.
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Just a dyntopo head sculpt I did this summer as I tried to get back to a short film project that's been delayed for way too long. I think I'm getting relatively comfortable with the features of the male face, now I do need to practice female faces — stylised or not. Now that I think of it, it's basically an updated and older version of the previous head sculpt I posted here, haha. I used Blender 2.8 alpha for this one, it's getting really stable now and I really can't wait for all the features to be implemented ! Hopefully, I won't have to wait too long for multires sculpt to get back in the software.
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A quick doodle made with Blender's micropolygon dispacement / adaptive subdivision. Surprinsingly, my computer didn't crash while rendering.
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22 Feb. 2018
First thing first : this is actually my very first sculpt from just a sphere, and while it took me a few days to complete — certain areas of the face, especially the eyes, proved very difficult to me — it was a bunch of fun. Really. I should give a female face a try, but I somewhat miss what makes a face womanly pretty much everytime I try to draw, paint or model one. Dunno why, it's been that way for years, and it's extremely frustrating. I made this one sculpt without reference, and I guess I'll have to grab some next time, but still, it looks kind of good, at least to me. I might even texture it !
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Oct. 2017
What do you mean “it’s been eight months since you updated your portfolio” ? Oh, maybe the fact that I lost all of my files in the double crash of both my laptop’s file system — heck, I hate updates — and my external drive is the reason why I’m eagerly getting back to making stuff. That yet-to-be-finished alien was an opportunity to give Substance Painter a try. The software’s very good, but rather limited unless you can feed it with Substance Designer which I don’t have for now.
So yeah. I made an alien in a latex spacesuit. The model and render were made in Blender, by the way.
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Jan. 2017
Something a little different from 3D today. I thought I’d upload a few of the posters / flyers I made for the students association I’m involved with at school. Since I am not an actual graphic designer, I went for a simple and flat design — except for the first poster, which was targeting science students — and only picographic depictions of the poster’s topic.
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vimeo
Jan. 2017
I’m finally able to upload the short film on which I worked this summer for the French studio Fleur de Papier (http://www.fleurdepapier.com/index.html).
This is still a work in progress, but my job on it is done. The studio will take care of the soundratck, sound engineering and voice over — even though I wrote a draft and recorded it to get the proper timing.
I tried to focus on the cinematographic side of things, since the deadline was terribly short. I was working alone, and I am, by no means, an animator, so instead of losing time with that, I went for a nicely directed thing, with a lot of work put into the lighting and camera moves. I must confess I was in a bit of a rush at the end, and some scenes would have needed a couple more weeks of work. But, as a whole, I feel happy about the result.
The whole thing was made and rendered in Blender.
#short film#animation#cgi#art history#history#bayeux#blender#blender cycles#3d#3d modeling#3d animation
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Aug 17 2016
Earlier in July I had uploaded a bunch of WIP without much explanation. I am currently working as an intern for a french studio, Fleur de Papier (http://www.fleurdepapier.com/index.html). They work with cultural institutions and museums to design digital content and installations for art exhibitions, and they worked with famous museums including the Louvre.
Since I’m an art history student at the Louvre and a post-graduate 3D artist, I was hired to develop a short film related to art history. I picked the Bayeux Tapestry as a starting point, and wrote a (extremely) shortened version of the Norman conquest of England as it is told on the tapestry.
The project is about to be 2mn30sc or so, which may not seem much but it means countless hours of work. Especially because I have worked on it alone. It’s almost done, now. Most of the renders are done and I’m rather proud to show you a selection of scenes directly picked from the film mountbench.
My only regret here was to work alone on it. Animation isn’t one of my best skills and I feel like the whole project would have benefited from an aditionnal artist. But anyway, I did on time. I mean : I DID IT ON TIME. If you are an artist, you know what I mean.
I used Blender and scrap paper for this project. See you around !
#short film#blender#Blender Cycles#animation#medieval#Character Design#3d modeling#3d environment#lighting#rigging#bayeux#art history
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I have been giving 3D modelling lessons for the past two months and that’s the outcome of the course. Although I made this model, rigged it and took care of the render, my student’s result following my step-by-step is pretty similar.
The model is based on the “Baker” character, by Tim Von Rueden from CG Cookie (https://cgcookie.com).
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Oh haï there. Since I’m not posting much and it’s very likely to stay that way until June, here’s a little something I did a few weeks ago. It’s a quick sketch I made in Blender and it is... a dog. Not any dog, though. Being now an art history student at the Louvre, I get to study rather unexpected works of art. This one’s based on a tiny golden dog (1.5cm long) made in Susa, Iran, in 3300 B.C or so. It’s a small yet important piece because it is the first known occurence of metal soldering (the soldered piece is a ring on the back of the dog, but I haven’t modeled it).
As for why I modeled and sculpted this little guy here, I’m involved in a student association called Mémoire Vive (if you’re french-speaking, please have a look here, we do stuff : https://memoireviveedl.wordpress.com/). With this association, I’ve had the pleasure to give computer graphics lessons for students from the Louvre during which we’re attempting to model it.
More about that antique dog sculpture here : http://www.louvre.fr/oeuvre-notices/pendeloque-en-forme-de-chien
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