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Vexod14

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Vexod14 last won the day on December 14 2017

Vexod14 had the most liked content!

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About Vexod14

  • Rank
    Novice
  • Birthday 08/14/1992

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  • Website URL
    https://vexod14.artstation.com
  • Vimeo
    https://vimeo.com/user1689740

Profile Information

  • Gender
    Male
  • Location
    Lyon
  • Interests
    PBR/Handpaint, Modeling, environment, ConceptArt, Star Wars, Diablo, Blizzard, Rayman, LOTR...OST's and a cup of... Well...a pint of tea ! ^^"

Recent Profile Visitors

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  1. All environment pieces & level I did for The Burning Descent VR, for RyseUp Studios are here, the game run under Unreal Engine 4. I also helped on other fileds such as VFX art ( a little but super fun moments ! ), ConceptArt, Animation ( rigging & posing only for special purpose ) and Character's textures. I used 3DCoat for mostly everything except for stencils/Brushes creation ( PS ) with custom smartmaterials ( same used on SWR project =) ), ZBrush for all of those canyon rocks ^^ 3dsMax for all Lowpoly's and plenty of highpolys ( mostly when not organic ) MightyBake for baking. Special thanks to Anthony Daneluzzi, Fantin Gislette, Alexandre Cheremetieff, Jonathan Belot, Laurent Dessart, Guillaume Zannoni, Maxime Teppe, Coralie Bruchon, Adrien Chenet, Milen Ivanov, and evryone who helped bringing this game to life ! I really enjoyed working with all of you and I hope we'll keep teaming'up like that in the future =) The Burning Descent is a VR Game made@ RyseUp Studios in Lyon Full project here ( + viewers of each asset and some scene ) : https://www.artstation.com/artwork/ryzzm
  2. Ow and sorry for missing them ^^ both weapons are not used in game, the gun because it was a prototype one, and the Crossbow because it was a bit late ^^" As usual, I did them with 3dsmax/MightyBake/3DCoat/Akeytsu Simply that =)
  3. Made with 3dsmax/ZBrush/3DCoat/Akeytsu, from a conceptart made by Maxime Teppe and I At the begining of The Burning Descent's dev, this bot was here to train players, the team did almost everything in order to get it into the game, but we've finally aborted this feature so I tried to drop the bot on some parts of the level anyway ^^ I can't let a cool thing go away like that ^^ You can see some of them arround the map, as "victims" of the arena fighters =D Full project here with 3D viewers : https://www.artstation.com/artwork/26n1x
  4. TheBurningDescent | Characters

    Hi all ! Here's some stuff I worked on for The Burning Descent, an upcoming VR Game made @ RyseUp Studios, Lyon ( FR ). I worked on Coralie Bruchon's Baked 3D Models directly and only on 3DCoat ( still a GREAT pleasure to work on this software, I ♥ you guys for giving us this source of inspiration and good feelings =') ), with sutff I already used on StarWars - Redemption ( such as brushes, smartmaterials, deveopped along StarWarsRedemption's evolution ). I had to unify their look with the Environment I was responsible of during the whole prod, so here we go guys !
  5. Ashstrid ( High/Low/Uvs/Bake ) was made by the talented artist Coralie Bruchon ( https://www.artstation.com/artist/longsharp ). Except the CrossBow/Darts I made from A to Z on 3dsmax/MightyBake/3DCoat/Akeytsu, I did only her PBR textures/Rig/Posing. Full project's here : https://www.artstation.com/artwork/1DXZo
  6. Karl’Os ( High/Low/Uvs/Bake ) was made by the talented artist Coralie Bruchon ( https://www.artstation.com/artist/longsharp ). I did the Skull + all PBR textures/Rig/Posing mostly with 3DCoat/Akeytsu. Full Project here : https://www.artstation.com/artwork/oGZym
  7. Sarah ( High/Low/Uvs/Bake ) was made by the talented artist Coralie Bruchon ( https://www.artstation.com/artist/longsharp ). Anthony Daneluzzi made her weapons from A to Z, and I did the PBR textures/Rig/Posing mostly with 3DCoat/Akeytsu. Full Project here : https://www.artstation.com/artwork/rGZDe
  8. Madthing ( High/Low/Uvs/Bake ) was made by the talented artist Coralie Bruchon ( https://www.artstation.com/artist/longsharp ). Anthony Daneluzzi made his weapon from A to Z, and I did the PBR textures/Rig/Posing mostly with 3DCoat/Akeytsu. Full project's page here : https://www.artstation.com/artwork/bRJ8o
  9. Vos'Kara ( High/Low/Uvs/Bake ) was made by the talented artist Coralie Bruchon ( https://www.artstation.com/artist/longsharp ). I did the PBR textures/Rig/Posing mostly with 3DCoat/Akeytsu. Full Project here : https://www.artstation.com/artwork/nG2Ne
  10. 3D-Coat 4.8 Beta testing thread

    to be clearer ; I setup my vertices normals in 3dsmax or maya in angle+face/area weighted+from UV Splitted normals in order to avoid having large gradients on my bakes, and also ugly triangles being visible all over my models when using mipmaps, so almost all the important bake infos are stored in chamfers ( or "bevels" for maya users ). I was wondering, does the FBX import/export imporovement fix this issue Andrew ? Cause being able to work on any model's vertices normals setup could be great, for exmaple, to avoid rebaking new UV packed assets ( and so decline them tons of time and really play with ressources you've already made ) or also create atlasses of numerous models faster than light =) A good fix could be to just "cut and paste" islands of the original bake to the new UV packing but without changing any pixels values on these islands, or maybe this issue of changing the values just happens at export, because the verticenormals has changed after editing UVs, for now that's a part of the problem which could solve this, as long as recomputing vertices normals is fairly simple on 3dsmax/maya. But if I'm wrong please let me know ! =)
  11. BraveDude ( High/Low/Uvs/Bake ) was made by the talented artist Coralie Bruchon ( https://www.artstation.com/artist/longsharp ). Anthony Daneluzzi made his weapons from A to Z, and I did the PBR textures/Rig/Posing mostly with 3DCoat/Akeytsu. Full project here : https://www.artstation.com/artwork/60kZW
  12. e-LysE

    full project + viewers : https://www.artstation.com/artwork/0g0rK A character I did for an unfinished project, but I may use her in another one after some little tweaks... High+Low polys/Uvs done with 3dsmax, Baked with MightyBake, 4K PBR maps all made on 3D-Coat with StarWars-Redemption's SmartMaterials, rig/skin/posing with Akeytsu, rendered with Marmoset Toolbag 3.
  13. Klarell ( High/Low/Uvs/Bake ) was made by the talented artist Coralie Bruchon ( https://www.artstation.com/artist/longsharp ). I did her "Weapon" + the motor and all PBR textures/Rig/Posing mostly with 3DCoat/Akeytsu. Character's viewer here : https://www.artstation.com/artwork/P0ynr
  14. Hi all ! Here's some stuff I worked on for The Burning Descent, an upcoming VR Game made @ RyseUp Studios, Lyon ( FR ). I worked on Coralie Bruchon's Baked 3D Models directly and only on 3DCoat ( still a GREAT pleasure to work on this software, I ♥ you guys for giving us this source of inspiration and good feelings =') ), with sutff I already used on StarWars - Redemption ( such as brushes, smartmaterials, deveopped along StarWarsRedemption's evolution ). I had to unify their look with the Environment I was responsible off during the whole prod, so here we go guys ! Thor'Axe - ( High/Low/Uvs/Bake ) was made by the talented artist Coralie Bruchon ( https://www.artstation.com/artist/longsharp ). Anthony Daneluzzi made his weapons from A to Z, and I did the Chest + all PBR textures/Rig/Posing mostly with 3DCoat/Akeytsu. Full Project's here : https://www.artstation.com/artwork/eyV9w Reyna - ( High/Low/Uvs/Bake ) was made by the talented artist Coralie Bruchon ( https://www.artstation.com/artist/longsharp ). I did the Guitar/Skull + all PBR textures/Rig/Posing mostly with 3DCoat/Akeytsu. Full project's here : https://www.artstation.com/artwork/yGZ6O SenPai'n - ( High/Low/Uvs/Bake ) was made by the talented artist Coralie Bruchon ( https://www.artstation.com/artist/longsharp ). Anthony Daneluzzi made his weapons from A to Z, and I did the PBR textures/Rig/Posing mostly with 3DCoat/Akeytsu. Full project's here : https://www.artstation.com/artwork/qzZER More stuff coming soon ! =)
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