showreels breakdown - Titizar

Aug 25, 2015 - Studio: ​Freelance for Passion Picture. Soft:​Maya ... Soft:​Maya, Photoshop, Mentalray, After Effect, Nuke ... want import, local or server revision, wip or export file, change the namespaces etc. ... 0:40 -Transfer materials.
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M. Vincent DUPONCHEL 127 Boulevard de Stalingrad, 94500 Champigny-sur-Marne France Phone:​ +33 6 18 06 28 91 Email:​ [email protected]

25th of August 2015

SHOWREELS BREAKDOWN Texture Artist Td / Modeler 0:04 - Emergen-c (commercial) 2010 Studio: ​ SupamonKs Soft:​ Maya, Photoshop, UvLayout, Mentalray Ad on wich I was in charge of all characters (seven) from Uv’s, texturing to shading. 0:29 - Raving Rabbids (Tv series season 2) April 2014 - current Studio: ​ Ubisoft Soft:​ Maya, Photoshop, Mudbox, UvLayout, Private Ubisoft Renderer, PyCharm I am currently Texture Artist TD for Tv series « Raving Rabbids » season 2 and 3. With team department (5 people), we are in charge of texturing / shading of all characters, props and environments. We also help in constant improvement the production pipeline. In my showreel, I personally did rocks, rocket, laboratory console, scientific helmet, parachute, crate radish, amp, canister, wood launchpad ramp, rabbid Elvis, puppet. 1:03 - ​ La Gaîté lyrique​ (museum trailer) 2009 Studio: ​ Freelance for Passion Picture Soft:​ Maya, Photoshop, UvLayout, Mentalray Very creative project by director Yves Geleyn. This is a movie trailer for a numeric museum in Paris. I was in charge of all characters (seven) Uv’s, texturing and shading. Also I did some animations for the website. 1:27 - ​ Plop ​ (Pilot Tv Series) 2012 Studio: ​ Studio 100 Animation Soft:​ Maya, Zbrush, Photoshop, UvLayout, Mentalray, Nuke I was responsible for supervising pre-production of a pilot for a Tv series project. I was in direct contact with the supervisor of the rest of the production in India. I did the four characters process (modeling / sculpting / Uvs / texturing / shading). I managed a junior modeler for making props and I did all texturing shading of these props.

Vincent Duponchel showreels breakdown 1/4

 

1:47 - ​ Maurice​ (personal project) 2013 Soft:​ Zbrush, Maya, Topogun, UvLayout High resolution model for personal project. I did it during my spare time when I traveled for a year in New Zealand. My objective was to model a character semi realistic with specific details. 2:03 - Edmond was a donkey (short film) 2011 Studio: ​ Freelance for papy 3D Production Soft:​ Maya, Zbrush, UvLayout I was director of characters modeling. I did modeling, sculpting, unfolding Uv’s and extracting normal map for each character (around height with variations) in the movie (even background characters). Also I was in charge of facial expressions and I modeled some props. 2:19 - Toubab (graduate film) 2019 School: ​ school of “la Poudrière” Soft:​ Maya, Photoshop, UvLayout, Mentalray, AfterEffect, Lightroom, FinalCut, Protools For once it is easier to say what I did not do. So, I did not touch of rigging, animation (3D, 2D) and shooting. Otherwise, I did all the rest. It was a big challenge to mix reel model sets and CGI characters, but really enriching. 2:34 - Sidaction (prevent movie) 2014 Studio: ​ Cosmo Soft:​ Maya, Photoshop I did unfolding Uv’s and textures painting for half of fourteen characters in this movie. 2:45 - Cocculine (commercial billboard) 2009 Studio: ​ Brunch (ex Chez Eddy) Soft:​ Maya, Photoshop, UvLayout, Mentalray I was surfacing / rendering lead for this ​ commercial billboard. I did Uv’s, texturing, shading and rendering of characters and carousel. I supervised two juniors to help me with texturing vehicles. 2:49 - Oasis (web commercial) 2011 Studio: ​ Cosmo Soft:​ Maya, Photoshop, Mentalray, After Effect, Nuke I did rendering, compositing and matte painting for this funny commercial.

2:52 - Hallmark (commercial) 2010 Studio: ​ One more production Soft:​ Maya, Mentalray Ad on which I had set up lighting environment and rendered some shots.

Vincent Duponchel showreels breakdown 2/4

 

2:56 - Reflexion (short movie) 2011 Studio: ​ planktoOn Soft:​ Maya, Renderman I did the setting up of lights for the red sequence.

2:58 - Do penguins Fly? (short movie) 2006 Studio: ​ planktoOn Soft:​ Maya, Mentalray It’s a funny film on which I did lighting and rendering.

3:02 - ​ LesMills – SmartStep​ (commercial) 2013 Studio: ​ Toybox (New Zealand) Soft:​ Maya, Mentalray, After Effect On this ad I was in charge of the modeling, layout, animation, Uvs, Shading, lighting and compositing test.

Python Tools Since I've been working for Ubisoft I do scripting tools with Python language. At first I wrote tools to optimize my time on repetitive tasks. Then I shared them with my team and now these tools are part of an integral production pipeline. The demo present some tools that I use daily.

0:09 - ​ Fast open manager We have a complete data manager at work, but this is an external software. My script lets you quickly find the name of an asset and open it to the step you wish. Connected to the Files Data Manager, you can download and open the latest versions of files of the server. 0:18 - Import multi references files With the same base as the open manager, I wrote a script that allows to quickly import as references multiple assets in the scene. You can choose the step you want import, local or server revision, wip or export file, change the namespaces etc.. Very useful to quickly recover attributes, shaders, Uv's for other assets.

Vincent Duponchel showreels breakdown 3/4

 

0:40 -Transfer materials This script is handy for transferring the shaders from a reference to another (duplicate and assign materials). Based on name’s meshes, to run it, you have to select meshes with good shaders then select the namespace of target meshes and run the transfer. 0:56 - Trash Uv Based on the same transfer materials process, the TRASH_UV tools allows to duplicate meshes from a source (with simple lambert material) and transfer Uvs attributes to target meshes. 1:03 - Removes references imported With the import multi references, there is a button to simply remove all references imported with this tools. No need to open the references editor. 1:13 - Copy sets Based on the same transfer materials process and Trash_Uv, you can copy selections sets from a reference source to your target. 1:30 - Organize sets I scripted somes tools to organize sets (classify, check, fix problems) for the specific pipeline of Ubisoft production.

1:48 - Batch Uv snapshot This is quite annoying and long to export Uv’s snapshot. This tool allows to do it quickly. You can just select somes meshes and run the script who will ask you the name of your exported file. Or the best way is to define selection sets with your meshes. The script will get the name of your sets, select meshes connected, export the snapshot and open the specific folder where the snapshot files are exported. If you used multi Udim, this script recognize them and export the different parts of your Uvs. Very useful on big asset scene. 2:00 - Prepare map This is not a python tool, just simple Photoshop script who find Uv and prepare layered folders with mask to be ready to paint. 2:13 - Convert Uv to Object In Maya it is possible to convert an edge selection to faces for example, but nothing to convert a Uvs selection to corresponding meshes in object mode. My simple script do that and it’s very useful to select objects in a complex scene. Every day I keep adding scripts in my toolbox to help my department to aquiter of boring technical tasks and leave more space for the artistic work.

Vincent Duponchel showreels breakdown 4/4