Remote Freelance art supervision and textures for VFX / Games.
Accelerated content creation solutions.
Texture Artist
Rodeo FX
May 2022 - December 2022
Montreal, Quebec, Canada
John Wick 4
Hero ground below destroyed Continental Hotel. Asset polishing on different buildings
Lookdev by Emeric Meissirel (<3)
Kraven the Hunter
Hero digi double (Lookdev by Emeric Meissirel) / props / vehicles
Witcher: Blood Origin
Xintera city seaside statue and main palace procedural texturing.
Heart of Stone
Hero digi doubles, procedural texturing of environments and huge assets.
CG Environments art and assets supervisor
MPC
October 2021 - May 2022
Montreal, Quebec, Canada
Game Of Thrones: House of the dragons.
Thanks so much to my awesome (understatement of the year) team, which should get all the credits:
Matt Dicken as lead env, Blessed to have had you as my lead.
Thomas Spony Ipiens for being my Swiss army man Lookev / generalist, you really made this a joy to work on.
Kine Marie Øvergård Sætereng
Kashif Ahmed
Partha Krishna Ravi kumar
Nick Macmillan
Dwayne A. Broughton
Amaya Petroix
Iván Maturana
Supervising environments on multiple sequences - Mostly Stepstones Beach (e03 and 04 IIRC) with a pinch of King's Landing (Jousting sequence).
Texture painting on some of the environments produced by the team and building full procedural texturing setups allowing us to batch assets.
Tasking the team (but mostly Thomas) with Houdini tools making when necessary, notably to auto retopo, auto UVs, and texture transfer directly from the scaned sets, avoiding doing most assets build.
Texture painting and procedural setups for the King's landing Dragon Pit Quarry.
Modular workflow design for the Stepstones Quarry.
Additional concept art / mood boards
Shots planing and approval.
Art direction
Also huge props to the London sups: Giovani Mascherpa , Adam Cheshire and Mike Bell. Thanks for the open mind, support and for the trust. And special thanks to Florian Manceau for all the help.
Texture Artist
Cinesite
August 2021 - October 2021
Montreal, Quebec, Canada
Spider Man: No way home
Minor contribution. Mostly Ingested naps from sony @ downtime
Mathilda
School env procedural texturing.
Tetris
Buildings / vehicles / polishing assets
Texture Artist
ScanlineVFX
February 2021 - April 2021
Montreal, Quebec, Canada
MoonfaIl.
Texturing non production ready models in the Env team.
Texture Lead
Framestore
October 2019 - February 2021
Montreal, Canada Area
-Jingle Jangle
VES nomination for Outstanding Visual Effects in a Photoreal Feature
In charge of painting the Cobblestone Village Plaza set extensions, the Tunnel ride, the village bridge as well at the whole Toy Factory. All were done on my own using procedural recipes, 4 Channels for the most part, with some polish done on tunnel entrance / Fan by Alexandra Wozniak for more closeups shots when I left the show.
Additional props / Set extensions.
Once again Thanks to Patrick Comtois leading the modeling team and to David Thibodeau for the lookdev of pretty much everything.
Awesome team! =)
-Tom and Jerry
All Jerry's suite discovery sequence interiors Envs (Elevator included) while the props were mostly done by the rest of the team and myself.
Huge props to Thibault Voukourakos as he came even more late on this and handled the lookdev like a champ.
Also a big thanks to Patrick Comtois and Maxime Moreira on the modeling team.
Bunch of Hero props (Baseball bat, Piano...)
Surfacing Artist
Double Negative
June 2019 - October 2019
Montreal, Canada Area
Dunc
- Building Procedural Texture setup for all Arrakeen's spaceport buildings that were modeled / UVed by the huge enviro team composed of David Desplat and Baptiste Lemonnier.
-100% Procedural setup done with 4 channels (COL, SPR, NRM and 1 RGB Mask) as my usual, only outputting necessary maps, for faster iterations, less overhead and faster exports and on taget lookdev. allowing any modelling and UV retakes, or new buildings altogether, to be processed in minutes instead of hours.
VES award for
Outstanding visual effects in a photoreal feature
Outstanding compositing and lighting in a feature film (Attack on Arrakeen)
VES nomination for:
Outstanding created environment in a photoreal feature (Arrakeen city)
Togo.
Minor contribution on the Iced lake. Under Eve Chauvet's environment team.
Texture Lead
Framestore
February 2015 - June 2019
-Aeronauts
VES Nomination for Outstanding Supporting Visual Effects in a Photoreal Feature.
Sole texture artist on the main hot air Balloon, all its 40 props and all the 3 variants for them (Default,
rain and frozen).
Textured the other 2 balloons based on the main one for the most .
Various props and buildings, mostly for the Vauxhall Garden environment.
-Dumbo - Texture lead
Responsible for texturing almost all the rides / buildings / Vehicles in the massive Dreamland amusement park, as well as most of Cony Island / surf avenue with some exceptions done by Laurence Smith.
The remaining assets of the park (all props etc) were divided between me and Laurence.
Mad props to Patrick Comtois, Eddy Loukil and Maxime Moreira in the modeling Dept as well as Eve Chauvet (and her team) who's leading all the layout and environment as well as Arnaud Saibron, Thibault Deloof, James Parsons and the rest of the team for the lighting and lookdev side.
-Deadpool 2
Swat team of 6 people who worked on the end full CG environment which I textured with a bit of help from Dave Gagnon (pool house and the far end building when he wasn't busy handling textures for Juggernaut and Colossus /bows), while I did the rest, including hero bus asset. Props also to Pascal Clement for the modeling, Steven Donnet in the environment department and to Bruno Laflamme for lookdev.
Diverse other assets texturing and polishing.
Pitched ideas to Mari's extension pack devs, to help me batch things, and they made it into release.
Texture Lead
Framestore
February 2015 - June 2019
-Aeronauts
VES Nomination for Outstanding Supporting Visual Effects in a Photoreal Feature.
Sole texture artist on the main hot air Balloon, all its 40 props and all the 3 variants for them (Default,
rain and frozen).
Textured the other 2 balloons based on the main one for the most .
Various props and buildings, mostly for the Vauxhall Garden environment.
-Dumbo - Texture lead
Responsible for texturing almost all the rides / buildings / Vehicles in the massive Dreamland amusement park, as well as most of Cony Island / surf avenue with some exceptions done by Laurence Smith.
The remaining assets of the park (all props etc) were divided between me and Laurence.
Mad props to Patrick Comtois, Eddy Loukil and Maxime Moreira in the modeling Dept as well as Eve Chauvet (and her team) who's leading all the layout and environment as well as Arnaud Saibron, Thibault Deloof, James Parsons and the rest of the team for the lighting and lookdev side.
-Deadpool 2
Swat team of 6 people who worked on the end full CG environment which I textured with a bit of help from Dave Gagnon (pool house and the far end building when he wasn't busy handling textures for Juggernaut and Colossus /bows), while I did the rest, including hero bus asset. Props also to Pascal Clement for the modeling, Steven Donnet in the environment department and to Bruno Laflamme for lookdev.
Diverse other assets texturing and polishing.
Pitched ideas to Mari's extension pack devs, to help me batch things, and they made it into release.
Texture Lead
Framestore
February 2015 - June 2019
-Aeronauts
VES Nomination for Outstanding Supporting Visual Effects in a Photoreal Feature.
Sole texture artist on the main hot air Balloon, all its 40 props and all the 3 variants for them (Default,
rain and frozen).
Textured the other 2 balloons based on the main one for the most .
Various props and buildings, mostly for the Vauxhall Garden environment.
-Dumbo - Texture lead
Responsible for texturing almost all the rides / buildings / Vehicles in the massive Dreamland amusement park, as well as most of Cony Island / surf avenue with some exceptions done by Laurence Smith.
The remaining assets of the park (all props etc) were divided between me and Laurence.
Mad props to Patrick Comtois, Eddy Loukil and Maxime Moreira in the modeling Dept as well as Eve Chauvet (and her team) who's leading all the layout and environment as well as Arnaud Saibron, Thibault Deloof, James Parsons and the rest of the team for the lighting and lookdev side.
-Deadpool 2
Swat team of 6 people who worked on the end full CG environment which I textured with a bit of help from Dave Gagnon (pool house and the far end building when he wasn't busy handling textures for Juggernaut and Colossus /bows), while I did the rest, including hero bus asset. Props also to Pascal Clement for the modeling, Steven Donnet in the environment department and to Bruno Laflamme for lookdev.
Diverse other assets texturing and polishing.
Pitched ideas to Mari's extension pack devs, to help me batch things, and they made it into release.
Texture Lead
Framestore
February 2015 - June 2018
-Blade Runner 2049
VES Nominee for Outstanding Created Environment in a Photoreal Feature.
Responsible of nearly all Trash Mesa textures, Including all boats / shipwrecks / Beach and any rusty assets and all their variants, totaling 800ish assets,
Procedural texture pipeline creation in Mari.
Ingested and re-textured all assets from Weta Workshop for Trash Mesa to fit more the director's vision.
Collaborated closely with the environment and DMP team to lower the DMP needed shots to 5 on the TM sequence.
Color corrected nearly all textures from the environment team to make them fit in the same world.
Refined procedural recipes for Las Vegas buildings to be applied by the texture team to help iterating faster (From a day to 1 hour for the most demanding building).
Helped out painting some building and hero assets on Las Vegas (New york, MGM, lamp post and some others).
Giant Kudos to the environment team. You (very few) guys rocked this and to to Guillaume Mainville as the one and only lookdev guy on TM, including spinner and hook.
-Alien Covenant - Texture lead Covenant Ship / sails
Catched up to 2.5 months late modelling and delivered spaceship on schedule.
Responsible to generate a procedural pipeline and materials recipes, co developed with Lookdev lead, to streamline lookdev and to be distributed among other artists working on the spaceship, allowing consistency and exporting on target maps
Defined Technical constraints for the modelling team to drive the way models are UV mapped and handed to texture artists
Responsible of painting 80% of the ship
Painted sails models in conjunction with Isabelle Mainville. Responsible of all sails closeups shots.
Diverse Props
Ingestion of other vendors assets / redo of certain maps (smaller spaceships mostly) to fit our pipeline
Texture Lead
Framestore
February 2015 - June 2018
-Blade Runner 2049
VES Nominee for Outstanding Created Environment in a Photoreal Feature.
Responsible of nearly all Trash Mesa textures, Including all boats / shipwrecks / Beach and any rusty assets and all their variants, totaling 800ish assets,
Procedural texture pipeline creation in Mari.
Ingested and re-textured all assets from Weta Workshop for Trash Mesa to fit more the director's vision.
Collaborated closely with the environment and DMP team to lower the DMP needed shots to 5 on the TM sequence.
Color corrected nearly all textures from the environment team to make them fit in the same world.
Refined procedural recipes for Las Vegas buildings to be applied by the texture team to help iterating faster (From a day to 1 hour for the most demanding building).
Helped out painting some building and hero assets on Las Vegas (New york, MGM, lamp post and some others).
Giant Kudos to the environment team. You (very few) guys rocked this and to to Guillaume Mainville as the one and only lookdev guy on TM, including spinner and hook.
-Alien Covenant - Texture lead Covenant Ship / sails
Catched up to 2.5 months late modelling and delivered spaceship on schedule.
Responsible to generate a procedural pipeline and materials recipes, co developed with Lookdev lead, to streamline lookdev and to be distributed among other artists working on the spaceship, allowing consistency and exporting on target maps
Defined Technical constraints for the modelling team to drive the way models are UV mapped and handed to texture artists
Responsible of painting 80% of the ship
Painted sails models in conjunction with Isabelle Mainville. Responsible of all sails closeups shots.
Diverse Props
Ingestion of other vendors assets / redo of certain maps (smaller spaceships mostly) to fit our pipeline
Texture Lead
Framestore
February 2015 - June 2018
-Blade Runner 2049
VES Nominee for Outstanding Created Environment in a Photoreal Feature.
Responsible of nearly all Trash Mesa textures, Including all boats / shipwrecks / Beach and any rusty assets and all their variants, totaling 800ish assets,
Procedural texture pipeline creation in Mari.
Ingested and re-textured all assets from Weta Workshop for Trash Mesa to fit more the director's vision.
Collaborated closely with the environment and DMP team to lower the DMP needed shots to 5 on the TM sequence.
Color corrected nearly all textures from the environment team to make them fit in the same world.
Refined procedural recipes for Las Vegas buildings to be applied by the texture team to help iterating faster (From a day to 1 hour for the most demanding building).
Helped out painting some building and hero assets on Las Vegas (New york, MGM, lamp post and some others).
Giant Kudos to the environment team. You (very few) guys rocked this and to to Guillaume Mainville as the one and only lookdev guy on TM, including spinner and hook.
-Alien Covenant - Texture lead Covenant Ship / sails
Catched up to 2.5 months late modelling and delivered spaceship on schedule.
Responsible to generate a procedural pipeline and materials recipes, co developed with Lookdev lead, to streamline lookdev and to be distributed among other artists working on the spaceship, allowing consistency and exporting on target maps
Defined Technical constraints for the modelling team to drive the way models are UV mapped and handed to texture artists
Responsible of painting 80% of the ship
Painted sails models in conjunction with Isabelle Mainville. Responsible of all sails closeups shots.
Diverse Props
Ingestion of other vendors assets / redo of certain maps (smaller spaceships mostly) to fit our pipeline
Texture Lead
Framestore
February 2015 - June 2017
-Arrival - Texture artist / Swat team
Chinese helicopter exterior and interior
Merged and enhanced textures from other vendor for the spaceship.
-King Arthur - Texture Lead Castle, Gatehouse, Viaduct
Development of a procedural texture painting approach to the castle, the viaduct, gatehouse and bridge for which I was the only texture artist.
Worked closely with Lookdev lead to have recipes for different materials to streamline lookdev time to export maps without needing LD time.
Zbrush Sculpting textures for normal maps, which weren't used back then (used on castle stones mostly which doesn't have DSP) amd are now enabled on all shows facility wide.
Additional texture painting on the Valley
Additional Matte painting on different shots
Additional environment modelling / UV Mapping and texture painting on some shots to avoid having to go with mattes
Ingestion and redo of other vendors assets
-Geostorm - Texture lead
Project delivered *ahead of schedule*
Thanks to my amazing team: Claire Beaudean, Isabelle Mainville, Alexandra Wozniak and Adam Goldstein.
Requested necessary pipeline changes to be able to deliver the insane brief and amount of assets.
Driven the way models were UVed and handed to the texture dept to be able to batch assets, which became the norm across all shows.
Creating materials recipes co developed with lookdev lead and developing a procedural texture painting workflow in Mari for the team and me to be able to paint all giant space hubs and the ISS interiors in short time (half a day per hub) and be able to export maps without further lookdev.
painting and polishing of hero assets and environments
Sets extensions / Replacements
Digi-Doubles / Characters
-Pan - Texture Artist
Introduction to Framestore's pipeline
ingestion of other vendors maps into the pipeline
Texturing some background Galleons with texture variants based on received maps
Diverse props
Texture Artist
Rodeo FX
December 2014 - February 2015
Montreal, Canada Area
Texture painting in Mari. Sculpting of assets in Zbrush when required. Training people who weren't as familiar with Mari.
The walk - Liberty statue and torch, various props .
Warcraft - Set extensions, Props and Backgrounds.
Furious 7 - Minor contribution.
Set Surfacing artist
Digital District Montreal / L'atelier animation
August 2014 - December 2014
Montreal, Canada Area
Ballerina / Leap! Feature film.
Lookdev and Textures painting in Mari / Photoshop, and
Sculpting of assets requiring displacement or normal maps (Mudbox / Felicie's music box).
UV Mapping (Maya / UVLayout)
Shotgun publishing of files / assets / turntables for review.
Set Surfacing artist
Mikros Image
October 2013 - July 2014
Montreal, Canada Area
Little Prince
Texture painting in Mari for props and entire sets.
Look Development in Guerilla Render.
Dreamwork's Captain Underpants Bid test
Sole Texture artist assigned on the bid test wich consisted of a set modeled by Dreamworks where I did UVs and textures. Lookdev handled by our CG Sup. Won the project bid ;)
Set Surfacing artist
Digital District
February 2013 - October 2013
Montreal
Ballerina / Leap! a 3DFeature animation film.
Surfacing
Textures painting in Photoshop / Mudbox for physically based shaders.
Training staff on Mudbox for displacement maps output (among other things) and sharing Technics / tricks / wiki updates.
UV Mapping (Maya / UVLayout)
Shotgun publishing of files / assets / turntables for review.
introduction to Mari (1st time using it) and started dabbing in procedural texturing workflows to "batch" process Haussmanian Buildings.
Meshereib Ad:
Sole texture painter on the project (Mari procedurals)
Look dev (Guerilla Render)
Set Extensions / Replacements
Sculpting of displacement maps in Mudbox / Zbrush.
Refinement to the procedural texture painting approach to batch process a whole city quarter on my own.
3D Monkey
Ubisoft
January 2013 - February 2013
Montreal, Canada Area
Environment artist
THQ Montreal
April 2011 - January 2013
Montreal, Canada Area
Worked on 1666
Volition Engine Then Ureal Engine 4.
Team underdog.
Level artist on an iPad AAA Game. best team ever. Unity Engine.
In woof we trust!
Beta tester for Mudbox (Since v0.5) and pitched ideas to the dev team that made it to release.
Lead Environment artist
Gameloft
November 2009 - March 2011
Senior Level artist
Modeling / Textures, UV mapping / lighting of entire game levels under tight deadlines.
Working on a modular / random room generated hack and slash RPG for PSN
Training and mentoring junior artists
Lead Environment artist on a racing game.
Modeling / Textures, UV mapping / lighting of entire game levels under tight deadlines.
Training and mentoring artists
Task scheduling / Planing
Bidge between programers / designers and artists
Techical artist
Ludia
December 2008 - October 2009
Bridge between artists and engineers.
Pipeline update and implementation.
Trainning of junior artists.
Handling all scenes optimizations.
Polishing.
Freelance Texture artist
Freelance
April 2009 - July 2009
Contract based - Texturing for various undisclosed next gen projects
Lead Environment Artist
Pandemic Studios Brisbane
June 2008 - November 2008
Lead environment artist.
Canceled sandbox Game ;(
Tasked tech art with develloping new tools to help us deliver ahead of schedule
Participating in Scrum meetings - Lead scrums in the env team / Agile methodology
Awesome team / people!
Modeling - Texture - environments and Level artist
Ubisoft Montréal
July 2004 - May 2008
Modeler / Texture artist - Far Cry 2 engine
James Cameron Avatar
X360 - PS3
Watch a glimpse of it as none of the art is available for portfolio
http://www.youtube.com/watch?v=dWCc8bRVqQ8
Modeler / Texture artist / Polisher – Ghost Recon 2 Engine
Lost: Via Domus
X360 - PS3
Swat Team / Polisher - Unreal Engine 3
Tom Clancy's Rainbow 6 Vegas.
X360
Modeler / texture (additional Level Art) - Unreal Engine 2
Open Season
Ps2 - X360 - PS3
Level Artist
Prince Of Persia The Two Thrones. (In House engine)
PS2 / Xbox
Texture artist (additional Level Art)
Rainbow 6: Lockdown (Red Storm Entertainment Internal Engine)
Xbox- Created morethan 1000 textures pooulated tourough the game.
Additional level art
Freelance game artist
Game ops
June 2002 - June 2004
Freelance artist working mostly for an outsourcing cie (GameOps) based in the UK.
Diverse body of work for Bethesda (TES serie), Creative assembly (total war serie) to name a few.
Modeling mapping texturing and some lighting of either props or levels.
Characters and Environment Artist
The Code Monkeys
January 2002 - May 2002
Leeds, United Kingdom
Character artist on PS1 and PS2 (canned game) helped doing envs.