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Bio :

I was born in 1989, France. After a bachelor's degree in sciences and self-learning 3D graphics and art since childhood, I've graduated from Supinfocom (Rubika) school in 2012 with a doctor's degree (CG film direction, 5 years) and graduated later from the Gobelins animation school in 2013 (character animation, 1 year).
My work tends to conjugate 3D art and programming (self-taught, and still learning! :-)


Professional Experience :

Programming:

Python developer of various animation and rigging tools for Blender. GitHub

  • Auto-Rig Pro: automatic rigging addon
  • Spring Bones: Add dynamic/bouncy effect to bones for animation
  • Empties to Bones: Converts a hierarchy of empties type objects to bones (armature)
  • Skin Selection: Select rig controllers using the mesh surface

Experienced in video-game with Unity (C#)
Occasional Blender developer in C/C++, a few patches commited.


3D Art:

Character animator for Universal-Illumination Mac Guff on feature films and short movies (Minions, Secret Life of Pets, Despicable Me 3, Sing), Ki Studio, Cube Creative, In The Box, Canasucre...

Character modeler and rigger for Nimble Collective, TuNousZaPasVus, In The Box

Character models for the Blender market

Softwares used:

  • Blender, Maya, 3dsMax, Unity to create 3D content.
  • Adobe Photoshop, Illustrator, Gimp to create and edit pictures.
  • Adobe After Effect, Premiere to edit videos.

References :


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