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Coeur de Neige's trailer

GRADUATION MOVie

Coeur de Neige's making of

During the production of the film, I worked particularly on the modeling of the sets and the texturing/shading of them, as well as of the main character Anna.
 
We had several big technical challenges concerning the sets, in fact, as they were very numerous and realistic, we had to think about making them in sets, by assembling all the elements directly rather than modeling them one by one and then assembling them afterwards, which would have been impossible to do.
 
This way of doing things required a lot of organization and rigor in our work.  Each set modeled still contained several assembled decors.
 
When I moved on to the texturing stage, I wanted to work parts of the complete set together, in order to work on the wear and tear of the objects with each other for example, and so I had to rework the uvs in a more logical way than I had done previously. 
 
Doing all these steps (modeling, uvs, udim, texturing, shading) allowed me to understand how to be organized and logical in this process. 
 
The most complicated being, given the number of sets, to act quickly, efficiently, so as not to handicap the rest of the production (lighting and rendering), and to go back and forth between the sets to be textured, and the retakes to be done from the moment the first shots were rendered.
 
I was able to find time to do some textures on Substance Designer. We wanted a realistic rendering of the sets and for some buildings, I had to create their textures from the references we had chosen together.
 
Anna's character, the character of Anna, required a lot of time and research. She changed her design several times until April to make her more memorable. What I really liked to do on this character is to mix texturing and shading, to understand that one doesn't go without the other, to learn how to use Redshift and make this character come alive.

Her clothes were also designed to mark her function as a prostitute: indented, short, sexy and transparent. In terms of colors, for the clothes we have favored black, gold, transparent and sequins and shades of pink, purple, blue and black for her explosive makeup to make her provocative and enticing. The writings inscribed on her body by her clients confirm her sole function as a female robot object.

Sequence reproduction - Minions

Reproduction of a sequence from Illumination Macguff's from the film 'Minions'.

We made this short film by a team of 4 in 2 months.

I worked on a part of the lighting, modeling and FX

I made all the texturing. 

We made this short film with Maya, Arnold, Substance Painter, Substance Designer, Photoshop, Houdini and Nuke.

Reproduction d'une séquence du long métrage de Illumination Macguff "Les Minions".

Nous avons réalisé cette séquence en équipe de 4 pendant 2 mois.

J'ai travaillé sur une partie du lighting, du modeling et des FX.

J'ai réalisé toutes les textures.

Nous avons réalisé ce film avec Maya, Arnold, Substance Painter, Substance Designer, Photoshop, Houdini et Nuke.

Chéper'

Chéper'  is my 3rd year short film, co-directed with Baptiste Malbranque, Julie Griot and Clément Serralta, realized in 4 months

I worked on every step from concept to editing and i was especially in charge of set modeling, props modeling and texturing.

We made this short film with Maya, Arnold, Substance Painter, Substance Designer, Nuke, DaVinci Resolve, Reaper.

Chéper' est mon court métrage de troisième année, co-dirigé avec Baptiste Malbranque, Julie Griot et Clément Serralta, réalisé en 4 mois.

J'ai travaillé sur chaque étape, du concept à la fabrication et j'ai été particulièrement responsable de la modélisation des décors et des props ainsi que des textures.

Nous avons réalisé ce court métrage avec Maya, Arnold, Substance Painter, Substance Designer, Nuke, DaVinci Resolve, Reaper.

© 2020 Chloé Stemmelin

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