EXE Collectif
Freelance 3D Artists
FranceWe're a collective of freelances game & digital artists working together for more than 15 years. We're specialized in real-time & high level 3D production.
We have a deep knowledge and a good experience working with both Unity and Unreal.
During our different experiences, we've worked for mobile games, ad games, creating art for mobile application and for events.
We also have a particular interest for procedural 3D softwares, and we can develop houdini tool for your engine to speed up scene creation and assets managements.
We garantee clear and honest communication and on time delivery for our customers.
We have a deep knowledge and a good experience working with both Unity and Unreal.
During our different experiences, we've worked for mobile games, ad games, creating art for mobile application and for events.
We also have a particular interest for procedural 3D softwares, and we can develop houdini tool for your engine to speed up scene creation and assets managements.
We garantee clear and honest communication and on time delivery for our customers.
Work Experience
Hakobio
3D modeler
We helped Hakobio teams by creating 3D assets for their webapp.
We had to model pharmaceutical equipements both in low and high poly, texturize it and create unity package for their team to flawless integration in their assets database.
We had to model pharmaceutical equipements both in low and high poly, texturize it and create unity package for their team to flawless integration in their assets database.
April 2020
- Present
Ville de Bruxelles - Stad Brussel, Belgium
Arka Studio
Archviz scene creation
We had to recreate constructible lot divided in parcels, add assets on each of said parcels (border hedges, a vehicule, a car, a house, trees...).
As we were asked by Arka we had to recreate their 3DSmax pipeline in unreal, converting meshes and recreating materials.
We had to prepare each parcels for separate renderings, with and without houses, drones views of the complete lot and immersive views taken from inside the parcels.
As we were asked by Arka we had to recreate their 3DSmax pipeline in unreal, converting meshes and recreating materials.
We had to prepare each parcels for separate renderings, with and without houses, drones views of the complete lot and immersive views taken from inside the parcels.
April 2024
- June 2024
France
CGcircuit
Eastern asian/Japanese houses procedural houdini tools serie for unreal for CG circuit's webshop.
Various Houdini Tools for Unreal “Eastern asian/Japanese houses”. Tool logic, assets modeliation and texturing.
Including a fully customisable japanese house creator, with diffrent types of roofs to choose (thached roof, tile roof, wooden roof) and fully customizable walls (interior and exterior) and a japanese style wooden plateform creator.
Japanese houses destructions simulation done in houdini to be used in Unreal Engine cinematics.
We were also tasked to create a Tool Promotion scene to showcase what they can do in production.
Including a fully customisable japanese house creator, with diffrent types of roofs to choose (thached roof, tile roof, wooden roof) and fully customizable walls (interior and exterior) and a japanese style wooden plateform creator.
Japanese houses destructions simulation done in houdini to be used in Unreal Engine cinematics.
We were also tasked to create a Tool Promotion scene to showcase what they can do in production.
May 2022
- August 2023
CGcircuit
Crypt procedural houdini tools serie for unreal for CG circuit's webshop.
Various Houdini "medieval crypt" Tools for Unreal. These tools are to be used to create quickly procedural, customizable and real time optimized assets to populate medieval fantastic enviroments or game levels.
We created the Tool logic, additional assets modelisation and texturing (mostly in maya, zbrush and the substance suite) and Physic Simulations to modify the global shapes to output quickly various meshes and tiles or create ruined elements.
Including ceiling and vault creation with physical destruction, stairs, plateforms flooring creators, rubble scatter tool, Ground Vegetation patches and Vine editors using unreal's foliage system, Candle holder and chandelier configurator, fence editor and a coffin editor.
We created the Tool logic, additional assets modelisation and texturing (mostly in maya, zbrush and the substance suite) and Physic Simulations to modify the global shapes to output quickly various meshes and tiles or create ruined elements.
Including ceiling and vault creation with physical destruction, stairs, plateforms flooring creators, rubble scatter tool, Ground Vegetation patches and Vine editors using unreal's foliage system, Candle holder and chandelier configurator, fence editor and a coffin editor.
February 2022
- May 2022
SideFX
Houdini tools for Unreal engine for Side fx' Titan Project
Creation of tools and asset modelisation and texturing for Side fx Titan's project to demonstrate houdini's unreal project usablility in a real time 3D workflow.
Including a scaffold creator tool, a billboard editor and a stairs creator tool
Including a scaffold creator tool, a billboard editor and a stairs creator tool
June 2021
- October 2021
Languages
French (Native),
English (Advanced),
Skills
3D Modelisation,
Assets Optimization,
Houdini,
MAYA,
Real Time 3D,
Scene Creation,
Scene Management,
Substance Designer,
Substance Painter,
Texturing,
Unity3D,
Unreal,
Unreal Bluprints,
Regarding work experience
On work experience section above we wrote and detail our most recent experience.
But of course it is not limited to just that, here a list of customers we worked with :
- Dogstudio
- EMakina
- Attic Studio
- Kuuluu
- Antidot
- Playme
- Brandfirst (Big Bad Wolf)
- Taatu
- White birds Production
- Studio national du Fresnoy
But of course it is not limited to just that, here a list of customers we worked with :
- Dogstudio
- EMakina
- Attic Studio
- Kuuluu
- Antidot
- Playme
- Brandfirst (Big Bad Wolf)
- Taatu
- White birds Production
- Studio national du Fresnoy