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Paul Bernatchez

3D Artist

About

01 about

Chasing the illusive dream. As I child I drew, painted and sculpted, as most children did. The desire to draw never went away but it did evolve. After seeing a computer for the first time in the 80's, I realized digital art was coming and would change how art was realized for many. Jurassic Park in the early 90's showed the power mixing live and digital 3D art. I started buying computers and software to feed my desire to create. However it wasn't until around 2010 when a friend told me about Blender 3D that I really started getting back into creating Art. This led me on a path to 3D enlightenment.

Portfolio

02 portfolio

Clients

03 Tools

There are many paths to take in 3D Art. My focus is on real-time rendering. Mirroring how the latest video game art is handled. I've been working exclusively in a PBR* Specular and/or Metalness workflow since 2016. Most industry tools and video games have moved in this direction. PBR takes the guess work out of texture calibration and lighting.

Tools:

Blender 2.8

Zbrush

Xnormals

Quixel Suite 2.x

Substance Designer

Photoshop

Unity 3D(game engine)

*PBR = Physically Based Rendering.

Contact

04 contact

Get in touch with me.

Thanks for submitting!

Montreal, Quebec, Canada

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