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Paul Bernatchez
3D Artist
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.
02 portfolio
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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.
04 contact
Montreal, Quebec, Canada