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- vin­cent­moubeche.art­sta­tion.com Arts · 3D Studio Max · Unreal Engine · Montreal · Montreal · Leonardo da Vinci · Compulsion Games

Dis­cover the best dig­i­tal art from the CG com­mu­nity

ARTISTS

Vin­cent Moubeche

SOFT­WARE

3ds Max, Zbrush, Sub­stance De­signer, Sub­stance Pain­ter, Unreal En­gine, Davinci Re­solve, Pho­to­shop

Vin­cent Moubeche has been cre­at­ing 3D art for the past decade and cur­rently works as an en­vi­ron­ment artist for Com­pul­sion Games in Mon­treal, Canada. He’s been work­ing on this fun Su­per Mario fan art for two months, tak­ing a break in De­cem­ber. “The scene is not tech­ni­cally im­pres­sive,” Moubeche ad­mits, “I did what I know best: mod­el­ling and level art. The only un­usual thing I did is re­work all the met­rics from the orig­i­nal Plaza to fit the more com­pacted idea I had of the area.”

The most en­joy­able el­e­ment for Moubeche was sim­ply the chance to recre­ate an en­vi­ron­ment from one of his favourite video games, Su­per Mario

Sun­shine. “This project started with the idea of bring­ing nos­tal­gia to peo­ple who love that game,” he ex­plains to 3D World. “See­ing the feed­back, I'm pretty happy that peo­ple feel the nos­tal­gia kick in when they see it.”

So many build­ings were needed for the scene that, rather than mak­ing each one unique, Moubeche used kits. He then utilised place­hold­ers with min­i­mal de­tails to plot the scene in 3ds Max. From there he’ll make high-poly ver­sions of the as­sets with 3ds Max or Zbrush. Play­ing with cam­era an­gles and fo­cal lengths al­lowed Moubeche to achieve happy ac­ci­dents such as tilt shifts. He also em­ployed Sub­stance Pain­ter’s Slope Blur for the first time: “I added a pat­tern with the Slope Blur to break the shape,” he ex­plains, “it brought some­thing in­ter­est­ing into the scene, even if it is sub­tle some­times.”

I’M HAPPY THAT PEO­PLE FEEL THE NOS­TAL­GIA KICK IN WHEN THEY SEE THIS PROJECT

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