Raphaël
ROTSAERT DIGITAL DESIGNER
Portfolio 2017
Education 2016
Digital design engeenering managment diploma (Master)
2013 - 2016
Higher studies at ISD -Instistut Superieur de Design- of Valenciennes (FRANCE) - Industrial digital design managment
2011 - 2013
ISD -Instistut Superieur de Design- of Valenciennes - Industrial product & digital design
2011
French high school diploma - Engineer sciences - art option
Hi ! I’m Raphaël I’m a 23 y.o French industrial digital designer. I invite you to browse my different projects to discover my 3D process.
Formation 2016 March to September
For people - London Visualiser - intern Still images, post-production, animation, nurbs and polygonal modeling
2014 July - August
Optic Group - Stony Stratford UK CG artist - intern Still images, post-production, Real time
2013 September to February
Zodiac Aerospace - Issoudun FR Digital designer - intern Design, nurbs modeling, still images
Skills Nurbs modeling - Polygonal modeling - Animation - Rendering - Sound design Compositing - Post production - Real Time
Projects
Michelin Challenge Design 2014 Nurbs sketch modeling
Land Rover - Discovery Sport
Class A Nurbs modeling / Still images
Optic Group internship CGI / Still images
ASAP - Hybrid Helicopter Animation
For People internship Visualisation
Peugeot Workshop
Sktech modeling / Animation
MICHELIN CHALLENGE DESIGN Sketch modeling 2nd place
Transportation Managment : A. Deleuze Transportation design : P-H. Vallin & R. Mancaux Digital Managment : D.Wen Digital design : R. Rotsaert
Brief : Create a sustainable vehicule to find driving pleasure outside the automatized urban context of 2030. The design team chose to create a climbing vehicle with a concept of thin and smooth wheels to follow the rocks.
With my manager, we decided to make the modeling at the same time as the design was defined, to be the most efficient as possible. That why, we chose to have the same base file, devide the work, and exchange frequently all the parts of the vehicule.
This 4 months project was modelised in 3 days. It was my first sketch modeling project. It was very interresting thanks to its discusses with the designers, and the necessity to be efficent in short time.
LAND ROVER - DISCOVERY SPORT Alias Class A modeling
The aim of this exercice is to modelize an English car with the maximum of fidelity and quality of surfaces. This project begins by the analyse of a lot of images and the real car. It’s learns to read volume and interpret all reflexions on the body car.
First, I placed blueprint and main curves with good dimensions. I began to build the side glass, wheel arches, and surfaces on the Y0. Next, I built my volume with curvature quality between surfaces. I checked all the time if the design is respected. Finally I had components like the rearviews, wheel rims, grids and lights. And to finish, I added mecanic fillets for renderings Illustrations
When the vehicule is in motion, I just recalculate the wheels with motion-blur. I animate them previously with the help of dummies.
After the Nurbs modeling, I work generally on 3dsmax to do these renders. So first, I control the quality of the mesh on Alias and export it in .obj .
Optic Group CGI internship
Beauty pass
I did a summer internship in 2015 at Optic Group, where I learned my knowleges in visualisation. One of my missions was to create renders and teasers of a new concept car. I really liked to propose different way of communication. I learned a process of post production on Photoshop. The goal of this process is to highlight the vehicule, show all the volumes, and create an environment adapted to the concept.
Beauty Pass Total Lighting Ambient Occ. Refraction
Reflection
Shadows
Specular
Shotlines Floor / Shadows
Color correction : highlight details and volumes / reflexions
Global color correction : Contrast / dramatic effects / atmosphere
Optic Group give me also an 3d model of a Maserati to create a 3D scene with a road as reference. I place all my lights to highlight the volume and have nice reflections on the body. For integrations, I added an HDRI to have reflections of the environment on the car.
ASAP - HYBRID HELICOPTER CONCEPT CGI Animation
Jordan Beauvais Pierre Joveneaux Raphaël Rotsaert Maxence Texier
ASAP - ANIMATION
ASAP - CGI BREAKDOWN
ASAP is an hybrid machine, mix between a futuristic helicopter and a plane. I worked with 3 others digital designers to create a video to retranslate the beauty and technic of the machine in a 2 minutes computer generated animation.
Clic play to watch
I was in charge of the cut of the video. I evolved it from the animatic to the final video. The most important for me was to keep a rythmed video and keep coherence between music and the different sequences of the film.
Premiere Pro allows me to see all the updates in real time, follow the progress of each sequences, give all the necessary informations to my group, and keep a global vision of the project
Simultaneously, I worked on the sound-design on Reaper. I really wanted that the sound effects help to immerge the viewers in the video. That why, I worked on each sequences with 3 different layers of sounds : - Main sounds define - Environnment sounds contextualise - Synthetic effects create feelings
I worked on After Effects to produce the HUDs of our augmented reality screen. We choose to have 3 different screens, on the center the flight conditions, on the left the helicopter’s status, and on the right the sky and cities informations. I created the design of these interfaces and animated them to look like starting screens. Footages were added to save time in the production.
In this ÂŤabstract environmentÂť we wanted an elegant way to show the egergy transmision between the motor and the rotor. To simulate the precense of energy I deformed a bloc of particles with Trapcode. I added 2 little lights which danse around the engine to show the direction of transmission.
The same work was made on augmented reality indicators when the helicopter is explosed. Process : I animated the 2D HUDS on After Effects Export in sequences of Jpegs I applied the animated materials on plans in 3D Finally, I rendered these plans to use them in post production
For People Visualisation internship
One of my mission at For people was to reproduce in stills images the public space of Parc Royal which is the Holiday Inn Express show-hotel with the maximum of fidelity. I could by myself go to this hotel and to take pictures to have a maximum of details of the hotel. Next, I could begin to build my 3d scene with the help of plans and my photos. After that I could place all the furnitures, lamps, food, objects at the right place and apply the good materials.
My second mission was to create a visit of this interior on Samsung Gear VR and Ipad. So I rendered 12000x6000px images with the help of 360° spherical cameras. After rendering, I always do post-production on Photoshop. It allows me to constrast, change the ambiance, highlight the design of my renders. Finaly I used Panotour Pro to programm an interactive presentation show all the rooms and modes of the interior (night and day).
PEUGEOT WORKSHOP Alias sketch-modeling project
Transportation design : Paul Martinez Digital design : R. Rotsaert
I had the chance to work with the designers and modelers of Peugeot during a 2 month workshop. A first competition was made by the transportation designers of my school. Eight designers were selected and I worked with one of them to developp and modelize his concept. Finaly this workshop was presented to designers at the Peugeot’s studios.
For this project, the brief was to create with a transportation designer a new car, sucessor of the Peugeot 404 MontlhĂŠry.
At the same time the concept was created, I built surface models. That allows to see and develloped the vehicule with a real 3D looking and propose different solutions to the designer. This way of sketch modeling was very interresting because of its constant backs and forthes between sketches and 3D model.
For the first models, to see the volume, I used basic surfaces like squares and skins. Next I searched and developped with construction history to be fast, and when the concept was defined I added quality on surfaces and details.
At the same time the concept is created, I built surface models. That allows to see and develloped the vehicule with a real 3D looking and propose different solutions to the designer. This way of sketch modeling was very interresting because of its constant backs and forthes between sketches and 3D model.
For the all the design review, I applied materials, calculate the ambiant occlusion, and place few cameras. I allowed me to discuss with the modelers and designers of Peugeot with the help of a real time show. For the first models, to see the volume I used basic surfaces like squares and skins. Next I searched and developped with construction history to be fast, and when the concept is defined I added quality on surfaces and details.
PEUGEOT DUALITY Animation
Peugeot Duality
Peugeot Duality is an animation based on the concept car made at the workshop. It’s a personal project I realized after the ASAP animation during my internship at forpeople. I wanted to work all the steps of production of a CGI film.
SHOWREEL 2016
I choose to work again on my Peugeot car to produce a scenario adapted to this concept and realizable in 4 month. Finally, I presented my film at my degree show in december 2016.
Clic play to watch
My car is based on the concept of duality between 2 parts : - A soft and smooth white front - An hard and aggresive black back. The scenario is base on the same idea : the creation of a car by two different univers. The support, where the car is built, is the reference and the center of rotation of the two environments
All my materials and textures were made mainly on Vray. To be the most efficient as possible and have dĂŠtails on materials I also used Substance Painter. The process was : - Divide in different objects - UV mapping - Export to Substance as .obj - Texturing on Substance - Export of maps to 3dsmax Vray It allows me to paint directly all my textures in real time on my objects in Substance (stickers, rust, buttons...) The goal of my scenario is to show all the steps of creation of my car. That why, I remodelized the main volume in polygonal, and next I built a chassis from this volume. Finally, to keep quality of surfaces, I exported from Alias my 3d model in mesh.
All the steps of transforming of the car are made by robotics. First their designs were sketched, and quickly modelized on 3dmax to be adapted to the environment, the vehicule, and their functions
The animation was realized with the help of dummies placed on articulations. I wanted to have an uniform and symetric animations for white robotics, and quick and indepedant animations for black robotics
Showreel 2016
Clic play to watch
Thank you for your attention
RaphaĂŤl
ROTSAERT
+33(0) 632 738 012 rotsaert.raphael@hotmail.fr