Arthur JOUANNY

  • PRODUCTIONS
    • ANIMATION
    • MODELING CHARACTER
    • RIGGING
    • TEXTURING
    • SHADING/LOOKDEV
    • LIGHTING
    • STORYBOARD
    • MODELING SET AND PROP
    • COMPOSITING
    • SOUND DESIGN
  • ABOUT/CV
  • CONTACT
  • FR
  • EN

Arthur Jouanny - 3D Generalist / Animator

arthurjouanny@gmail.com

Hello ! Since I finished my animation studies in 2024, I am available for a job as 3D Generalist or Animator ! Having started on Cinema 4D and Blender when I was 10, I have since tried many different softwares and specializations. I've taken interest in everything from procedural texturing to nodal networks, but I've always wanted to give life to characters, so I liked Animation the most !

Below, you can find a sample of what I've done in the past in most of the specializations :


ANIMATION


Aang - "Tears in Rain" | Acting Exercise

Made in three days, i've tried to recreate a section of the famous monologue from Blade Runner. Animated in Maya, the background, lighting, rain and render have been made in Blender.

Aang's rig is from :
Mia Pray (modeling/texturing)
Rijah Kazuo (rigging)

Maya, Blender


Aang - "Tears in Rain" | Acting Exercise

Made in three days, i've tried to recreate a section of the famous monologue from Blade Runner. Animated in Maya, the background, lighting, rain and render have been made in Blender.

Aang's rig is from :
Mia Pray (modeling/texturing)
Rijah Kazuo (rigging)

Maya, Blender


Aang - "Tears in Rain" | Acting Exercise

Made in three days, i've tried to recreate a section of the famous monologue from Blade Runner. Animated in Maya, the background, lighting, rain and render have been made in Blender.

Aang's rig is from :
Mia Pray (modeling/texturing)
Rijah Kazuo (rigging)

Maya, Blender


TMNT | Body Mech Exercise

Made in a week, this animation is inspired from a fight scene in the season 2 Finale of The Mandalorian, where the protagonist makes this move where he kicks his own spear to hit his enemy.

The rigs are from Kiel Figgins
The 2D FX are from Younes Ayani
I've made the environment and the animation

Maya, Substance Painter


Ganon | Lipsync Exercise

Made in two weeks, this lipsync is based on the monologue of Philip Price in the Sam Esmail's Mr.Robot TV series.


Broken Flight | Graduation Film

Made in a year with a team of 6 people, I've taken the role of lead on a production mixing 2D and 3D, for my graduation film. I've had the chance to work on the storysketch, the lookdev, the rigging and many other specializations, though animation remains my biggest passion.

For this film, we explored the "stepped" animation style, where we voluntarily kept key poses for longer on screen, erasing the interpolations between some of them to make them more appealing.

Arthur Jouanny
Aliénor Poignand du Fontenioux
Jaana Berthelot
Emie Rolland
Sébastien Le Gallic
Younes Ayani

Maya, Blender, Substance Painter, Substance Designer, Zbrush, Nuke, Toon Boom Storyboard, TVPaint


Animation Test | Exercise

Animation test made in two days to get back to it before making my graduation film.

Rigs by Rodrigo "Roly" Lopez

Maya


SOS | Electron Beams UE5 Short Film

Film made in three weeks with Baptiste GRENON in Unreal Engine 5. We gave ourselves a very short deadline at the end of the summer right before going back to school.

We almost never used the software before, and we experimented mocap with limited tools at our disposal. Baptiste took care of many of the modelisation and layout, while I've concentrated on animation, mocap, lookdev and lighting.

Unreal Engine 5, Maya, Substance Painter, Samplitude, Mocap


MODELING CHARACTER


"Mothran" | Character Poly Modeling (WIP)

Inspired by one of my Dungeons & Dragons's characters. Only the head was sculpted in Zbrush, the rest was entirely made in Maya with poly modeling.


Antoine de Saint-Exupéry | "Broken Flight" - Graduation Film

I've sculpted, retopologized, UV unwrapped and baked this model in the character modeling phase, with multiple clothings corresponding to different chapters of the film.

The texturing was made by Emie ROLLAND


Oz | "SOS" - Electron Beams UE5 Short Film

Based on the Metahuman technology, we scanned clothes and accessories in 3D, to re-sculpt on top of it, retopologize and texture, making us save much time.


RIGGING


Antoine de Saint-Exupéry & André Prévot | "Broken Flight" - Graduation Film

I've entirely rigged Antoine de Saint-Exupéry and André Prévot for my graduation film. I've used mGear and a few custom scripts.

As we didn't want to do CFX for this project, I've manually skinned St-Exupéry's vest with the RBF Manager of mGear, allowing me to deform it automatically when the legs were moving.


Caudron Simoun C630 | "Broken Flight" - Graduation Film

We also needed a rig for the plane that I've done by hand, adding a random flutter for the wings so they could lightly move facing a strong wind.


Caudron Simoun C630's Dashboard | "Broken Flight" - Graduation Film

After having UV unwrapped the dashboard made by Sébastien LE GALLIC, I've rigged every indicator, gauge and command of the plane with customised controllers.


Caudron Simoun C630's Motor | "Broken Flight" - Graduation Film

In the film, a certain sequence shows the working motor through the plane as imagined by André Prévot, the mechanic. I've rigged the motor so that one controller could handle the pistons's rotation speed.


Journal | "Broken Flight" - Graduation Film

A very complex rig to imagine for me that had just started with rigging ! It only appears on a few shots but it could have been a bit better if I added a few more pages in my opinion !


Pack of cigarettes | "Broken Flight" - Graduation Film

One scene shows the plane crashing, and needed a rig for a pack of cigarettes that goes flying. We could open/close the pack, and select all the cigarettes at once, and then apply a random transform on the translate.y channel, to get this effect very quickly !


TEXTURING


Caudron Simoun C630 | "Broken Flight" Graduation Film

After having modelised the plane, I've made a realistic texture with Substance Painter's smart materials, to then stylize it. I've gone to the Air and Space Museum at the Bourget in Paris, where one of the lasts Caudron Simoun's being displayed, so I could reproduce the different logos and writings of the original plane.

We used the world space map to paint the plane and reveal the paint brushstrokes with the lights impacts.


Dashboard | "Broken Flight" Graduation Film

The dashboard has been painted by hand on Substance Painter, then I recreated every dial with Photoshop, based on resources and references that we photographed at Renaissance Caudron Simoun at Pontoise's Airport, that kindly received us !


SHADING/LOOKDEV


Clouds | "Broken Flight" - Graduation Film

To mix 2D and 3D, we needed to find a solution concerning clouds around which the plane would travel. I've taken inspiration from many different 3D artists that already explored these shading techniques : How to get this brushstroke effect in 3D clouds ? Here, we create multiple planes with procedural noise stacked with each other. A technique that was a bit costly in resources when we use many of them at once, but it works !


Light Shafts | "Broken Flight" - Graduation Film

A film sequence shows light pillars echoing to what St-Exupéry wrote, describing the night as "a temple in which we lock ourselves". Heavily inspired by the work of @reipart_ on this matter, we could create light shafts (animated!) very cost-efficient in rendering with EEVEE.


Curve Painter | "Broken Flight" - Graduation Film

Always in the optic of mixing 2D and 3D, we searched the best way to create a "painterly" effect on our characters. The solution we found was to paint the world space normal maps with brushstrokes. We place curves on the 3D models on which textures are randomly distributed, so we can then randomize them with a seed option.

We can control the intensity of their normal maps, as we wanted them to be stronger during intense sequences, but the effect was scratched because of final rendering problems.

We also looked into how to apply this effect to objects, as showed here to find a more interesting "spec eye" effect.


Painterly Outline | "Broken Flight" - Graduation Film

Another lookdev objective that took a while to research, was to "break" the almost "perfect" look of 3D, by adding brushstrokes to characters outlines. To do this, we used occlusion culling, to extract a curve from around the model, on which we distribute textured planes. The effect was finally not used because it was too hard to mix with the "stepped" animation style.


Procedural Textures | "Broken Flight" - Graduation Film

For the plane, we needed huge vast spaces, and it was impossible for us to find pre-existing textures that matched this need. I've started from scratch and created a sand texture for the Libyan desert and a runway texture for the Bourget's airport, using Substance Designer.


Screens | "SOS" - Electron Beams UE5 Short Film

A large part of the short film is understood through was it shown on different monitors. To integrate them correctly, we had to remap the videos (treated and stylized in After Effects), so they correspond to the UVs, then we played with the shaders to create an emissive and added a reflection on top of it.


Lightnings | "SOS" - Electron Beams UE5 Short Film

At first I tried to implement 3D lightning bolts in the Unreal scene, then it became obviously easier and cost-efficient to make transparent lightning images plugged in emissive appear for a few frames, unfolding vertically, giving us the wanted effect.


LIGHTING


Aang - "Tears in Rain" | Acting Exercise

I've tried to stick to the original lighting on Roy Batty in Blader Runner, with a very soft ambient light, two backlights for the subject and the rain, and four others to recreate a diffused light on his face.


Light & Color Researchs | "Broken Flight" - Graduation Film

During the lighting of this film, we worked tightly with Emie Rolland, 2D background artist of the team, to define the ambiance and the exact tint. On one side, we have the brown night sky, as seen by Prévot, and on the other side, the blue night sky that St-Exupéry imagines. The direction of the moonlight is lightly animated to simulate the plane's movement.


STORYBOARD


Broken Flight | Storysketch Graduation Film

For this film, I've made the storysketch, the first step to define key points of the narration with the team. Jaana Berthelot then took care of the storyboard, on which we continued to work closely for the global coherence of the film.


SCP:Secret Laboratory Trailer | Storyboard

I have made the storyboard of a trailer project for the video game SCP: Secret Laboratory by Northwood Studios.


SOS | Storyboard short film UE5

In a week, I've made the storyboard of the short Unreal film made with Baptiste GRENON. We agreed on the narration, and I translated it into images.


The Bitch Boys | Film Storysketch 2nd year of studies

For our last 2nd year project, we had to make a short 2D animation film. With Pauline Campos in project lead, we created the narration through the storysketch.


MODELING SET & PROPS


Caudron Simoun C630 | "Broken Flight" - Graduation Film

To make the Caudron Simoun C630, I went to the Air and Space Museum in Paris to gather photos of the plane, and got precious help from Renaissance Caudron Simoun at Pontoise's airport, that are re-building one of the last existing models in the world.


COMPOSITING


Broken Flight | Graduation Film

In the film, Prévot, being a mechanic, sees the plane in its smallest details. He imagines the motor exploding through the cabin, and for this, I've rendered multiple scene layers apart to then reassemble them in compositing. There is the layer of the pistons running full throttle, the layer of the motor itself, and the layer of the plane itself.


Broken Flight | Graduation Film

One of the scenes that needed the most work in compositing is surely the desert ! It needed two well backlit subjects, to fix missing EEVEE indirect light, the rendering engine. Everything was composited in Nuke.


SOUND DESIGN


SOS | Electron Beams UE5 Short Film

Made in a limited time, with Baptiste GRENON and the help of my father Franck JOUANNY, sound engineer, we created the sounds and music for the short film from scratch. For the music, we used an arpeggiator, that gave us the electronic sounding ambiance we were searching for. For the SFX, we manually recorded typing sounds on the same keyboard that was 3D scanned in the scene, with a professional equipment.