I bring characters and creatures to life — from sculpt to final render.
Click a project to explore its full pipeline — sculpt, topology, UVs, texturing and turntable.
I love every step of the pipeline — from high-poly to final pixel.
High-poly sculpting in ZBrush — from primary forms down to micro detail.
Clean, animation-ready topology and optimized UV layouts in Maya.
PBR texturing in Substance Painter; shading and lookdev in Arnold or Unreal Engine 5.
Fur and feathers in Houdini; final lighting, rendering and compositing in Nuke.
I'm Alexandre Giraud, a 3D imagery artist trained at Cégep de Matane (Québec, Canada). My passion: characters and creatures, from concept to final image.
Realistic or stylized, every project is a chance to explore a new workflow — skin displacement, fur grooming in Houdini, real-time pipeline in Unreal, or raptor feathers for a scientific community.
Based in Québec, Canada — available for internships, junior positions and collaborations. Every character deserves to come alive: let's build the next one together.