Trials Of Lights

3D short film

Trials of light is a 3D short film made on Blender software.

In the course of the short film, we follow the events of a small beetle trying to escape three enemies, ancestors of a lizard, a tarantula, and a toad.

Once the concept was established, I was in charge for modeling, texturing, rigging and animating the Beelzebufus Alytidae, a bioluminescent three-eyed toad.

The Beelzebufo Alytidae modeling workflow focused on adapting realistic amphibian anatomy, with particular attention to the complex hind legs and webbed feet. High-resolution sculpting and custom brushes were used to recreate skin details, while optimized topology and baked normal maps preserved detail with low polygon counts. Texturing aimed for photorealism, using real amphibian references, custom eye textures, and semi-transparent membranes. Rigging was customized from a Rigify quadruped to support expressive movements such as throat inflation and eye control. The final animations include walk, jump, and idle cycles, assembled through Non-Linear Animation and inspired by real-life reference footage.

Trials Of Lights

3D short film

Trials of light is a 3D short film made on Blender software.

In the course of the short film, we follow the events of a small beetle trying to escape three enemies, ancestors of a lizard, a tarantula, and a toad.

Once the concept was established, I was in charge for modeling, texturing, rigging and animating the Beelzebufus Alytidae, a bioluminescent three-eyed toad.

The Beelzebufo Alytidae modeling workflow focused on adapting realistic amphibian anatomy, with particular attention to the complex hind legs and webbed feet. High-resolution sculpting and custom brushes were used to recreate skin details, while optimized topology and baked normal maps preserved detail with low polygon counts. Texturing aimed for photorealism, using real amphibian references, custom eye textures, and semi-transparent membranes. Rigging was customized from a Rigify quadruped to support expressive movements such as throat inflation and eye control. The final animations include walk, jump, and idle cycles, assembled through Non-Linear Animation and inspired by real-life reference footage.

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