gridF

canyonCave_lookdev_v04.0001

Breakdowns:

houdinipythonmayaarnoldnuke

In the image above, I was responsible for nearly 100% of the render excluding the geometry for the metal debris parts that were recycled from existing assets.

One of more technical tasks I was responsible for on this project involved creating a sand, rock, and metal debris clumping system. Due to the lack of time that we were given for the E3 game cinematic, manually sculpting the sand and laying out the debris geometry was an impossible task.

To tackle this massive environment, I used Houdini to develop a system that we could generate the geometry.  A few of the tools that were needed to be developed included scattering and position based clumping systems.

Excluding the misc metal bits that were recycled from miscellaneous assets, the geometry in this image was created 100% procedurally inside of Houdini and exported to Maya via HotA.

The textures and shaders in this image are 100% procedural, created with Maya and Arnold.

Below is a breakdown of the different layers that went into the system.

recore_debrisSystem_v001


gridF


hairRender_v003

 Breakdowns:

houdinipythonmayaarnoldnuke

In this image above, I was responsible for 100% of the final render, excluding the geometry for the character. The hair was styled in Houdini. Shaded and rendered in Maya and Arnold.

For the hair, I created an otl based off of the Houdini 14’s hair tools. The otl allowed for greater control over the default tools that Houdini ships with, as well as tools and attributes for the getting the hair system into Maya and Arnold, bundled with user attributes that were used to create the hair shader.

Below is a breakdown of the render.

recore_hair_v001


gridF

Below is the final spot for Xbox: ReCore (Psyop).

gridF