Lego Mosaics

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Lego Mosaics

Recently I came across some cool Lego mosaics on Reddit and decided to make my own. I started out using Houdini to generate and render them but later decided to replicate the work in Unreal Engine.

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Audioslave

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Audioslave

The technological focus for this project was on Houdini's latest toolset for ocean generation; Houdini 16 introduced a new way of layering ocean spectra without tiling artifacts. The workflow is very similar to the copy-stamp workflow but instead of copying geometry onto points, each input point creates a patch of ocean waves which blend nicely with its neighbors. The ocean spectrum can then either be used to deform input geometry or used directly in a Mantra displacement shader at render-time.

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Materialize Contest

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Materialize Contest

This is my submission for Allegorithmic's Materialize Contest. The goal of the contest was to re-create a material found on Allegorithmic's Mattershots Instagram account. I've been following Mattershots for a while now and was planning on replicating one of the materials anyway, so it was convenient that I stumbled upon the contest. I decided on creating this material: https://www.instagram.com/p/BYQFu0qFfzo/

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Candycorn

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Candycorn

Here's another art idea I had for Halloween which I didn't quite complete by the 31st. Here I experimented with Renderman's instancing and my main goal was to push heavily on point count. On my relatively low-powered machine I ended up settling for three million instances, which came out to about thirty-two billion total polygons.

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Jack-o'-lantern

Jack-o'-lantern

In the spirit of Halloween, I worked on a jack-o'-lantern for this month's art project. The goal was to make a fully procedural pumpkin model with accompanying textures. I used Houdini and Substance Designer and rendered with Renderman.