I added a project breakdown to Artstation that reveals more of the process of creating the assets in the Cave Exploration cinematic. The last two slides show the volume of lights in the main cave. Without megalights, this would not run in real-time. Artstation link in bio!
Going to get some sleep now. Hire me pls. π₯Ή
Permanent Sunset
Permanent Sunset is an audio/visual design collective
http://permanentsunset.com
12/28/2024
My 'Solo Caving' UE5.5 project began with an attempt to procedurally generate stalagmites in a way that could be art directed. After many approaches, I landed on this setup using C4D's new particle system and mograph tools. The result is a blend of proceduralism and simulation.
08/23/2018
The Creek (3D scan). One of hundreds of scans Iβve done over the past few months capturing Oregon in its most natural state. The resulting library is the foundation for real-time wellness experiences using the Unreal engine.
Procedural ice inspired by the recent work of .vs.machine and . Often, the best way to learn is through emulation and I definitely learned a lot about Houdini.
Life is but a dream π£... [ ] I'm fascinated by the notion that VR/AR will one day be as nuanced as reality. It'll always be summer, somewhere. π
Learning some new tricks ππ²π
Inspired by .t.merry and . It's been quite a while since I've done any apparel experiments so this was all just for fun π
05/20/2017
Instagram post by Andrew β’ May 19, 2017 at 11:23pm UTC 76 Likes, 6 Comments - Andrew () on Instagram: β'Until it's gone' - All procedural in Houdini and rendered in Octane. βοΈβ
05/20/2017
Instagram post by Andrew β’ May 13, 2017 at 10:00am UTC 93 Likes, 8 Comments - Andrew () on Instagram: βSemiprecious π [houdini+octane]β
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