Houdini Hair and Fur R&D

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A BAD HAIR DAY

VFX SIMULATION

DESCRIPTION

Hair & fur R&D project. The goal was to research a topic within Houdini and create a cool animation with this topic. This assignment is inspired by Man vs Machine Nike commercial. The only restriction was to have a spherical shape appear or have an effect inside or outside of the sphere. The sphere itself is not visualized. The color scheme was provided before hand as well. Finally, I wrote a document (PDF) where I explain how the effects work. The goal is that somebody else can recreate my effect by reading through my document and that he or she can understand what is going on. I provided some pages from my document below.


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VIDEOS


BREAKDOWN


SOFTWARE USED

SideFX Houdini - ADOBE AFTER EFFECTS - ADOBE ILLUSTRATOR

WWII Low Poly Assets - Beach Drone Shot (Tracking)

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D-DAY

KEYING AND TRACKING

DESCRIPTION

With this project I had the challenge to change the scene and feeling of a drone shot by tracking and adding 3D objects/matte painting(s) to the scene. I tried to create a scenery similar to how the Atlantic Wall would look like during WWII. So, I made several props, in low poly (saves time in modeling and the lower poly count is fine as less detail is needed because objects are mostly seen from far away), fitting in the WWII setting. Tracking was done in PFTrack, compositing in Blackmagic Fusion, texturing in Substance Painter, modeling in 3ds Max and rendering in Maya with Arnold. Asset renders rendered in Substance Painter (IRay). Take a look at the making of video too, the final shot is actually made of many layers - a lot more than you might initially think.


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VIDEOS


BREAKDOWN


SOFTWARE USED

AUTODESK 3DSMAX - AUTODESK MAYA (ARNOLD) - ADOBE AFTER EFFECTS - BLACKMAGIC DESIGN FUSION - SUBSTANCE PAINTER - PFTRACK

Tactical Mask inspired by Bane's Mask from Batman - Head Tracking

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‘LORD DIDIOUS’

KEYING AND TRACKING

DESCRIPTION

Tracking exercise for which I recorded the footage myself (with my dad as model), did the tracking in PFTrack, used After Effects for the logo creation and particles (Trapcode Particular) effect and finally Blackmagic Fusion to do the compositing part. The mask was inspired by Bane’s mask (Batman), was modeled in 3ds Max, textured with Substance Painter and unwrapped and rendered (with Arnold) in Maya. The tracking part was quite challenging, but I got a decent result for this exercise - especially considering that the mask wraps around the head.


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VIDEO


IMAGES


SOFTWARE USED

AUTODESK 3DSMAX - AUTODESK MAYA (ARNOLD) - ADOBE AFTER EFFECTS - BLACKMAGIC DESIGN FUSION - TRAPCODE PARTICULAR - SUBSTANCE PAINTER - PFTRACK

Ground Collapse - Sinkhole (Tracking)

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A HOLE IN THE GROUND

KEYING AND TRACKING

DESCRIPTION

Tracking exercise for which I recorded the footage myself, used After Effects for the tracking and particles (Trapcode Particular, rain effect) part and Blackmagic Fusion to do the compositing part. The ground collapsing effect was my own initiative for this exercise as a little bonus. To achieve this effect, Rayfire and Particle Flow plug-ins were used in 3ds Max and Maya respectively.


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VIDEO


SOFTWARE USED

AUTODESK 3DSMAX - AUTODESK MAYA (ARNOLD) - ADOBE AFTER EFFECTS - BLACKMAGIC DESIGN FUSION - TRAPCODE PARTICULAR - RAYFIRE - PARTICLE FLOW

Dog and Owl key - Forest 2.5D

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HOOTHOOT

KEYING AND TRACKING

DESCRIPTION

Keying exercise for which stock footage was provided by DAE. I used After Effects for the keying and particles (smoke, snow and rain effect) part and Photoshop for the forest matte painting. Finally, I also used Blackmagic Fusion to key, track and do the compositing part. The 2.5D effect was my own initiative for this exercise as a little bonus.


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VIDEO


SOFTWARE USED

Adobe After Effects - Adobe Photoshop - Blackmagic DESIGN Fusion

Sim - Tower Studio Destruction: wood, glass and stone

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TOTAL DESTRUCTION

VFX SIMULATION

DESCRIPTION

This is a Houdini destruction simulation with glue and cone twist constraints. The front wall is based on a so called tower studio and the support structure is made of wood support beams, similar to Hollywood scene constructions. Everything was made within Houdini.


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VIDEO


IMAGES


SOFTWARE USED

SideFX Houdini

Windmill Isle Diorama

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CLOUD 9

SCULPTING

DESCRIPTION

A sculpt based on a photobash I made, merging artwork of several artists - all credits go to: Tom Garden, Ilya Nazarov, Alexandr Nepogda, Sylvain Sarrailh, Christian Johnson, Andrew Theophilopoulos and Jon Dunham. All artists were contacted.

The assignment was to take existing concepts to make a quick photobash to model from. The blockout scene was modeled in 3ds Max and its renders were done in Maya, with Arnold. And apart from sculpting, the beauty, turntable and closeups were rendered with Zbrush (BPR render).


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BREAKDOWN


TURNTABLE


SOFTWARE USED

ZBRUSH - AUTODESK MAYA (ARNOLD) - AUTODESK 3DSMAX - ADOBE PHOTOSHOP