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Houdini / 3D Breakdowns and Personal Work

A clip from Secret Level, Exodus: Odyssey -- I was responsible for the enormous hyperspace relay and other modular elements in this sequence. Modeling and scene assembly were handled in Houdini using a point cloud-based system, with rendering in Arnold.

An example of the point cloud setup and orientation within Houdini. Instanced geometry and masking techniques were used for big effect

An example of the point cloud setup and orientation within Houdini. Instanced geometry and masking techniques were used for big effect

quick example of attribute masking techniques for point cloud edits and offsetting

quick example of attribute masking techniques for point cloud edits and offsetting

As part of my experience above - Using a procedural geometry graph in Houdini, I modeled and later kitbashed these elements into modular assets.

As part of my experience above - Using a procedural geometry graph in Houdini, I modeled and later kitbashed these elements into modular assets.

Personal modeling exercise of a procedural brick wall layout done inside Houdini. Texture/shader made with Substance Painter

Personal modelling exercises done inside Blender