Blog Posts

  • Kafkaesque: Class 3

    I finished modeling the kitchen assets over the weekend. As well as dedicated kitchen assets, I made a window and door for use in multiple rooms.

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  • Kafkaesque: Class 2

    To begin production on the short, I first created a scene in Houdini with everything to the appropriate scale in meters based on my existing plans for the house of the main character, Quentin. For scale reference, I added Houdini’s template body (I’m not sure why they’ve made him naked, but it makes me laugh). […]

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  • Kafkaesque: Class 1

    In the process of migrating blogs, my updates to my senior project have to be individually imported. I’m transferring the ones from this quarter – Senior Studio I – but I’m leaving the ones from Concept Development, the pre-production phase of the film. If you’d like to go back and peruse those entries, visit the […]

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  • Candle Melt

    This is an experiment with both pyro and FLIP viscous fluids in Houdini. This is a project that I desperately need to go back and mess with until I get it to a more satisfactory point.

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  • Nike of Samothrace Destruction

    This project is an RBD destruction with a custom voronoi fracture based on a volume-painted size attribute. The statue model was downloaded from CGTrader. This project was created in Houdini (with Substance Painter for the texture) and rendered in Mantra.

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  • Salmon Spawn

    This is a texturing project – none of the models here are my own, bar the basic environment and the lilypad. The goal here is to show change in textures, specifically with a salmon going to spawn. This is textured in Substance Painter and rendered in Arnold in Maya. I plan to revisit this project […]

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  • Fish Bicycle

    Ever since I was a kid, my mom had a button on her bike pannier that said, “A woman needs a man like a fish needs a bicycle.” This piece is for her. This piece was created in Houdini and rendered with Mantra. The wood texture is not my own, though I have since lost […]

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  • Lavender

    This is an exercise in procedural layout in Houdini. Modeling, layout, and shader application were all done within Houdini. The ground texture was downloaded from PolyHaven. When revisiting this project, I aim to refine shaders and textures, put more in the background, and hopefully add a camera move & animation.

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