I took a break from Houdini today (for the most part) to mess around with modeling. I almost never model things. Get them provided from the client or from a stock site. Decided that since everyone always says how Maya is the cream of the crop for modeling, to start messing around in it. Especially since it may be worth it now that there is an indie license. Textures a bit too heavily in substance painter.
Been wanting to figure out wet maps in @sidefxhoudini. Finally got around to it and rendering something out.
36115 August, 2019
Last skull render thing I promise, been seeing way too many skull renders lately, but I really we wanted to share the animated version of this guy. Built the growth system like a year or so ago just didn't have the power to render it. Now I do, thanks #redshift 👌🏻
Cars in fog *remastered*
Huge shout out to @raidzer0 for letting me mess around with he new auto shader pack for Redshift. Go click the link in his bio to check that out, highly recommend it.
Switching from octane to redshift in this scene was super fun becuase I was able to add animation and add a smoke sim vs basic fog and have it render even faster 👍🏻👍🏻👍🏻
This wire growth was one of the first things I built in Houdini almost a year ago. At the time I couldn't save the geo out as an animation to render in c4d and even if I could octane took hours to finish one frame, so I just made a still. Now a year later Im able to render inside Houdini with Redhsift and finally animate it. Feels good. Progress 👍🏻👍🏻👍🏻