While learning, he enjoyed modelling and rendering various kinds of architectural objects as his first steps into 3D. He started as a freelancer and worked with Flash technology, building interactive elements for web-sites and later on switched to 3D graphics. Nikolay Skolkov has been working in the CG industry more than 10 years. Ubisoft's solution on 'Far Cry 5' was to develop a set of procedural tools to generate biomes, texture the terrain, setup freshwater networks, generate cliff rocks and more. Yet while filling up empty space is easy, filling it up so it looks natural is a bigger challenge. Not every square meter of the world will receive the attention of a level artist or a level designer. How do you fill up 100 square km of wilderness with a terrain changing every day? One of the challenges with a modern open world is its sheer size. He is now looking forward to push this tech even further! Far Cry 5 has benefited from this next step in procedural tools development for video games. In 2015, he joined Ubisoft to push procedural developments to AAA projects. Since then procedural tools development have been a part of every project he worked on. 2 years later he discovered Houdini and saw its enormous potential for the game industry. Soon after, he quickly converged to technical artist as he developed a taste for VFX and shaders. Étienne Carrier started in the game industry in 2010 as a 3D artist. Why would a user turn to Python instead of using the UI and external tools provided with Houdini? Bjorn will cover reasons to use Python together, with Houdini, and include real world examples to show how it can complement an existing Houdini workflow perfectly. USING PYTHON IN AN OFFLINE HOUDINI PIPELINE Project examples Bjorn has worked on include: Cinematic Animator Horizon Zero Dawn+DLC, Crowd sims/pipeline Nike 'the Ball Makes Us More', Dinosaurs Dinosaur Hunt Macau, Waterfall FX Vestel Stand IFA Berlin, Rockwork pipeline construction of Wildlands Zoo Emmen, Rigger Hans Boodt Mannequins, DragonTower sculpt Hefei theme park. Prior to 2015, he typically worked as a pipeline Python TD or animator with some sculpting on the side, but transitioned to the procedural path - mostly working in games and post-production. Bjorn is currently working on a personal project - a procedural racetrack pipeline. A father, motorsport enthusiast, and a paleo-art collector with a great affection for palaeontology. The first from an advertising company in Switzerland -adding Houdini VFX in their Cinema 4D Pipeline, and one from an artist, who adapted Houdini FX to help him to create stunning art.ījorn Klaassen, from Amsterdam, Netherlands, works as a freelance Houdini TD/Generalist. As practical examples, Helge will show two different case studies in which he worked as a trainer and consultant. You will see insights, how to build your own learning course, learn more effectively, and to start making use of Houdini in small steps. In this presentation, Helge talks about strategies of integrating Houdini FX into given (small boutique) pipelines, shows fields in which this amazing software can help you solve day-to-day problems, and how to approach your first projects. He has worked with clients such as Jura, Vitra, Jung-von-Matt, Pirates ´n Paradise, redseven Entertainment, ProSiebenSat.1, SKY Deutschland, NDR, rbb, Sony DADC, Intel and many more international companies.ĪDAPTING HOUDINI FX SUCCESSFULLY TO MY PIPELINE - A PRACTICAL APPROACH He has worked as a freelancer for more than 15 years for Adobe Systems and is a member of the beta team for Autodesk Maya, Adobe After Effects and is a Maxon Lead Instructor for Cinema 4D. He enables you to master professional production techniques with the following tools: Maya, Cinema 4D, Houdini FX, Nuke, V-Ray, Arnold, RealFlow, Substance, Unity 3D and many more. Helge Maus delivers with his company PixelTrain | 3D | VFX | animation in-house training, workshops and online-coaching for the 3D & VFX industry.
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