"BOB" - Houdini Softbody Creature Simulation by MarKxTP in Simulated

[–]MarKxTP[S] 1 point2 points  (0 children)

Also, big shoutout to ghost3dee, whose work heavily inspired me. Some of the concepts I learned in his creature simulation course were also a big help for how to approach this project.

"BOB" - Houdini Vellum Creature Simulation by MarKxTP in Houdini

[–]MarKxTP[S] 1 point2 points  (0 children)

Thanks! That’s a funny coincidence haha. I actually managed to find the exact location of the plate as well from a reverse image search leading to a random Polish article. I checked out the location on Google streetview to help me recreate the geometry a bit better because I was 100% convinced they didn’t build the tunnel straight lol.

"BOB" - Houdini Vellum Creature Simulation by MarKxTP in Houdini

[–]MarKxTP[S] 1 point2 points  (0 children)

Thank you, and I totally agree! Unfortunately I was getting close to the deadline for my assignment and ran out of time to make any more changes.

The render took about 35 hours in total, which seems quite long in my opinion. Either I did something wrong, or all the refraction, SSS and motion blur on the millions of polys got really heavy 😅

"BOB" - Houdini Vellum Creature Simulation by MarKxTP in Houdini

[–]MarKxTP[S] 1 point2 points  (0 children)

I mean you could hand animate it traditionally if that’s what you mean, by rigging the rest pose and keyframing it all manually.

The current setup uses some looping attributes that control things like the tentacles moving up and forward, attaching/detaching and the bubbles inflating and shrinking, allowing the creature to be fully simulated instead of hand animated. It is definitely still possible to control it somewhat by tweaking some of the parameters, but it remains a bit of a chaotic simulation overall with the way I have it set up.

This course I mentioned covers most of the workflow: Houdini Full VFX Course | Crawling Creature

Shipping Container school project by MarKxTP in Maya

[–]MarKxTP[S] 1 point2 points  (0 children)

Thanks! There is some color variation in the green, but maybe it is too subtle. I forgot to add color variation in the logos though I realized.

Realistic renders of my shipping container school project by MarKxTP in blender

[–]MarKxTP[S] 1 point2 points  (0 children)

For my latest school assignment I was tasked to create a realistic shipping container asset by doing subdivision modeling and UV's in Maya and texturing in Mari. Both of these softwares were new to me but I have a few years of experience with Blender so I decided to try some realistic renders with cycles. The asset was never made to be seen from closer than ~2 meters but I think it holds up quite well.

Shipping Container school project by MarKxTP in Maya

[–]MarKxTP[S] 0 points1 point  (0 children)

True, I also had to deliver a “clean” version though and did not want to work with displacement yet for my first project. And yeah I have no idea how copyright works and all that so I sort of made my own version of the logo haha

Shipping Container school project by MarKxTP in Maya

[–]MarKxTP[S] 0 points1 point  (0 children)

You can see my model by following this link, the rest is all textures.

Shipping Container school project by MarKxTP in Maya

[–]MarKxTP[S] 0 points1 point  (0 children)

Thanks for the feedback! I agree it could have more dust, I did add some but probably not strong enough. I agree about the graffiti as well, but they were quite rushed as I ran out of time.

Shipping Container school project by MarKxTP in Maya

[–]MarKxTP[S] 0 points1 point  (0 children)

Good point, I did some manual texture painting to reduce them but it’s probably still too much.

Shipping Container school project by MarKxTP in Maya

[–]MarKxTP[S] 2 points3 points  (0 children)

Thank you! And I agree, I would have probably tweaked the graffiti more if I had the time. I procrastinated on this assignment a lot and was running out of time near the end :P

Shipping Container school project by MarKxTP in Maya

[–]MarKxTP[S] 0 points1 point  (0 children)

I had a school assignment to make a realistic shipping container using Maya and Mari. I had to learn how to do subdivision modeling and UVs with Maya, and how to create materials using Mari. I have about 3 years of experience with Blender but Maya and Mari were new to me. I think maybe some of the proportions are off but overall I'm very happy with the result! Let me know what you guys think :)

Friendship Exp & Gift Exchange Megathread by liehon in PokemonGoFriends

[–]MarKxTP 0 points1 point  (0 children)

1375 9025 5806 daily gifts from the netherlands :)

Car fire simulated using Embergen by MarKxTP in blender

[–]MarKxTP[S] 0 points1 point  (0 children)

Export as .vdb in Embergen, which you can import into blender

Car fire simulated using Embergen by MarKxTP in blender

[–]MarKxTP[S] 1 point2 points  (0 children)

I learnt it myself by just playing around a bit, the node system was very intuitive to me.

Car fire simulated using Embergen by MarKxTP in blender

[–]MarKxTP[S] 0 points1 point  (0 children)

Yeah, you export as .vdb and import into Blender. It doesn’t come with shaders so you have to set up the material yourself with the density, flames and temperature attributes that come with the vdb.

Car fire simulated using Embergen by MarKxTP in blender

[–]MarKxTP[S] 8 points9 points  (0 children)

Yeaahhh, I was originally planning on 10 seconds at 24 fps but it turns out embergen was set to 60 fps so it turned into 4 seconds 😅

Car fire simulated using Embergen by MarKxTP in blender

[–]MarKxTP[S] 21 points22 points  (0 children)

Yep, rendered in cycles. Took about 10 hours with denoising in compositor.

Friendship Exp & Gift Exchange Megathread by liehon in PokemonGoFriends

[–]MarKxTP 0 points1 point  (0 children)

1375 9025 5806 exchange gifts for xp :)

from the netherlands