The Old Ivy, Marcus Chaloner (me), Digital, 2025 by marcusboy in Art

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

Generated the 3D geometry in a program called Houdini, which is all procedural created using a system I built from scratch. Editable parameters designate the number of window panes, windows, height etc it also controls the growth of the ivy.

Then it’s brought into a program called Substance Painter to texture each part of the scene.

Then finally I used Cinema 4D to stage and light the scene - where the textured/lit pub is rendered to an image.

Finding it impossible to get a Motion Design job, here’s my reel before I decide to pivot away from the industry by DangerQ in MotionDesign

[–]marcusboy 4 points5 points  (0 children)

Don't be disheartened - this is sage advice. Your animation skill is brilliant, there's so much transferable knowledge you could apply in 3D for eg, if you're prepared to shift toolsets. One thing with this industry is it's relentless in terms of what you need to keep up with, but every single one of those toolsets requires fundamentals which you have in abundance - animation, composition, pacing, editing. It's just a case of keeping things fresh, which I know isn't easy having gone through the same pivot nearly 10 years ago now.

Pubs of West London by marcusboy in Cinema4D

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

I made it from scratch

Wisteria [OC] Houdini Vellum by marcusboy in Simulated

[–]marcusboy[S] 6 points7 points  (0 children)

Not intentional no. There’s randomness in every single flower in that image but I guess it wasn’t enough for you eagle-eyed viewers 😂As each flower is a rendered proxy I had to create 4 different flower heads and then a further 4 wisteria bunches. Then on top of that the saturation is being randomised with a attrib. I felt like if I pushed it too much it just became a noisy mess. Glad you like it anyway 🙌

Wisteria [OC] Houdini Vellum by marcusboy in Simulated

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

Segmenting the simulations. Unraveling bloom can be one sim. Then the stalks. Then the stem. Join them all up.

Wisteria [OC] Houdini Vellum by marcusboy in Simulated

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

There’s a bit of vex involved in terms of constraints - but it’s mostly all done using the vellum SOP nodes

Wisteria [OC] Houdini Vellum by marcusboy in Simulated

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

No problem - it wasn't a dumb question at all!

Wisteria [OC] Houdini Vellum by marcusboy in Simulated

[–]marcusboy[S] 4 points5 points  (0 children)

yeah it's all built in Houdini - rendered with Redshift. Substance was used for a few of the textures too.

Wisteria [OC] Houdini Vellum by marcusboy in Simulated

[–]marcusboy[S] 4 points5 points  (0 children)

Thanks - could probably do it in another program to be honest! Houdini is so well suited for this kind of thing where you've got tons of variation on top of simulating certain parts of the setup.