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River Simulation
Responsible for all aspects. Model procedurally generated in Houdini. I used RBD solver to place them in a nature look. Rock textured in Quixel. Grass made by Houdini Fur tool. Main water sim by flip solver; Bubble, foam and splash by white water solver. Compositing in Nuke.
House Destruction
Responsible for all aspects. Wooden structure, brick, concrete etc. layers modeled in Maya. Simulation and texture done in Houdini. Dust simulated by smoke's velocity field. Compositing in Nuke.
Samurai Character
Full body modeled in Zbrush. Cloth made in Marvelous Designer. I used Topogun and Zremesher to re-mesh all the geometries, UVLayout for making the UVs. Then use Xnormal to generate the normal map, height map and AO map from high-poly model, send them to Substance Painter for texturing. Finally, rendered in Arnold. Compositing in Nuke.
Apollo fall
Apollo model downloaded from internet. In this project, only simple destruction setup, I just focus on smoke simulation. Compositing in Nuke.
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