It's a Multimedia Designer keen of Immersive Media, Visual Effects, Motion and Photography.
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Dynamically activating objects inside a dopnetwork
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Starting to get how glue constraints work!
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Wanted to share this gem. Great way to quickly fill an interior with spheres and set them to sim!
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crystal disintegration effect is almost there!
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A quick note on this one, sort node is great to randomize values.
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Check this one out! I had one assignment with the goal to recreate a Lego set with 1:1 proportion with Maya. I chose the 3:1 Creators lego set and once I modelled all the pieces I was able to create 3 different vehicles, a Helicopter, a boat and a plane. Check the other 2 models on my sketchfab page.
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Someone asked for a Sci-fi Scene and that was my delivery.
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This was the reason I was digging up some Unreal, my “immersive environments” project. My decision here was to create a simple scene that I could explore my latest learnings. Created the terrain using Houdini Highfields and the textures with substance designer.
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“arclen("../resample1//", 0, 1, 0)” New day, new tutorial. I’m in the final steps of a procedural cable generator with procedural UVs and Ben House has a great video about UVs. I’ve found it a master class on the most common UV Nodes of Houdini and its great for beginners. It was great to learn about the “arclen” function. Cheers!.
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Voronoi fracture node is impressively powerful and can be used in so many different ways that I find it impressive! Today I followed this amazing tutorial from Indie-Pixel. I enjoyed the way that you can art direct the fractures and I’m really glad that Uving is covered in this tutorial. Follow indie-pixel channel, it’s worth it!
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Use the normal sop to get your Normals done right
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A post shared by Rafael Drelich (@rafzdv) on Jan 14, 2018 at 6:33pm PST
These are some setups needed for using Unreal Engine as a render for 3D motion graphics. Scott Pagano Classes at Lynda are amazing but they do not cover the new Matinee system, that is visually too different for a beginner to catch up...and I don’t know why the unreal online documentation does not cover the new interface. I’m probably doing something wrong but I don’t know what. Regarding Matinee, is good to remember that you need to select the object in the world view, create a group and then add a specific track to start keyframing stuff. You also need a director group and to pick the camera to record videos. Scott also points that you don’t use specular maps inside unreal and I will try to understand better why. That’s all for tonight!
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Today I decided to investigate further more the creation of Digital assets and decided to create a fast snow cover asset. This uses the ray SOP to project points into the surface and a VBDfromparticles SOP to create volume from the points. This is not Bugproof yet, I need some help to create a way to always have the base grid a bit above the imported obj. I tried to use the centroid expression but did not find a way to make it work properly, anyone out there that can help?
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