I am a 3D artist with a Houdini specialization. I have experience with procedural modeling, various kinds of FX, rendering, as well as building custom plugins for Maya and Houdini in Python.
In this film I handled grooming and hair dynamics, environment generation, including procedural building systems, terrain, water, and sky elements. I helped set up rendering, as well as managed most inter-software pipeline, including managing file structure, building python utilities to more easily handle alembic exports. I also managed Houdini scene setup, built a digital asset workflow for maximum efficiency across scene files, and created optimization utilities in Houdini such as a camera-based culler to maximize rendering potential on memory limited hardware.
I worked as a digital media tutor, mainly specializing in Houdini, but also providing assistance in other relevant programs, such as Photoshop, After Effects, Maya, and Unity.
Produced procedural environmental assets, mainly architectural in nature. Took hair curves from Maya and generated final hair in Houdini. Assisted with some dust and destruction VFX.