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Showing results for tags 'design'.
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Procedural design research, Heads are tricky... Still have issue to creat the cable network. Im using the quasistic mode with no cache history in vellum as every bot is generated every frame so timeshift is not really what im looking for and i need more than 100 frames after to have my sim stable enough for an output... Still fighting with the collision between cables (cables are not shown in my OpenGL capture below) ... Grrrrgrrhh ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
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Hello, with more than 10 years of experience, I'm looking for interesting VFX projects. Softwares: Houdini, 3dsmax Website: www.deko.lt Instagram: www.instagram.com/deko.lt ShowReel: https://vimeo.com/236899608
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APPLY NOW As an award-winning animation studio, arx anima is specialized in high-end character animation and development. For our upcoming feature film we are currently looking for motivated, integer people with a hands-on mentality and an open mindset. We truly believe that building up a positive working environment automatically crafts happiness on all ends. As the Environment Supervisor you will work closely with the Art Director, CG Supervisor to set quality standards, identify potential strategies, assess technical options to meet the visual requirements and evaluate production schedules. You participate as a leader and hands-on contributor through all stages of preproduction and asset production. Working period: We are looking for you to start working as soon as possible - throughout the end of asset production which is estimated by April 2020. Location: Preproduction will take place in Vienna, Austria - the world’s most liveable city - until the end of August 2019. You are willing to move to Las Palmas after the preproduction phase with regard to proceed with production on the charismatic island of Gran Canaria. Responsibilities: Equipped with a hands-on-mentality, you will conduct the creation of expressive characters, including the building up of topology, textures, shading and animation rigs. Teamwork is a virtue. You will lead a marvelous team of artists to craft amazing landscape that meet the technical and aesthetic requirements of the project. You will supervise an Environment Team composed of modelers, texture painters and look development artists in the production of extensive open hair sets, providing both artistic and technical mentorship. Environments are an essential part of any production. In this position you will be directly responsible for ensuring disciplines of scene assembly, layout and set dressing. You will work closely with the Pipeline lead, Layout supervisor and Lighting supervisor to guarantee the smooth transition of the Environments to the final stage of production. Requirements: For the open position as Environment Supervisor you will bring Strong knowledge and understanding of the natural world and architecture Experience in producing animated movies and/or series in the same or a similar position for at least 3 years Strong leadership skills with a solution-driven mindset Deep understanding of technical needs to define the production requirements Experience in production of environment is required Experience in procedural modeling and scene optimization is a big plus Proven technical knowledge of Houdini and Maya is a big plus Deep understanding of the relevance of the asset department to ensure a smooth production workflow is a high advantage Ability to delegate and empower your team Social skills for your fellow coworkers, including 50GB of humor and respect Ability to implement and maintain an open and supportive feedback culture APPLY NOW We are an equal opportunity employer and value diversity at our company. We do not discriminate on the basis of race, religion, color, national origin, gender, sexual orientation, age or marital status.
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This is my last project, where i've been working for the past 3 months. Procedural level design using Unreal Engine 4 and Houdini. https://gum.co/LVLDesign1
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Hi my name is Nicolas Heluani, I am a Motion/VFX artist based in Iceland. For the past few years I been working mainly in Motion Graphics for local TV productions. But I am trying to move into more challenging VFX tasks, a subject I always loved. I am a highly creative abstract thinker with an ease in math and VEX. I like to constantly challenge myself into learning how things work and then do it myself. I am attaching here my demo-reel, I hope you like it. For more info please send me a PM at nicolasheluani@gmail.com If you have read so far, thank you, and at least I hope you enjoyed my reel. I plan to update my Vimeo feed soon with some work I am currently doing, like I said I am constantly challenging myself Nico.
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Hi all, We are in need of a Houdini artist that's got a really good grasp of viscous fluid setups for a fast-paced job. Preference given to Toronto locals, but I think remote might be considered. email careers@tendril.ca Cheers
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Hi there, Victoria here from Glassworks London. We're on the hunt for wonderful houdini artists with an eye for design and a strong ability in simulation work for a luxury brand. We'd love to see reels that can speak to this too, so please feel free to send any work through to victoria@glassworks.co.uk along with your day rate. We're looking for availability for the whole month of May and June, ideally to work onsite in our London office but everyone will be considered. If you're not familiar with our work, please visit glassworks.co.uk to see what our fabulous artists have been up to. Very much looking forward to hearing from you. Thanks!
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environmentdesign Floating Island - First Concept Art Version
Chrizzo posted a topic in Work in Progress
Hey Guys, this is the first visualisation of a project for school. It's a Floating Island which has 4 different areas. A grasland, a sand desert, a swamp area and on top of the mountain an ice land. The base geometry was made with WorldMachine 2 and also the base textures were made with this tool. After that, the base textures were edited in PS. All of this data was then imported in Houdini and things like clouds and plants were added. Also the shading, lighting and rendering was done in Houdini with Mantra. This is my first project in Houdini, Greetings Chrizzo Floating Island_Konzept_V1.0_Ani_01.mp4-
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Hey guys We have some exciting, unusual and creative projects ahead and are looking to strengthen our team full-time and freelance in our east London studio and remote. Get in touch! www.field.io/jobs + apply@field.io
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Hey There is a new version of the forum coming soon, and I'm just starting to take a look at the code and the design/layout. Forum design hasn't changed much in the years which is probably a good thing, but I thought I'd take this opportunity to see if anyone had any sites that they love from a layout perspective? Thanks Marc
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We are bringing our D&AD Black Pencil and Cannes Gold Lion awarded design and motion studio Stateside in Summer 2016 and are looking for world-class talent to join our core LA team. You will be one of the elite founding members: ready to jump into high-concept projects for forward-thinking brands immediately. Our formula in London the past nine years has been simple and successful: produce exciting, high-end creative and effective work, executed by best-in-class 3D and VFX technical artists. And, crucially, to have fun doing it. We are all creative contributors, whether we work on the more conceptual or technical end of the spectrum. We thrive on a melting pot mentality, where artists can take pride and ownership in producing shots from start to finish using their broad range of skill sets, while still contributing their knowledge and expertise on a collective scale for the greater good of the studio. We are looking for middleweight and senior talent: Designers, Directors and VFX/3D artists with a strong design sensibility. We are not proscriptive about the path that you’ve taken to get here. Whether you’ve arrived at 3D and motion design via the fine arts, engineering or natural sciences, we appreciate unusual perspectives. Some processes and programs that we like to use: Our main pipeline tool is Cinema4D. We render in Arnold or VRay4C4D. Houdini is our big gun for the more complex stuff. From time to time we like to use Maya as well. Compositing happens either in AfterEffects or Nuke. Available Roles: Senior Designer/Creative Lead 3D/VFX Artist Motion Designer Applications may be sent to LA@mvsm.com. All applicants must be legally able to work in the United States. The ManvsMachine team in LA will enjoy the same generous vacation allowance as their London counterparts. Just like them, you should have a great sense of humor, a belief that mass communication should never preclude good design, and a devastating ping pong serve.
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Short animation i did last year about the Platonic Solids. Houdini for all the VFX; rendered with Mantra. Let me know what you guys think Cheers! http://cargocollective.com/pedrokobuti
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Latest FX work for European Design Awards 2015 teaser. Responsible for the hourglass and sinking cube shots. Pipeline: main geometry created in 3ds Max / exported in alembic format / imported to Houdini Indie 13 / sim / exported in alembic format / finalise in 3ds max https://vimeo.com/116233492
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Over the course of my graduation project I looked into how a procedural system could be established that would generate a unique deathmatch map that would require as little need of user input as possible. I researched the structural elements of classic deathmatch maps and applied these to construct organic environments. The procedure goes through several steps to establish rooms and paths. Once all rooms and paths have been established a volumetric approach is used to create the mesh. The uv mapping and and polygonal optimization are also completely automized allowing the user to generate a unique map by only pressing a button. Next to having a tool that generates maps without the need for user input, several features for user control were implemented, this does require some knowledge of how Houdini works. The user can manually adjust paths (adding removing etc.) and sculpt additional cover objects. Once exported the map can be imported directly into UDK and be played against bots.
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