Portfolio

CHERRY TREE ISLANDS

Houdini and Unreal 5 Project

The focus for this project was to learn the workflow of creating Fluid simulations in Houdini, implement them in the Unreal Engine 5 pipeline and be able to render the simulations out in a good quality. 

The cherrytree and floating islands is done procedural and for the VDB Clouds I created a custom material inside Unreal Engine 5. As a finish I then dressed the scene with some Quixel foliage. 

BACHELOR PROJECT

Visual Output

Technical Output

Procedural Generation with Architectural focus

Through this project I wanted to explore how to create a procedural generated modelling
system inside the Houdini Software that would work with a custom architectural design. The
design should have a base structure created from curves and line primitives and act as a
proof of concept, of how specific features could work in a procedural system and explore
which features are of importance.

"HYPHA" - Relased Game

Trailer

See and dowload the game at https://dadiu.itch.io/hypha

"HYPHA"

On this production I was the CG Lead and worked closely with the Art Director and when he wasn't available I took those decisions as well. 

A part from delegating tasks and making sure the CG department worked smoothly, my responsibility artistic was on the environment. Brainstorming the look, assets and the style together with the Art Director and the Game- and Level Designers. 

Game Play

Procedural Houdini Environment Assets

Houdini setup and turntable

A rough showcase of the procedural pillar I did. It's build up by a custom top and bottom. So the proceduralism lies in the proportions of the pillar.

Turntable -Game Environment Assets 

These are the assets and the modular assets I did for the structural Environment.

Procedural HDA - in Unity

Showing how the HDA works inside of Unity. When you then have the model you want, you can save it out as a prefab, since the HDA holds more info and therefore is taking up more space. 

Rosé Rosé Sakura - Perfume Commercial

Lighting and reflections

In this project the focus was to light a scene. I wanted to work with making the light interesting when the entire scene is flooded with light. I also wanted to play with reflections and how to get a high render quality with those materials. 

Models: Maya 

Textures: Maya

Lighting and render: Maya 

Petal Simulation: Houdini

Compositing: DaVinci Resolve

Unreal Engine 5 - Environmental Terrain Setup

Environmental Tools

in UE5

Goal of creating a visually beautiful environment using only the tools from Unreal Engine and what is available in Quixel and Marketplace.

This was done in Unreal Engine 5.0, before lumen supported reflections and before nanite supported foliage. 

Movie Mashup -  Mad Moulin Max

The Project was to take a scene from one movie and do it in the style of the other movie. I choose a scene from the movie "Mad Max - Fury Road" and do it in the style of "Moulin Rouge". My approach to this was to play with the layout of the scene and figure out if this was in Moulin Rouge, what kind of room or building would it be. To the right is the scene from "Mad Max - Fury Road", with a rough draft, on the next slide, of the lines in the picture I started out with. To the left is the output and the Ambient Occlusion render. 
Done in Maya: modelling, texturing, lighting and arnold render. 
3D Coat: Custom Textures.

Affinity: Seamless textures and post production. 

Output
Output
Modeling  (Ambient Occlusion)
Modeling (Ambient Occlusion)

Paris Render - Mad Mouin Max

Mad Max Fury Road: Scene grab
Mad Max Fury Road: Scene grab
Layout Plan
Layout Plan

I did the scene with in mind I wanted to make renders from every angle. This is the view from the other side looking out. And with Moulin Rouge being in Paris, it had be a view to the Eiffel Tower. 

Christmas Cottage

The Work

The entire scene is put together in Maya. All the models is modeled in Maya. The foliage and snow was done in Houdini procedurally. The render is editing inside Affinity photo software. I have a ambition to set this scene up in Unreal Engine 5 and render it out as a movie to experience the scene even more in depth.

The Waltz - Shortfilm

Shortmovie

For this project you really got to be a generalist. 
I blocked out the entire scene. Did a lot of the models and textures for them. Did the rig for the pencil character and a lot of the animations. 

We primarily used Maya for the models and animations, and 3D Coat for textures. The scene was put together, ligthed and rendered in Unreal Engine 4.