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RIVER WITCH

Full CG shot, responsible for all aspects except:
4 megscan textures for ground and rocks, Mocap cleanup by Jose Novarro,
some trees from Speedtree scattered around audio by Luc Salles and some screams from Celline Molliere.

Breakdown

Shot was made in Houdini and rendered with Redshift. All aspects of the environment except textures and trees were procedurally generated in Houdini.
Water was a 3 part FliP sim, merged together during surfacing and then with a whitewater sims for each part. 
Character was modeled in Zbrush, Clothes in Marvelous Designer and textured in substance Painter.
Character was rigged with Mixamo and then KineFX was used to transfer over mocap data from the recording.
Clothes are a 2 way sim with lower res of the middle part of the water. Which later gets fed into a high res of the water as a collison object.
Hair was generated with Houdini grooming tools and was simmed with Vellum.

Blood out of the eyes is a deforming object moving along the rest position that is later deformed along the character, was done to acheive most amount of art directability and to avoid long sim times.


 

Stills:

MikhailDraganiuk_StillFrame2_ResponsilbeForAlmost_AllAspects_VFX.jpg
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