Portfolio

school work

Substance

every good 3D portfolio has some game work i guess? here's mine:

meetmaps

meetmaps are a default 3d model for the substance suite of software that is meant to be a test bench for 3d texturing skills. the idea for this one came by listening to Cranky's "save the page" song, making it with my usual black and white vectorial aesthetic

a render ofa black and white meetmap with an arrow instead of a face and stylish arrows everywhere rendering of the same meetmap wit a closeup on its arm and that arm's white arrow wristband a rendering of the same meetmap but with a view on its back, where there is a white cancel cross

yurikuma shoe

a shoe made with love hate and death, designed to go out and hunt bears that threaten to take over the city
this shoe will be with you even once you realize that this is not a hunt for bears but a hunt for love, spanning across the other side of that wall in the sky

render of a black & yellow shoe with the yurikuma logo same render but from under a glass table same render but with anothe point of view

knife

this is a knife that is note meant to kill or hurt living beings, but to cut loose your ropes and attain your own way to freedom

an image showing a rendering of a knife

sink

no funny or interesting comment here, just this sink

a close uo on the 3d rendering of a sink

unity

unity shader graph and vfx graph tests

what this is is just me following a few tutorials on the internet and showing this to the teatcher to hopefully get a good grade. this is still a skill that i have so it's useful to show it here

unity backed lighting and scene creation

this eas my student appartment in finland for the 2024-2025 school year, i recreated it to showcase unity's baked lighting system.

work-related stuff

here i'm mostly talking about the stuff i did during my internship at WEGL

fake circuits

a circuit looking flat mess of square wires

v1

the first job i had to do at WEGL, it was mostly to get my hand used at making stuff in houdini. And ooh boy Vex is fun!
a star-shaped 3d wire mess

v2

At some point i was bored so i rewrote it from scartch in order to achieve a more controllble script that takes a set of point as input and that can have a set number of breaks in the line, with each break having a minimum and maximum size. and for some reason, it's even faster than the other one with the same amount of points!

Riyadh

a 3d rendering of the planet earth with wires going out of riyadh to every city in the world

raw

we had a few jobs for [REDACTED] in saudi arabia, and this was my task, nothing buch i can say about it...
the final render of the previous image with a bunch of numbers and post processing, it looks very technophilic and cool

final render

the final render (made by my training master) looks really cool, so i thought i'd share it as well

blender audiowave extension

screenshot of a blender fcurve with the settings open. the settings are multiplier, sample size, minimum frequency, maximum frequency, smoothing factor and smoothing quality, as well as the file to compute the data from

i trained myself to play with the blender api to do more technical stuff, and this is what my training said really lacked to blender, so i took my coding and math skills and came up with this highly customizable and as fast as i could do fourier transform that goes from music to animation. you can find the code on github.

houdini animation overshoot helper

a chronophotography of a cube falling and expanding cube, after the red spot, the animation contiues, overshoot and comes back to the original end position

what you see here is the chronophotography of a cube animated from a point in unity. the anymation stops at the red rectangle, and my animation helper takes care of the overshooot you see afterwards, with customizable friction, frequency and power

houdini vex animation helpers

this is a collection of all the vex nodes i had to create for my internship. they were formerly hosted at heredos.net/vex and will return after christmas 2024 when i'll have time to update my server infrastructure. in the meantime, some of them ended up on archive.org. it was a rather complex to approach system, i'm not that good at making stuff intuitive, but i believe it was pretty powerful... for a quick overview of how it works, you can check here.