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



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



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

sink
no funny or interesting comment here, just this 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 hereunity 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

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!
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

raw
we had a few jobs for [REDACTED] in saudi arabia, and this was my task, nothing buch i can say about it...
final render
the final render (made by my training master) looks really cool, so i thought i'd share it as wellblender audiowave extension

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

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.