Portfolio
A selection of my work (34 items)
Tulipan (“tulip” in Polish) was one of the most common rotary dial telephones of the People’s Polish Republic in 1980s. In fact, its modernized tone keyboard version was produced till 1995. It was available in fourteen different colors.
My family owned it when I was merely a kid and the rendered model represents the exact color of the device that we had. This particular orange reminds me of “bahama yellow”, which many of the cars of that period were colored with.
The model is a hero one. Medium-poly with unique textures. Rendered in Cycles only because I’m still waiting for the production ready Karma XPU.
If you’re interested in RWT telephones in particular, or in telephones from these years in general, then telesfor99’s page has plenty of fantastic resources, documents and photos about those devices. Don’t let the lack of HTTPS put you off.
Tools
Houdini NVil Substance Painter Blender (Cycles)
Stylized snail character who I christened Horace. The video demonstrates a KineFX rig I was working on for some time. Most of snail’s movement is automatically driven by path deformation, raycasting and secondary motion. Manual animation was used for setting eyes’ look-at target, correcting geometry interpenetration, and for directing Horace’s general face expression.
Tools
NVil ZBrush Houdini Substance Painter Blender (Cycles)
Procedural asset capable of outputting many variations of a park bench. I modeled it to resemble old park benches that could once be found scattered throughout Polish People’s Republic, and even up to this day they are still present in some smaller towns and villages. Seeing one that was vandalised by having some of its planks removed was not uncommon. The asset allows for simulating this by prunning a random number of planks (as demonstrated near the end of the video).
Exposed parameters allow for tweaking most aspects of the bench, apart of editing leg shape. This had to be dropped due to time constraints.
UVs are automatically generated and layed out if an appropriate flag is set. Also, the asset provides proxy and collision meshes in its second and third outputs, both of which dynamically adapt to the current shape of the bench.
Tools
Houdini Substance Painter Blender (Cycles)
A simple HDA that I made as a background asset for a park scene. I needed to be able to create at least several different swing variants based on specific constraints. The asset allows for tweaking dimensions and positions of all frame elements, dimensions and quantity of benches, length of chains and shape and number of their links.
UVs and collision geometry are generated automatically for every variant that the asset outputs.
Tools
Houdini Substance Painter Blender (Cycles)
A toy car which was originally created around 1672 by a Flemish Jesuit missionary in China and an accomplished mathematician and astronomer — Ferdinand Verbiest, as a gift for the Kangxi Emperor. The car was approximately 65 cm long, so was not designed to carry humans. Once filled with coal and water, it could move for over an hour. This is a lowpoly replica of the car.
Tools
NVil Substance Painter Houdini Blender
Trylinka is a pattern of hexagonal concrete slabs patented by Polish engineer Władysław Tryliński. It was commonly used on secondary roads, parking lots, housing estates and industrial areas throughout Poland. Trylinka’s golden age falls around the year 1965, but you can still encounter it in some forgotten places of most urban areas.
Composition of hexagonal slabs kept on changing as the time passed. Slabs manufactured in earlier years had a thick and tightly packed layer of crushed stone in its top part. Usually chunks of granite, basalt or quartzite were used, with properly selected field stones also popular as a cheap alternative to more expensive rock types. Later years brought more uniformity to the visual appearance of trylinka as crushed stone became less and less visible.
Susceptibility of this kind of road surface to erosion and wear, especially in its later production variants, turned many streets paved with trylinka into bumpy obstacle courses. I tried to reproduce this effect by randomizing height, orientation, surface and microsurface condition of the slabs. Other controllable parameters include: a parameter for resizing small and large pebbles, amount of moss and dirt, water level, and other minor characteristics.
Tools
Substance Designer
Testing Blender’s new Eevee real-time rendering engine. Kukri was modeled in Blender and retopologized with Draw Mesh in Nvil. Cloth was made with Vellum and draped on a tree stump. All objects textured in Substance Designer and Painter.
Tools
Blender Houdini NVil
Short demonstration of a selection of tombstones and crosses assets from cementery prop set which I made for the canceled Netherlost augmented reality board game. While those lowpoly assets were created for Unity engine and mobile devices, I thought it would be interesting to see how would they look in Unreal Engine with some of its bells and whistles.
I planned the scene to be a simple turntable of a small diorama, but the more I worked on it, the more I got carried away by the engine’s impressive feature set and how easily certain goals could be accomplished.
I took a liberty of borrowing foliage and a couple of rocks from Epic’s Kite demo. Ambience sounds of rain and thunderstorm come from Freesound.org and were recorded by Aesqe, JakobThiesen and Kyster. Everything else is my own work.
Camera rain drops are a custom post effect that utilize flowmap vector field combed in Houdini. I had plans to use unique normal and flow maps for each take in order to eliminate the repetitiveness (which is noticeable between the cuts), but I had to move on to the next project so I ended up with setting a random warm up delay for each rendered sequence to at least break up continuity of raindrops animation between consecutive shots.
The video was rendered with Unreal Engine’s camera sequencer.
Tools
NVil 3D Coat Houdini Substance Painter Substance Designer Unreal Engine 4
Conifer branches made in Houdini using Lindenmayer system. I based them on Dietmar Saupe’s 2D bush ruleset, which I modified slightly to make it look more convincing in 3D space.
Tools
Houdini
A hero model based on Apollo starship tin toy that was once produced by Japanese toy company Masudaya (Modern Toys). First place in 3D-Coat Community Challenge #13: “Tin Toys”.
Rigged and animated in Houdini. The movement of the toy is guided by a curve. Animation of the rest of the toy’s features, like wheels rotation, front wheels conforming to movement direction, changes in pivot, and “spacewalker’s” wire are driven by a mixture of CHOP and DOP networks, making the animation fully automatic.
The static model and it’s animated version driving in circles on the floor can be viewed on Sketchfab.
Tools
3D Coat Inkscape Photoshop xNormal Houdini