April 21, 2018

While working on this quick and dirty exercise, I felt anxious and impatient with the results I was seeing.  I was quick to criticize and felt frustrated at my slow progress.  I understand that these feelings are common when trying to learn new programs and sometimes a necessary process for growth.

But I think there's a difference between the frustrations of learning and the anxieties that are carried over from our habits from commercial work.  

Perhaps over the years of working in this field, I've begun to accept and equate the stresses of the job with the craft itself.  As if the act of making these works should be filled with daily stresses from deadlines and pressures of our obligations to The Job.  

At that realization, there was a sense of calmness.  A freedom to pursue iterations that just felt interesting rather than a constant pursuit for a finished product.

CU_DOF_Square_v0.png

November 30, 2017

A quick project to familiarize myself with Substance Painter. Do a refresher with Redshift, Maya and Houdini.

Substance Painter is a really quick way to develop and iterate, a lot of texture maps.

The Houdini work was based off Entagma's tutorial on Diffusion Limited Aggregation with more help from Jeff Wagner from sidefx.com to create normals from a point cloud > fog volume > converting to sdf > volume analysis to obtain the surface normals. (link here)

Also here's a link for a nice rendering tutorial from Saul Espinosa. As well as this handy image on the basics of Redshift's Unified Sampling.

The shape that is made is random, but looks a bit like a bonsai tree? Perhaps with the right shader and environment that could work.