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Gurvan Fric
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Gurvan Fric

Gurvan FRIC
by gusbzh on 24 May 2023 for Rookie Awards 2023

I've finished my studies in 2021 and since then I've been doing VFX for music video in freelance.In my school, I was specialized in look dev and VFX. For a few years now I'm trying to specialize in houdini with procedural modeling and Fx.Today I'm looking for opportunities to join the vfx industry to increase my skills

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MY LAST PERSONAL PROJECT

Everything is done in houdini except the trees which I did in speedtree and the boat is from an old project of mine. There is only one heightfield with dirt, rock, grass and sand textures in triplanar and with noise maps. I just added some mountains in the distance. The beach areas are made with a heightfield remap. There are several erosion nodes with different qualities to have these little rivers/waterfalls. There is a scatter of 6 different trees and a rock scatter that I made just with the mountain node on a sphere. I scattered the clouds on a plane for the sky. All the scatters are in instance. I reused my clouds with a lower density in different places like the contact between the waterfalls and the sea. The rendering is done on Houdini too with different passes. The mist, the compositing and colorimetry are done on After Effect.

SHOW REEL

GRADUATION MOVIE

For this scene I used a greeble effect with houdini to get small details and modeling basic shapes of the different buildings. I also made a procedural texture with Substance Designer, a small crowd system with moving spaceships and a pyro simulation from the ground to create an atmosphere.

On this shot you can see the spaceship from a distance so I used the same greeble tools. For the atmosphere I used the cloud nodes starting from the shape of the spaceship. I also made a crowd system of asteroids.

For these underwater scene the atmosphere is made in compositing. I created a procedural rock system to use on all the caves in the film. I also scatter plants that I created procedurally on houdini. On Maya I made a moss scatter to add little details. In this scene the purple shells are illuminated one by one in relation to the distance of the character; this effect is also done on Maya. For all the underwater scenes I used two types of Fx. The first one is bubbles on houdini that come out of the character's bag at regular intervals. And the second one for the abyssal snow, it's a system on Maya that emits velocity starting from the character in a fluid box and then adding a point system linked to him.

This is an image I made before my graduation movie to prepare the rock and procedural plants as well as the shader and moss scatter.

In this scene we find the spaceship of the beginning of the movie but eaten by time. So I used booleans to break pieces of the spaceship and the buildings. And then I used the same scatter systems to add moss and plants. There is also some moss in texture to add more details.

VFX PROJECTS

On this shot I did a pyro simulation and I had to slow it down because the video was in slow motion. There is also some basic modeling to make a nuclear power plant and adapt the color to the elements already present.

Here I didn't do a fluid simulation. As I could not get a good result with the size of the wave I had to cheat. I made a deforming mesh for the wave and added point simulations on top of the wave and inside.

Here I started with an animation of a flower that opens. I replaced the petals by the old albums of the two artists and for the floor I also used their albums to make a kind of conveyor belt.

For a reference in the lyrics I recreated a poster from the movie Metropolis. I made two types of procedural buildings that I scattered on a plane. I also added bridges manually. The render is done with a toon shader to match the aesthetics of the poster. There is also a RBD simulation for the city to fall apart.

On this shot I modeled two objects on Maya and then scattered points on the mesh in VDB. There is a point simulation attracted to a point defined by curves. And these curves are created with a first point simulation. The desert is made with a heightfield and a vein node to give this dune aspect. I also made a point simulation on the heightfield to create sand that slides on the dunes with the wind.


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