Haunts
12 nightmare/dreamscapes, created in 3D and processed post-render to emulate an impressionist aesthetic. Inspired by the paintings of Zdzisław Beksiński.
Asset Development
Torso Build
The torso was built procedurally by taking an input posed rig and extracting a spine and sternum curve to draw rib cage geometry from.
By running through a for-loop to clone inwards, and manuplating the position of points based on the mirrored curveu attribute, the whole torso shape is controlled parametrically.
The arms were drawn by running a shortest-path curve generator over points scattered on the arms in the input posed geo.
Head
The head was built by deforming a skull SDF with mirrored noises.
Asset Posing
By creating the asset based on a posed biped rig, each pose would have unique characteristics.
Environment
Various environments were constructed in Houdini.
Beksinski Structures
One of the hallmarks of Zdzisław Beksiński’s work is the bone scaffolding interior supporting his structures.
Paint Processing
The second half of the project consists of impressionist paint emulation. This was achieved in Nuke using a variety of vector distortion, blurring and layer stacking.