Check out my Artstation at www.artstation.com/jmwalther
VFX Reel
My current VFX Reel. All FX done by me.
Rainbow Six: Extraction – Black Sprawl
I was the main technical artist working on the Black Sprawl for Rainbow Six: Extraction. I generated all the data and metadata procedurally to help bring the Black Sprawl to life.
Realtime Destruction for Games using Houdini
This is one of the talks I gave at the Montreal Houdini User Group we hosted at Behaviour on June 12 2019. This talk is about Realtime Destruction workflows.
Procedural Level Generation for Prototypes / Games using Houdini
This is one of the talks I gave at the Montreal Houdini User Group we hosted at Behaviour on June 12 2019. This talk is about a simple Level Generator I worked on for a prototype with a Creative Director
Procedural Open World Generation Prototype
Simple workflow I set up to generate a heightfield-based Terrain, generate masks procedurally, scatter foliage procedurally and automatically pipe into an Unreal 4 Landscape Material. Made in 2018 before I started working as a Technical Artist
Procedural Dungeon Generation Prototype
Simple Procedural Dungeon Prototype I set up in 2018 before I had started working as a Technical Artist
Procedural Cyberpunk Buildings
Procedural Cyberpunk Buildings made in Houdini. Shaders made in Substance Painter. Integrated into Unreal 4 using Houdini Engine
Houdini Road Tool First Pass
My first go at a Procedural Road Tool made in Houdini. Inspired by the brilliant Houdini artists who worked on Ghost Recon: Wildlands. Integrated into Unreal 4 using Houdini Engine.
Houdini Level Building Tools
Showing off Houdini Terrain, instanced asset scattering, procedurally created rocks, and a flowmap made in Houdini – all integrated using Houdini Engine in Unreal 4
