


I used a popnet to simulate packing the geometry tightly together and used a LOD setup for only placing high resolution objects closer to camera - as the scenes were pretty heavy. Brought everything back into Houdini via file nodes, and created Redshift materials with those diffuse/normal/displacement maps from Substance. Then I exported a few variations of those charcoal meshes into substance painter. I used Labs Edge Damage to roughen up some box geometry.

Technical Breakdown: The charcoal geometry was first created in Houdini. I love drawing with charcoal - so I made a little tribute using SideFX Software Houdini & Redshift to create abstract colorful charcoal landscapes.
