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Houdini Bullet Simulation

This project is a frame taken from a Houdini-based animation created during my third semester as part of a university assignment. The entire scene was developed in Houdini, including simulation, animation, and rendering, with the final image rendered using Karma.

In addition to the simulation work, a strong focus of this project was placed on asset creation. The weapon was modeled by me with attention to clean geometry, proportion, and believable detailing. I aimed to achieve a realistic yet stylized look, ensuring that the asset would hold up in close-up shots. The bullet and weapon were textured in Substance Painter, where I worked on creating convincing material definition, including metal surfaces, wear, and subtle imperfections to enhance realism.

On the simulation side, I explored procedural workflows and rigid body dynamics to create a dynamic and impactful moment. The motion of the bullet and surrounding elements was designed to convey speed and force, supported by the use of motion blur and careful shot composition.

This project was an important step in developing my understanding of Houdini’s node-based workflow, while also strengthening my skills in modeling, texturing, and rendering. It combines both technical and artistic aspects, reflecting my growing interest in simulation-driven visuals and asset creation.

Overall, this assignment was a valuable learning experience that allowed me to deepen my knowledge across multiple areas of 3D production, from asset creation to final rendering and simulation in Houdini.