Monday, October 3, 2011

Done

I have not posted on here in quite a while.I am finally done with MY crunch. I have been getting some much needed rest and trying to reintegrate myself into the world. It feels as though I have been in some sort of stasis, and awakened to a world I no longer recognize. At least that was my initial reaction. Seriously though I am still getting used to a normal sleep schedule again. Crunch can be brutal, and this was my first one. I still feel good about what we accomplished. Sure you have already seen this but here are a couple things related to the game that I worked on.


Uncharted 3: Drake's Deception Video Game, E3 2011: Cruise Liner Walkthrough | Video Clip | Game Trailers & Videos | GameTrailers.com
Uncharted 3: Drake's Deception Video Game, E3 2011: Drake's Fear Trailer HD | Video Clip | Game Trailers & Videos | GameTrailers.com

Friday, December 24, 2010

Thresher

thresherAttack from Doug Holder on Vimeo.



Rico did the animation on the creature and I did the FX. Pretty straight forward.

Monday, December 6, 2010

Fluid UpRez

Peter Shipkov = Genius. This is an example of two sims that are the same sims except the one on the left has its basic shader settings and the one on the right is using the SOuP fluidUpRez node to add detail and wavelet turbulence. Notice the detail.

SOuP Fluid Uprez from Doug Holder on Vimeo.

Wednesday, September 22, 2010

Power

Power from Doug Holder on Vimeo.



I worked on this off and on for a bit. Finding time in between work and what nto has been a little hectic. That's it!

Monday, August 23, 2010

Sheeter and Realflow 5

So I have been using Realflow for about 4 years now. Something like that. One of the biggest things that would annoy me is meshing some sims which have particles of high velocity. When you get those high velocities you get these holes in your mesh. Looks like and old tree sometimes and it would make me a sad panda. Well along comes Realflow 5, Which by the way has a plethora of other cool as shit stuff in it, they come along with the "Sheeter" daemon. This bad mofo can fill in gaps without increasing the resolution of the emitter. There are a few options to control the sheeter, things like cavity size and what not. It's frakkin great. Here is a visual example of how I used the sheeter on a sim I was working on at work.


Brian Alvarez Giant Laser Sim from Doug Holder on Vimeo.

Tuesday, August 17, 2010

Been a while...

So I moved to LA to work for a really cool studio called SunnyBoy Entertainment. I am still working on 1000 Ways to die but in the mean time I have been messing around of course. One thing I did real quick a while back was this laser sim that I saw Brian Alvarez do for the game trailer Vanquish. It was really cool and I liked the way it looked so I tried to make something similar. It came out alright. I am trying to get a couple side projects going but I am finding time difficult to come by and if I am going to get involved in a side project with others I really want it to be worth it. Hah that's not me talking down to anyones abilities, Merely I need them to be very engaged and committed. Im' going off on a tangent now. I have some ideas and I'll post the up when they are more refined.

Brian Alvarez Giant Laser Sim from Doug Holder on Vimeo.

Tuesday, June 22, 2010

Random Explosions

These are just a few tests I ran last night. I have been cooped up in as hotel while I wait for some things to be finished on the building I am moving in to. I wanted to just sim some stuff and test some different volaxis junk.

Random Test Explosions from Doug Holder on Vimeo.