Monster under the bedRender Everything2026-09-30 | Monster under the bedVehicle Modules QuickstartRender Everything2025-10-20 | Tutorial showing how to create simple car rig with vehicle modules from scratch via Blender and Unreal EngineVehicle Modules - Features overviewRender Everything2025-09-30 | Quick overview of some of the features supported by this modular rigging system:
Procedural modular control rig generation Steering control Drift control Chassis suspension control Individual wheel suspension control Wheel auto roll Accurate collision detection Airborne mode Follow along spline Auto steering Configurable suspension stiffness Inertia simulation Two wheels (bike) mode Multi axle support Multiple suspension types: Double wishbone Mac Pherson strut Telescopic Swingarm Hard axle Steering wheel module Aim Constraint moduleRE Vehicle ModulesRender Everything2025-09-30 | Introducing Vehicle Modules - advanced rigging components for Unreal Engines Modular Control Rig. Made for Unreal Engine 5.6+
Almost no keyframes were used in making this video - only start and end position on the spline for the vehicle!
Feature list: Fully procedural control rig generation Automatic bone axis detection Automatic wheel axle detection Popular suspension type support: Telescopic, Swing-Arm, MacPherson strut, Double Wishbone Suspension extension and compression range control Configurable suspension stiffness Accurate collision detection Simulated inertia physics Spline follow Auto steering Drift support Bike mode Multi axle support Airborne mode Road rumble simulation Engine rumble simulation Wheelie proxy controls Steering wheel module Hard axle support Aim constraint moduleVector Fields + Unreal Engine = LOVERender Everything2022-08-26 | Experimenting with custom vector field generation in Houdini for Unreal Engine Niagara particles. Also using fake shader based depth of field for the particles (changing size, shape and alpha based on distance from camera).
More about how it was made and vector fields in UE, read here: rendereverything.com/vector-fields-unreal-engineFormulaE: No Turning Back - Unreal Engine BTSRender Everything2022-05-29 | Showing some of the technical Unreal Engine work I did with Rascal Post for the FormulaE Season 8: No Turning Back movie. I was responsible for track layout tools, shaders, banner generators, car rigs and particle VFX. Kudos to Russell Tickner for amazing final shots!
Credits Rascal VFX & Colour: New work out now for Formula E 2022 Directed by Sam Walker.
Production Company: Pulse Films Director: Sam Walker Producer: David French DOP: Stuart Bentley Production Manager: Kishan Patel
Agency: Uncommon Producer: Jack Robinson
Editors: Final Cut Editor: Joe Guest
Rascal Post VFX Supervisor: Russell Tickner & Andrew “Barnsley” Wood Flame Lead: Andrew “Barnsley” Wood 2D: Paul Wilmot, James Corden, Richard De Carteret & Ben Stonehouse Layout, Animation, Lighting and Rendering: Russell Tickner Car Rigging, shading, Tool Dev and Modelling : Gatis Kurzemnieks Crowds and additional Props : Roberto Costas Fernández 3D: Phil Maddock, Ton Bartroli Online: Holly McLean Colourist: James Bamford Executive Producer: James BeckUnreal 50k Crowd workflow testRender Everything2022-05-16 | Testin workflow for creating massive crowds in Unreal. This one is 50k people in real time. Obviously different people models are needed for variety.Apollo A7S suit with personal life support systemRender Everything2021-09-06 | I decided to add life support and lunar boots to my Apollo A7S spaceuit 3d model. A lot of research went into it to make it as accurate as possible.
More images: rendereverything.com/project/apollo-spacesuit2.5D Cable Generator digital asset in HoudiniRender Everything2021-07-26 | Overview of the 2.5D cable generator digital asset I made for a client in Houdini a while ago. This is intended to be used directly in Unity or Unreal Engine through Houdini Engine as a game level building tool.Meridian Dan : Teachers Pets - Car tunnel BTSRender Everything2021-07-07 | Behind the scenes of making infinite tunnel and lights animation system in Unreal Engine for the Meridian Dans - Teachers Pets music video by Rascal Post.
Credits to Russell Tickner for the car itself and all the good looking stuff!!A7S Nirvana - City BTSRender Everything2021-07-06 | I was hired by Rascal Post to help out with creating deforming city for the A7S Nirvana music video. It was done in Houdini + Houdini Engine + Unreal Engine. Props to Russell Tickner for amazing lighting and environment work for this!
Read more here: rendereverything.com/project/a7s-nirvana ----------------------------------------------- DIRECTORS Gareth Brannan Markus Lundqvist Production Company Rascal Post Production Producer James Beck Editor Richard Woolway - Video Editor Colourist Daniel Levy
LABEL Parlophone Records Ltd. Sam Seager
Rascal Post Production POST TEAM
2D ARTISTS : Richard De Carteret Brad Wood Gareth Brannan Markus Lundqvist
UNREAL ARTISTS : Russell Tickner Gatis KurzemnieksUsing Compiled Blocks in Houdini to generate cablesRender Everything2021-03-05 | Little example of using Compiled Blocks in Houdini to make a procedural cable generator. You can read more about benefits of using Compiled Blocks here: http://www.rendereverything.com/houdini-compiled-blocksflower previewRender Everything2020-10-27 | ...doors 108 flipbookRender Everything2020-10-27 | ...Server generator testRender Everything2020-10-27 | Procedural server generator asset in Houdini: http://www.rendereverything.com/doors-update-2Doors. Part 1 (Updated)Render Everything2020-10-09 | First part of the short movie I'm currently working on. (Updated version with new portal VFX and new sound design)
Made in Houdini and Blender. Rendered with Redshift.
Concept, visuals and sound design by me.Collector, Unreal Engine virtual camera walkthrough 4KRender Everything2020-09-22 | During re-making Collector demo in Unreal Engine, I had a lot of fun using virtual camera (using iPad pro) to walk around the enviroment in real space and "film" it.
More about the project: http://www.rendereverything.com/project/collector Procedural asset gernation pipeline: http://www.rendereverything.com/project/procedural-game-assets-in-houdiniRain surface shader in Unreal EngineRender Everything2020-09-22 | Implemented in UE, inspired by Last of Us 2. Only input from artist is a single grayscale height map for the model - representing water flow on the model. It is modulated by noise map that is transformed to imitate down flowing motion. Then I generate normal map from this height and set it as a secondary normal for water "coat". I also calculate fake caustic based on the normal, to make droplets more visible.Collector demo in Unreal Engine 4KRender Everything2020-09-22 | Recently I remade my Collector/Procedural asset generation demo in Unreal Engine for testing out some things and comparing the workflow with Unity.
Made in Houdini and Blender. Rendered with Redshift.Doors, seq1, WIPRender Everything2020-06-22 | Work in progress sequence from the short CG movie I'm working on.Gatis Kurzemnieks Live StreamRender Everything2020-02-27 | ...alien world wipRender Everything2019-12-13 | old demo project in Unreal EngineGetting geometry attributes in COP networks in HoudiniRender Everything2019-12-12 | Video where I try to explain the basic techique of accessing 3d geometry attributes from compositing networks (COPs) in Houdini. This is essential for doing advanced procedural texturing right inside Houdini.
If you have some questions or comments, please write them here or in my blog. If you think this was useful for you or you would like to learn more, let me know.Creating procedural layered rocks in HoudiniRender Everything2019-12-11 | Tutorial showing some ideas on creating layered rocks in Houdini. This was recorded to be included in my four part article series about procedural game asset pipeline in Houdini. You can read full article here (part1): rendereverything.com/game_assets_with_houdini_1
If you have some questions or comments, please write them here or in my blog. If you think this was useful for you or you would like to learn more, let me know.Collector HDRPRender Everything2019-11-26 | "Collector" remade using new Unity HD Render Pipeline. This was done to test new features of Unity. Also it served as a test bed for my procedural asset pipeline in Houdini.Houdini Procedural game assets generation pipeline test in Blender Eevee.Render Everything2019-11-19 | This is a visual test for some rock assets generated using my procedural game assets pipeline in Houdini. It utilizes Houdini PDG to chain and parallelize multiple steps - including procedural geometry generation, unwrapping UVs using RizomUV, baking utility textures and finally baking game engine ready PBR textures using Substance automation toolkit.
This is a personal research project on automation of game asset creation and can be adapted to do different kinds of assets.Collector | TurntableRender Everything2018-12-22 | 3d model of Collector characterCollector | EeveeRender Everything2018-12-22 | Test of the new Blender 2.8 real time render engine Eevee. I used assets from my "Collector" real time demo for the test.Collector | UnityRender Everything2018-12-22 | Real time interactive environment. Created with Blender and Unity.Norton 3d turntableRender Everything2018-11-28 | Apollo spacesuit and astronaut 3d model turntableLost in space - wipRender Everything2018-05-18 | ...CGImage Meetup Vol. 02 TitlesRender Everything2018-02-23 | Together with Oskars Pavlovskis, we had a little fun and created intro title sequence for the local CG event.
Rendered in Unity game engine.Norton badasseryRender Everything2017-05-20 | ...lx100 in OregonRender Everything2016-07-16 | ...west coast tripRender Everything2016-06-29 | 3,5 weeks through Washington, Oregon, California, Arizona, Utah, NevadaBeltcorp: BreakdownRender Everything2016-03-14 | Short breakdown of the youtu.be/W0IJZ8zWbS0 animation, showing ship model in more detail and couple compositing breakdowns.
The idea was to create Low Gravity Utility Vehicle – designed to do different work (maintenance, survey and surface crew support) in low gravity environments – like on moons and asteroids. The ship has excellent maneuverability thanks to 6 variable vector thrusters and integrated high power Q-Drive for extra lift.