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Adrian Delmotte

Adrian Delmotte

London, United KingdomMember since Sep 2025

Graduated in June 2025 with a Master’s degree in VFX at Artfx, I am working as an environment TD at Framestore in London.

GeneralistMatte Painting & EnvironmentCompositing
Editor's Pick

Reel Breakdown

Hand-selected by the VFX Engine team

Matte Painting & Environment
Recent Graduate·ARTFX·September 2025

## Flower of Hope :

For the project Flower of Hope, directed by Mael Jamier, I had the opportunity to work closely with live-action footage, which allowed me to push for maximum realism in the 3D assets. This project was a great chance for me to explore organic creation techniques, especially in procedurally generating rocks. One of the main challenges was maintaining a high level of detail while keeping the geometry optimized.

Using USD and Solaris was essential, as it enabled me to efficiently increase the level of detail across the scene. I also developed a Houdini Digital Asset (HDA) for this project, which demonstrates some of the procedural workflows I employed.

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## Mercantour national park

Personal project using Gaea, Houdini and Speedtree except some objects from quixel megascans.

I learned a lot with the project and how to set up large scale environment. Quite difficult to get all the information but really powerfull to play with Gaea and Heightfield on Houdini.

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## SnowGenerator HDA

For a personal project, I embarked on creating procedural snowpack on various geometries and decided to develop a Houdini Digital Asset (HDA) snow generator.

The HDA is structured into three methods: closed geometry, trees with leaves, and terrain. This setup allows users to seamlessly switch between these different types of geometry inputs. While the process presented its challenges, it proved to be incredibly educational. Creating the HDA not only deepened my understanding of VEX but also highlighted the power of procedural tools within Houdini.

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## Tropical forest from New Caledonia

Personnal project using Speedtree, Photoshop, Materialize 3d, Houdini and Nuke. I used redshift for rendering. One of my first environment project using Houdini and I still love the shot !

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## Chiribiquet national park

A group project with Josephine Durand and William Ariza where we decided to recreate the stunning landscape of Chiribiquete National Park in Colombia in CGI, with its iconic cliffs towering above the jungle under Lucas Tebib's mentorship during class.

I focused on modeling the foreground cliff, trees, look development, scattering, and rendering using Houdini. Sculpting the cliff was challenging without Zbrush, but with various VOP techniques, we achieved satisfying results. Initially, I relied on heightfields but later switched to a mix of VDB, Volume VOP, and Attribute VOP for better detail.
The cliff's texturing was done procedurally using complex masks with VOP networks.
Trees were created using SpeedTree, and their look development was handled in Houdini.
Scattering posed a challenge due to the scene's size, requiring multiple instances to achieve a natural distribution across the terrain and cliffs.
Overall, it was a great exercise in improving my skills in VOP and procedural organic modeling, while also learning about scene optimization and environmental creation.
I use to show lot of procedural techniques for modeling, shading and texturing within houdini and some other softwares like Gaea, speedtree, Maya, etc.I particulary love natural environment, especially when it required creating the randomness of nature.I also showed professional work done during an internship where I had to do the lighting for a commercial.I also want to highlight the USD workflows I learned and manage to understand in order to integrate it in a pipeline for the school, in the reel I show it within a personnal project.

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## Short film Two Kings opening shot

My end of graduation short film opening shot which I was responsible for all aspects. I used to work within solaris and USD though Houdini for a 3D Base before going in to photoshop and use tradionatial matte painting techniques, something I was missing on my environments skills.
And finally split in different layer of depth my image in order to reproject it on nuke and comp the shot to finish it.

That's was not that easy because of the fantasy theme, blending real images from landscape and architecture and painting techniques was quite difficult.

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## Conclusion

I use to show lot of procedural techniques for modeling, shading and texturing within houdini and some other softwares like Gaea, speedtree, Maya, etc.I particulary love natural environment, especially when it required creating the randomness of nature.I also showed professional work done during an internship where I had to do the lighting for a commercial.I also want to highlight the USD workflows I learned and manage to understand in order to integrate it in a pipeline for the school, in the reel I show it within a personnal project

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Credits

Two Kings

Two Kings

vfx supervisor

2025