Bryan Holt

6K posts

Bryan Holt banner
Bryan Holt

Bryan Holt

@BryanNHolt

Dad // VFX Artist // Filmmaker // Creative

California, USA Katılım Ağustos 2016
966 Takip Edilen867 Takipçiler
Sabitlenmiş Tweet
Bryan Holt
Bryan Holt@BryanNHolt·
The Houdini vs Maya debate fills every forum, every Discord, every “ask a TD” panel. It’s almost always framed as a software preference. It’s not. 🧵
English
4
0
18
4.5K
Farmer Bob.Fud 🌶️🫑
@BryanNHolt The difference between Houdini and Maya is natural selection. Anyone capable of being able to learn Houdini is capable of anything. Me for example, after learning Houdini I recently picked up my new hobby brain surgery and I already switched my dogs brain for my cats brain.
English
1
0
0
33
Bryan Holt
Bryan Holt@BryanNHolt·
Great thread. One note from someone in VFX: Practical sets and puppets make VFX artists' jobs better, not unnecessary. This film almost certainly has hundreds of VFX shots. Don’t take my word for it 👇
Bryan Holt tweet mediaBryan Holt tweet media
Anish Moonka@AnishA_Moonka

You're watching a $248 million film and not a single green or blue screen was used. The alien is a handmade puppet. The cockpit physically rotates to simulate gravity. I looked at the production tech behind this 95% score, and the engineering is wild. Phil Lord and Chris Miller, directing their first live-action movie in 12 years, built the entire Hail Mary spacecraft as a real set at Shepperton Studios in England. Not a miniature. Not a digital model. A full-size ship interior you can walk through. Production designer Charlie Wood studied the International Space Station, Russia's Mir station, and the Boeing 747 cockpit to get the look right. He deliberately made the panels mismatched, because real spacecraft are assembled from parts made by different companies. Nothing matches perfectly. That's what makes it feel real. The cockpit is only about 8 feet wide. It sits on a mechanical platform that can tilt, spin, and shake, so when the ship changes direction or enters different gravity conditions, the whole set moves. Chairs end up on walls. Ladders flip direction. Gosling was suspended inside a spinning ring so he could float and move through the ship for real, reacting to actual hardware around him. No guessing where a wall might be added later. Then there's Rocky. He's the alien co-lead, and he's not CGI. Neal Scanlan, the creature designer who built the Porgs for Star Wars, spent a full year on this character. Over 300 designs before they landed on the final look. Rocky is a thin, hollow shell, 3D-printed from a digital sculpture, then hand-painted in see-through layers so light passes through him like skin. His arms pop off and swap out depending on the scene: one set has a closed fist for walking, another has tiny motorized fingers strong enough to pick up objects. Five puppeteers (nicknamed the "Rockyteers") operated him in every scene. James Ortiz, an award-winning puppet designer from New York theater, voiced Rocky and controlled him on set. When Scanlan met him, he told Ortiz, "You're Frank Oz, and I'm making Yoda for you." Every reaction Gosling gives to the alien is to something physically in front of him. Greig Fraser, who won the Oscar for shooting Dune, filmed the space scenes in the larger IMAX format (that taller image you see in IMAX theaters) and the Earth flashbacks in regular widescreen. Then the team did something unusual: they took the digital footage and printed it onto real film strips, twice, using two different types of film stock. Then they scanned those strips back into digital. It sounds redundant, but it adds a texture and warmth that you can only get from physical film. Fraser used the same technique on Dune and The Batman. Drew Goddard spent six years writing this screenplay. His last adaptation of Andy Weir's novel, The Martian, earned him an Oscar nomination. He described the challenge this way: a screenplay gets about 5% of a novel's word count. The lead is alone for most of the runtime. When he finally gets a co-star, that co-star doesn't speak English, communicates through sounds closer to whale song, and has no face. Goddard called it a screenwriter's nightmare, then said that difficulty was the whole point. He and the directors fought studio pushback to keep Weir's original ending intact. 95% from 212 critics. 98% from over 2,500 audience ratings. And the lead isn't a superhero, a cop, or a soldier. He's just an ordinary middle school science teacher.

English
0
0
1
60
Bryan Holt
Bryan Holt@BryanNHolt·
@OldHeadHST @WyattzWorId My best friend got into Pokémon at 39 so he could connect with his son who was 8 and really getting into it.
English
0
0
11
3.8K
HST
HST@OldHeadHST·
@WyattzWorId I really question adults who are this into Pokemon
English
119
3
853
416K
WyattzWorld
WyattzWorld@WyattzWorId·
Did something come out today? Why the fuck are people wrapped around Best Buy at 10 am
WyattzWorld tweet media
English
871
107
15.5K
5.4M
Bryan Holt
Bryan Holt@BryanNHolt·
It's funny because this happens a lot in the studio, especially with Juniors. Doesn't shock me one bit that store bought assets suffer from the same plague. Artists, in my experience and present party included, are highly unorganized. This isn't an excuse. Clean up your mess. 🫡
William Faucher@WillFaucherVFX

When you buy a tool/asset and the materials/blueprint node graphs are complete mess, it's so infuriating. I don't know if some developers/sellers on FAB/UE Marketplace do it intentionally to obfuscate their process or what, but damn. Clean up your mess. When I sell something, I always ensure that everything is clean, tidy, easy to read, easy to understand, and navigate in the event you need to make changes to it in production.

English
0
0
2
73
Bryan Holt
Bryan Holt@BryanNHolt·
New Houdini tutorial — particle color using the Rest attribute. The Rest SOP stores your geometry's original position before the sim runs. You sample image color against that frozen position post-sim. Color stays locked to the surface. No swimming. Free .hip file included. → youtube.com/watch?v=Yl4246…
YouTube video
YouTube
English
0
1
14
1.6K
Henning Sanden
Henning Sanden@henningsanden·
The last 2 days have been... tough. Please send me photos of Punch the monkey
English
7
0
72
3.7K
Bryan Holt
Bryan Holt@BryanNHolt·
A Houdini fireball in under 10 minutes. No fluff. No skipped steps. Just the setup, the nodes, and why each one matters. youtu.be/9L6P0vESuus?si…
YouTube video
YouTube
English
0
1
9
614
Bryan Holt
Bryan Holt@BryanNHolt·
I've been in VFX since 2012. I teach at a film school. I'm still actively in the field. Every week I write a free newsletter covering what's actually happening in this industry — not tutorials, not tips, not AI filler. Real context for working artists. Free Houdini resource when you join → bryanholt.media #houdini #vfx #fxtd #vfxcareer
English
0
1
13
379
Bryan Holt
Bryan Holt@BryanNHolt·
You mean the one where the incredibly talented artists of numerous studios who lit and rendered assets? Do you think that was actually a game?
Mion.@mionwang

@BryanNHolt DLSS is how we get games like the one in Ready Player One.

English
1
0
0
166
Bryan Holt
Bryan Holt@BryanNHolt·
Hate to say it. On the ground right now all of my prop asset modelers. And hero asset modelers are being crushed and forced to transition into other disciplines (mostly into Virtual production in some facet) This is from what I am seeing, hearing. With that said. Yeah absolutely, I am still modeling non procedural assets in Maya for sure.
English
0
0
0
50
wearemidnight.sol
wearemidnight.sol@WaMidnight·
@BryanNHolt It really depends on what you're doing, if I'm doing single hero asset building, I'm most likely doing that in Maya, if I'm world building or doing effects, definitely Houdini.
English
1
0
0
96
Bryan Holt
Bryan Holt@BryanNHolt·
The Houdini vs Maya debate fills every forum, every Discord, every “ask a TD” panel. It’s almost always framed as a software preference. It’s not. 🧵
English
4
0
18
4.5K
Bryan Holt
Bryan Holt@BryanNHolt·
@macomoroni Did you learn on your own? Or was it also a struggle with hands on instruction (ala school)? I plan on doing a deep dive on blender and C4D soon.
English
0
0
0
56
Marco Mori👾
Marco Mori👾@macomoroni·
@BryanNHolt Maya was the reason I nearly skipped learning 3D. Way to complex for a beginner ( at least 10 years ago ). I would say starts with blender / cinema 4D and then transition to Houdini and or unreal
English
1
0
2
114
Bryan Holt
Bryan Holt@BryanNHolt·
@TerrorXbully My next analysis will be blender vs. I was going to include it but as I was writing it just got so messy lol. Now important distinction here, this is geared towards someone just starting out And I agree if you are in Houdini/unreal you have an advantage
English
0
0
1
26
TerrorXbully
TerrorXbully@TerrorXbully·
Houdini has now become the main tool for all pipelines especially after Solaris update. Only thing in which Maya is still ahead is rigging and animation. But other software are catching up fast. I would even say learn blender first and then learn Houdini. You only learn shortcuts of one software but learn all essential 3d skills. And then you can choose one to master. In gaming, studios are even asking for animation in Unreal now a days and skipping Maya completely.
English
1
0
1
46
Noah
Noah@NoahKingJr·
Is your profile picture really you?
English
596
22
401
28.4K