Parallel - AVATARS

I was part of a small team at Parallel creating procedural systems in Houdini to produce 11,000 digital avatars for use in their digital Trading Card Game ecosystem. My area of responsibility was to create systems to fit all clothing, props, and visual fx elements onto the characters. Each character had randomized head and body shapes and pose variation. I used a variety of rigging solutions, combined with procedural deforms to tackle all of this - without interpenetrations and deformation artifacts. In addition, I also created the procedural solution to apply skin panel cutouts and prop placements on the faces of the Augencore characters (the cyborg characters).

Example outputs shown below.

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Mating Ritual