Dylan Browne
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dylanbrowne.bsky.social
Dylan Browne
@dylanbrowne.bsky.social
Lead Artist - Special Projects at Wētā FX, Ex #VFX at Modelfarm, Mr.X & Mill Film.
http://imdb.com/name/nm2278940/ He / Him
linktr.ee/dylanbrowne
Opinions are soley my own and do not represent my employer's.
urgh same
January 14, 2026 at 8:10 AM
I am so so tempted to model up an Akira class and others that aren't sold and get them 3d printed
January 13, 2026 at 10:32 AM
This one is going to be a backlog one, going to be starting with the easier modern kits, enterprise c is first up
January 13, 2026 at 10:04 AM
Reposted by Dylan Browne
VISOR | SciFi Prototype Gameplay | Unreal Engine
YouTube video by Dylan Browne
www.youtube.com
January 12, 2026 at 1:47 AM
VISOR | SciFi Prototype Gameplay | Unreal Engine
YouTube video by Dylan Browne
www.youtube.com
January 12, 2026 at 1:47 AM
Cheers! Star trails are just a simple niagara system, particles pushes by constant wind, scaled by speed, material uses two ramps to get the colour fringing and then a camera depth cull so they appear only behind the ship
January 11, 2026 at 11:54 PM
Yeah created in Houdini, definitley feel like I'd want to split it up into high res parts if i were to do a new version! haha not super happy with some of the windows and also it isnt super screen accurate
January 11, 2026 at 11:50 PM
January 10, 2026 at 10:30 AM
Yeah but it is just in PCG land, houdini that data is accessable from anything , you cna be like i want to source a pyro sim from points and carry over attributes to that said pyro sim, or like i want to vellum sim some curves and then scatter points on them and then conform them to a surface
January 5, 2026 at 2:39 AM
hmm probably a major one would be VDB / volume ops, but the main killer thing with Houdini is workflow, everything can talk to each other easily, point attributes travel everywhere etc.
January 5, 2026 at 1:49 AM