To set the scene and house the character FX, I built out the environmental assets, lab props, and anatomical mesh adjustments directly in Houdini.
Procedural Modeling: Designed and proceduralized the lab containment environment and prop hardware inside Houdini. I also refined the underlying character base geometry to ensure clean topology for physical simulation, establishing precise muscle anchor points and proper volumetric clearance for the extreme deformation to come.
Texturing & Lookdev in Substance Painter: Exported UV-unwrapped environment and character assets into Substance Painter to author multi-layer texture sets. For the character, I authored specialized maps for Subsurface Scattering (SSS), micro-creasing, surface tension, and skin pallor shifts—ensuring the skin material reacted believably under high volumetric strain during the transformation beat.