Money Simulation R&D
Tools Used: Blender, After Effects, Photoshop, Illustrator
Internal R&D
Roles: 3D Modeling, Texturing, Simulation, Lighting, Rendering, Post-Processing, SFX
As a 3D artist specializing in product visualization and motion graphics, I have observed a growing use of computer-generated money across various media, including film, television, and music videos, as well as in advertising and digital content. Recognizing the demand for high-quality, photorealistic currency assets, I set out to create a series of lifelike money assets with realistic textures and properties.
To challenge myself technically and creatively, I chose to execute this project in Blender, rather than Houdini, to explore the capabilities of Blender's cloth and rigid body solvers. This decision allowed me to push the limits of Blender's simulation tools and achieve a high level of realism, demonstrating its potential for producing complex simulations and detailed assets in a production pipeline.