KOORSOO

MUSIC video

ETA: 04-16-26

I was hired to make a music video for the artist Shelf Nunny. They wanted a video set in space that matched the emotional tones of their music. I started by creating and texturing a small planet and a sun, then created a sphere with a noise texture for the stars, all this was done in Blender. The trees were not 3D modeled by myself. for the compositing in Fusion I added analog damage and lens flare to the scenes. I also used a Cryptomatte to mask out the sun to add glow to it separately. I then rendered the video and imported it into Hex Fiend alter the hexadecimal code to get authentic digital glitches.

Hallway Water sim

ETA: 05-14-26

I created a Shining inspired hallway scene. This was done by creating an MPM simulation in Houdini and exporting it to Blender to render, texture and light. I did the composite in Fusion. One issue I came across in this project was making the water sufficiently turbulent, I fixed that issue by adding a pop force in the solver.

Balls falling down stairs

ETA: 02-22-25

For this project I recreated an environment and lighting in 3D to add a realistic simulation to it in Blender. I added a 3D grid of points and then instinced a sphere with a glass texture to each point. I then rendered the simulation and imported it into Fusion for masking, lens distortion and color matching.

Blimp render

ETA: 04-06-25

I was inspired by the game Battlefield One for this project. I wanted to recreate the vibe of the game. This was one of my first renders using volumes to add atmosphere. I used the program Blender. The trees were the only asset not 3D modeled by me.

Holes in face

ETA: 06-09-25

For this shot I experimented with geo-tracking using KeenTools. I did a 3D scan of my friend’s face and used it as a mesh then used booleans in Blender to cut holes in that mesh.

Face from wall

ETA: 03-21-25

This was the first project where I used the software SynthEyes to track a shot. I created a plane with a cloth simulation on it with all the edges pinned and used a 3D scan of a face to push into it in Blender.

Retro render

ETA: 12-24-25

I created a retro background with a character in it. I started by 3D scanning a classmate and re-meshing them. I then painted on the mesh to fix errors with the scan. The background is fully procedural made in Blender with geometry nodes and did the compositing in Fusion.

Liminal Slides

ETA: 02-09-24

I wanted to make a fully CGI environment in Blender. I did this by blocking out the scene and then filling it with curves that I then added geometry to. I added texturing using Blender’s principled BSDF node instead of using image textures. I did the compositing in Fusion.

Walking in the poolrooms

ETA: 06-22-26

For this project I wanted to put myself in a selfie style into a fully CGI environment. To do this I filmed myself outside and tracked it in SynthEyes. I then used Resolve’s magic mask along with manual rotoscoping to cut myself out of the background. I then modeled and rendered the animation in Blender.

Liquid sim

ETA: 09-02-25

for this project I wanted to experiment with fluid simulations interacting with a moving mesh. The viscous fluid simulation done in Houdini and rendered in Blender. The mesh was created and animated in Blender.

RBD backrooms

ETA: 06-07-26

For this project simulated destruction with smoke and debris. I started by modeling and texturing the scene in Blender then animated a 3D scan to be used as a collider in Houdini. Then used a debris source node to source the particles for a smoke simulation. Finally I exported a USD to Blender to render.

Balatro game ad

ETA: 08-12-26

This is a section from my class project to make an ad for a game. I did not create the 2D art on the cards as it is from the video game Balatro. I started the process by modeling a basic card frame and using an image texture node to put the art on the model. The 3D simulation was done in Blender and Fusion was used to key the green screen and composite.

Procedural retro CGI

ETA: 08-30-25

For this project I expremented with procedural generation in Blender using geometry nodes this includes all the animation except the camera movment and the crop. I used sine functions to drive the animation on the cubes and random value generators to vary the animation amount. I then used Fusion to composite and a depth pass render to do the reveal on the CGI.

Outside cubes

ETA: 12-20-24

For this project I created an outside scene with live action footage projected on to a mesh. SynthEyes was used to track the camera and Blender to model and simulate the cubes. Fusion was used to composite the scene.

Nate collapsing

ETA: 11-22-24

I wanted to disturb one of my friends, to do this I 3D scanned them, re-meshed them and created an RBD simulation in Blender. I then made an expanding piece of invisible mesh to get rid of the constraints and collapse the model.

MPM render

ETA: 11-12-25

For this project I experimented with mixing objects with different attributes in Houdini using the MPM solver. First I imported in all my meshes and gave each one its own MPM source node I then rendered the simulation and exported it as a USD file, finally I textured and added lighting to the objects in Blender.

Retro CGI WALKTHROUGH

ETA: 04-23-24

I created a retro scene in Blender, inspired by a mix of '80s CGI and early digital art. This was done by using basic Voronoi noise and checker patterns for the texturing. Heavy compositing was done in Fusion to make the look accurate. I used a mist pass to mask out JPEG damage and obscure anything that was far away from the camera.