SERPENTS involved exploring procedural animation techniques and simulations in Houdini to bring the snakes and cards to life.
I tried to keep the setups as minimal as possible using animated and carved curves & vellum. Lots of love was spent on creating the cascading scale animation since the scales needed to be aligned with the mesh, overlap and follow the motion while having varying sizes across the surface. The bones and snakes were procedurally modelled and simulated. The project was rendered using Karma XPU.