Dungeon Props | Model the Pillars

  Рет қаралды 6,012

Houdini

Houdini

Күн бұрын

Learn how to model pieces in Houdini that can be combined into dungeon pillars. You will generate these pieces using polygon modeling tools. Learn how to add variation to the bevels to create more organic shapes and how to convert to a volume for baking against low res geometry.
PROJECT FILES & RELATED TUTORIALS: www.sidefx.com/tutorials/dung...

Пікірлер: 12
@nacho4215
@nacho4215 4 жыл бұрын
Thank you
@EgenMugen
@EgenMugen 4 жыл бұрын
I find this a bad example of using Houdini. Let me explain. What I see is a very tedious process of modeling with zero upsides. Tedious, because the base models themselves are extremely simple and could be easily made in any other 3d modeling software in 1/4 of the time spent here. This just shows that Houdini is bad at simple modeling, which it (unfortunately) is. Modeling UX is very unfriendly. What Houdini excels at (modeling-wise) is procedural non-destructive modeling. But you don't see that here. The workflow is quite destructive due to selecting edges/verts/polygons directly instead of grouping by thought-through criterias. Due to the destructiveness of the process, final models variation is lacking. For the task at hand, this might've been ok, but in the end, this video screams to me: don't touch Houdini with a 10 feet pole. Which does not give the tool justice, as Houdini is an amazing software I can't imagine my job without.
@orozcoapaza1660
@orozcoapaza1660 4 жыл бұрын
that's because you don't understand Houdini and the great advantages that procedural workflow has.
@houdini3d
@houdini3d 4 жыл бұрын
This tutorial shows the creation of a prop for use in this procedural dungeon generation tutorial: www.sidefx.com/tutorials/wfc-dungeon-generator/ The same models could have been built somewhere else if that is where you feel most comfortable and used in the dungeon generation or you can do it all in Houdini if you choose.
@Aaron-dp9zk
@Aaron-dp9zk 4 жыл бұрын
Disagree with your reaction. You say this is destructive and can be done with 1/4th speed in any other software.. Yes this isn't purely optimized, but making a modular set of assets that has procedural noise generated sculpt like bevels using reusable custom nodes with editable spline, non destructive boolean, auto uv, auto bake, full access to the history ect. ect.. all while explaining several different node capabilities, modeling workflows and tools in less than 30 minutes.. Houdini is a different workflow, this whole perpetuation that it's bad at modeling or it's UX is unfriendly in my opinion is pure ignorance. To say Houdini is slow or bad just means you haven't optimized it's workflow, customizable hotkeys or don't fully understand it's complete set of tools.
@EgenMugen
@EgenMugen 4 жыл бұрын
​@H DMore power to you. There is reason in what you say, as it is approachable and does shed some light on the tools. But hear me out: Houdini's strength does not lie in common modeling. Hence, people coming at it with goals and a mindset of modeling find it very alien (and abandon the tool as a "gimmick", spreading these lies wherever they go). Hence I find tutorials like this doing more harm than good. Houdini is data-driven and procedural. When you come at it with a mindset like that, you can do things in it that no other soft can. Here goes my analogy: I can draw in Substance Designer, but that would be a bad way of using the tool.
@EgenMugen
@EgenMugen 4 жыл бұрын
​@@houdini3d Reasonable. Liked this comment.
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