I'd be up for this I'm an experienced modeller/animator but not for games so this would give a bit of direction to my current DOTA 2 item creation experiments. Might also be a chance to try out some Houdini workflows for asset creation. Also, im new here Ahoy! :)
@kio @"Brandon.LaFrance" Ooh, thanks for posting that video and github link. Really interesting technique for vertex animation. But yeah, Ossim (bone in latin) is for different, more traditional approach to animation. I will actually play with Houdini/UE4 and that script on github maybe come up with something for Ossim.
Unfortunately that's a limitation of Mayas UV layout tools. Houdini has a solution for this in 16.5 as does Headus UV layout. I think those are the only two softwares on the market with the feature you want. If you can only use Maya unfortunately you'll have to layout manually
Houdini has some great landscape tools and you can import your height map and start with that.I don't think you can export textures with the free version but you can export your mesh. I'm interested in doing something similar in designer as well.
Love XSI but it's soo rare no one use's it in the uk game dev apart from Lionhead and Digi-Guys, although i think Bizzare Creations may still use it. Know maya and max equaly good, abit of modo and lightwave. Houdini gives me a headache.
32GB are enough for modeling and texturing. If you need todo crazy simulation work in Houdini i would go for as much RAM as you can. Just make sure you have 2gb per CPU Thread. Otherwise your CPU does get slowed down.
proOptimizer will take vertex selections as a guide - I can't remember how graduated the effect is though. zbrush can decimate based on a mask Eric's suggestions will likely work well if you layer a few selections and tesselate modifiers Houdini is probably your best bet though
After further test it looks that : None of the remesher i have try can interpret multi patch poly object combined as a single object. We need to add an extra step to make this work. - in moi3d i export the mesh as a high poly, and i check the fuse shell option - i import in houdini and i do an adaptive remesh on the object…
Hi guys! I was not sure if "3D" or "Animation" is the better place to post this, but I wanted to show you my latest project. It's an explosion happening within a scifi shield. On my artstation page you'll find many videos - also a detailed breakdown and many links to related resources:…
https://vimeo.com/457274458 Subdivision surfaces are piecewise parametric surfaces defined over meshes of arbitrary topology. It's an algorithm that maps from a surface to another more refined surface, where the surface is described as a set of points and a set of polygons with vertices at those points. The resulting…